ViolentBeetle Posted July 18, 2022 (edited) In January @xvertigox has proposed this project - making maps out of simple flat color textures. Unfortunately, he was unable to finish the project due to health issues. But we got 32 maps and now I am taking over the project management in hope of making to completion. So the compilation is ready for public reveal. >>>GET IT FROM IDGAMES<<< It's a full megawad and right now it doesn't have the secret exit. This table contains information compiled by the previous compilation manager who unfortunately also had to step down. Some of the screenshots Spoiler To do list: Track down all the MIDI credits. Mappers, if you can message me what you used, it'd be great Make proper map names for the intermission. Default font is kinda ugly. And clean up UMAPINFO Give maps fitting skies. Most right now default to starry sky, it probably not the best pick for each Discuss visibility issues for sprites. Some are hard to identity and I think they could use an otline. However I don't know how to make one. Any help? And, of course, do more testing to confirm it works. List of maps and mappers. Please test your map to make sure the newest version got in and it has the right music and everything. Actual list pending, the editor doesn't want to play nice. MAP01: Solstice by @ViolentBeetle MAP02: C Sector by @CBM MAP03: Construction Site by @RastaManGames MAP04: PC-88 World by FellowNoob (Got renamed?) MAP05: Ultra Doomguy World by @DrJordo MAP06: Not Very Cash Money by @Chookum MAP07: Rush 2 Coffee by @Peccatum Mihzamiz MAP08: Ant by @rouge_means_red MAP09: Daisy Fields by @DynamiteKaitorn MAP10: Panic at the Disco by @ryiron MAP11: Checksum by Annonymous MAP12: Hostile District by @RastaManGames MAP13: Big Boo's Spooky House by @Philnemba MAP14: Back to The Pyramid by @knifeworld MAP15: Colors Out of Space by @Skeaze MAP16: SCT Praline Study by @SuperCupcakeTactics MAP17: Through Time & Space by @Vortale MAP18: Zeusian Circles by @MFG38 MAP19: Rainbow Road by @Meowgi MAP20: Neon Dream by @Colossus MAP21: Stupid Slaughter by @dmdr MAP22: Chromatose by @SCF MAP23: Toasted Naan by @Gothic Box MAP24: Harvest Moon by @CblBOPOTKA MAP25: Temple of Froggo by @muumi MAP26: Are You Trying To Traumatize Somebody by @lunchlunch MAP27: Skarlet Daggers by @Pixel Fiend MAP28: 1 Bad Map by @Spendoragon MAP29: Satan Spilled His Skittles by @xdarkmasterx MAP30: Beneath God's World by @Nefelibeta MAP31: Pririrutsenne by @Master Medi MAP32: Flower Garden by @El Inferno Edited October 18, 2022 by ViolentBeetle 37 Quote Share this post Link to post
CBM Posted July 18, 2022 31 minutes ago, ViolentBeetle said: In January @xvertigox has proposed this project - making maps out of simple flat color textures. Unfortunately, he was unable to finish the project due to health issues. But we got 32 maps and now I am taking over the project management in hope of making to completion. So the compilation is ready for public reveal. >>>GET THE COMPILATION HERE<<< It's a full megawad and right now it doesn't have the secret exit. This table contains information compiled by the previous compilation manager who unfortunately also had to step down. Some of the screenshots Reveal hidden contents To do list: Track down all the MIDI credits. Mappers, if you can message me what you used, it'd be great Make proper map names for the intermission. Default font is kinda ugly. And clean up UMAPINFO Give maps fitting skies. Most right now default to starry sky, it probably not the best pick for each Discuss visibility issues for sprites. Some are hard to identity and I think they could use an otline. However I don't know how to make one. Any help? And, of course, do more testing to confirm it works. List of maps and mappers. Please test your map to make sure the newest version got in and it has the right music and everything. Actual list pending, the editor doesn't want to play nice. MAP01: Solstice by @ViolentBeetle MAP02: C Sector by @CBM MAP03: Construction Site by @RastaManGames MAP04: PC-88 World by FellowNoob (Got renamed?) MAP05: Ultra Doomguy World by My map has reached version 1.9 so the version 1.7 of my map c-sector in the above link is not the newest... here is the newest version of c-sector: c-sector_v1.9 1 Quote Share this post Link to post
SleepyVelvet Posted July 18, 2022 (edited) 38 minutes ago, ViolentBeetle said: MAP08: Ant by 7Soul (Can't be tagged, changed name?) ... MAP16: SCT Praline Study by cuppykeks (Can't be tagged) 7Soul (changed name to @rouge_means_red, not sure what they want creditted as) cuppykeks (usually wants to be creditted as @SuperCupcakeTactics) Edited July 18, 2022 by NoisyVelvet 2 Quote Share this post Link to post
Napsalm Posted July 18, 2022 Just playing through this now, got signal 11 error on DSDA two or three times picking up the rocket launcher on map 01, but now I can't seem to get it to crash again. 1 Quote Share this post Link to post
Pixel Fiend Posted July 18, 2022 Um, anyone wanna suggest a better menu jingle? 0 Quote Share this post Link to post
ViolentBeetle Posted July 18, 2022 8 minutes ago, Napsalm said: Just playing through this now, got signal 11 error on DSDA two or three times picking up the rocket launcher on map 01, but now I can't seem to get it to crash again. I played it and didn't have any of it. Is your version recent enough to support MBF21? 0 Quote Share this post Link to post
Napsalm Posted July 18, 2022 Yeah I'm on 24.2, not had any more problems yet. Will keep playing through and make any notes if I come across anything else 0 Quote Share this post Link to post
Pixel Fiend Posted July 18, 2022 I saw a missing wall texture after the cacodemons are released on my map, should we just keep this for aesthetic reasons? 0 Quote Share this post Link to post
Death Bear Posted July 18, 2022 Shout out to a bunch of Pineapple regulars on this mapset! I'll be sure to check this out! 2 Quote Share this post Link to post
ViolentBeetle Posted July 18, 2022 14 minutes ago, Pixel Fiend said: I saw a missing wall texture after the cacodemons are released on my map, should we just keep this for aesthetic reasons? I have no idea what is happening here, so I dunno 1 Quote Share this post Link to post
ViolentBeetle Posted July 18, 2022 Speaking of skies, I remembered something I had trouble with in the past, but with DIY theme, I think it would work pretty well. Bright day sky. I checked the existing skies, and I don't think they look very well, being overcrunched mek's skies. We could use some gradient for dusk and that would be sufficient set. 7 Quote Share this post Link to post
Napsalm Posted July 19, 2022 (edited) I played through Maps 1-11 this evening. Before I forget etc, had replicable signal 11 errors in: Map 1 Spoiler (after the rocket launcher) , 10 Spoiler (during the dancefloor fight) and 11 Spoiler (after falling into one of the trenches in the blue key area) so far. Also, map 4 has the secret area as separate tagged secrets for every sector, resulting in 3 of the raised areas being unobtainable secret sectors (unless there's a vile in there? but I think this is unintentional) VOD is here and should be up for a while: https://www.twitch.tv/videos/1535614883 Edited July 19, 2022 by Napsalm VOD link 1 Quote Share this post Link to post
CblBOPOTKA Posted July 19, 2022 (edited) My map is completely ok. Planning to make tweaks later to improve the flow (YK door and other stuff). Thank you for making this release! Edited July 19, 2022 by CblBOPOTKA 0 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2022 5 hours ago, Napsalm said: I played through Maps 1-11 this evening. Before I forget etc, had replicable signal 11 errors in: Map 1 Reveal hidden contents (after the rocket launcher) , 10 Reveal hidden contents (during the dancefloor fight) and 11 Reveal hidden contents (after falling into one of the trenches in the blue key area) so far. Also, map 4 has the secret area as separate tagged secrets for every sector, resulting in 3 of the raised areas being unobtainable secret sectors (unless there's a vile in there? but I think this is unintentional) VOD is here and should be up for a while: https://www.twitch.tv/videos/1535614883 It's very odd. I looked through sprites, didn't see anything malformed and now I'm out of ideas. Does DSDA Doom have a crash log? 0 Quote Share this post Link to post
ryiron Posted July 19, 2022 (edited) @ViolentBeetle The music for map10 (Panic at the Disco) is: Moon Patrol Theme (from the arcade game Moon Patrol), and A Fifth of Beethoven (by Walter Murphy). Map looks correct for the latest beta release. The night time sky is ok for my map. @Napsalm Thanks for the play-testing. Glad that you enjoyed the map, at least up until it started crashing :-/. I had a quick attempt at replicating the crash you are seeing with dsda-doom 0.24.2, but couldn't get it to occur on any of the maps you mentioned. It sounds like it might be a bug in dsda-doom. Could you share your config file and i'll see if that makes a difference. Edited July 19, 2022 by ryiron 0 Quote Share this post Link to post
CblBOPOTKA Posted July 19, 2022 Played maps 1-3, have no signal 11 on dsda v0.24.3 Map03 have wrong description in UMAPINFO and seems old music (from Thelokk's map), also little mistexture @RastaManGames : Spoiler 1 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2022 Oh yes, I noticed I forgot to clear definition for MAP03. I'll fix it. By the way, do we actually need MAPINFO? UMAPINFO is supported wherever MBF21 is. 0 Quote Share this post Link to post
CblBOPOTKA Posted July 19, 2022 (edited) 15 minutes ago, ViolentBeetle said: By the way, do we actually need MAPINFO? UMAPINFO is supported wherever MBF21 is. As was claimed at the start of project, it's MBF21, so it can broke some maps on another complevel (map05 using bossaction - cyber kill to open exit door, few maps using instant death floors). So we can expect UMAPINFO is supported by player's sourceport. I even thinking that it is a good idea to write in MAPINFO strings for map names something like "this wad is MBF21 compatible, please update your sourceport", it seems like UMAPINFO always overrides MAPINFO, but i'm not sure Edited July 19, 2022 by CblBOPOTKA 1 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2022 (edited) An attempt at seamless overcast sky. The idea works a little better if we don't bother with seamlessness, but I accidentally overwritten that one. I was originally going to pitch it for MAP03 but I think it could stick with starry sky and I will remake the clouds properly that don't need to tile vertically. Update: Roughtly the same sky without vertical tiling: Both can, if necessary, translated into different shades like red or blue. Edited July 19, 2022 by ViolentBeetle 2 Quote Share this post Link to post
Napsalm Posted July 19, 2022 2 hours ago, ryiron said: @Napsalm Thanks for the play-testing. [...] Could you share your config file and i'll see if that makes a difference. No problem! naps dsda-doom cfg.zip 0 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2022 8 hours ago, Napsalm said: Also, map 4 has the secret area as separate tagged secrets for every sector, resulting in 3 of the raised areas being unobtainable secret sectors (unless there's a vile in there? but I think this is unintentional) Oh wow. Looks like someone just didn't untag the sectors. I'll just make all but one non-secret. 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted July 19, 2022 The track for my map is 'Da Ya Think I'm Sexy?' by Rod Stewart. Dark starry sky is good for my map. 1 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2022 I realized sun is supposed to be yellow, generally speaking. What do you think? Pretty cartoony but fitting for brightly lit maps. 3 Quote Share this post Link to post
RastaManGames Posted July 19, 2022 (edited) I had "Signal 11" while working on my entry for "2 Enemy" CP. There might be something with graphics. Maybe something is not in Doom format, but in PNG? P.S.: Also, on my maps black starry sky is intended. P.P.S.: I've updated my map according to @CblBOPOTKA's bug report. Also added 4x2 shotgun shells just in case for every difficulty. (File was removed to resolve some space on my DW account...) Edited August 31, 2022 by RastaManGames 1 Quote Share this post Link to post
MFG38 Posted July 19, 2022 5 hours ago, ViolentBeetle said: By the way, do we actually need MAPINFO? UMAPINFO is supported wherever MBF21 is. We don't. If anything, the MAPINFO lump is just redundant. 0 Quote Share this post Link to post
Redneckerz Posted July 19, 2022 Love the look and hope this gets completed. Stands out from the crowd! 0 Quote Share this post Link to post
Vortale Posted July 19, 2022 So I'm a colossal fuckup and my map starts in the completely wrong place. I've provided the fix but if you don't feel like recompiling, you can drag the player 1 start in the north BFG secret to the south-east square with the rest of the player starts, where it should be. Apologies. As for the midi, it Journey to Silius stage 03. Timeandspace1.1.zip 3 Quote Share this post Link to post
CblBOPOTKA Posted July 19, 2022 Almost forgot, i used Midi: Blackfield - Some Day (tabbed by baptistoy) in map24 0 Quote Share this post Link to post
GoneAway Posted July 19, 2022 I'm looking into the crash in dsda-doom right now. It's caused by the face replacements but I'm not sure exactly why yet. Deleting all of them (STFST* etc) prevents the crashing. Is there anything special about these replacements? Are they all the typical size? 6 Quote Share this post Link to post
muumi Posted July 19, 2022 my maps midi is The Colours Borne by the Crystal Vixen by Jimmy. Starry sky is intended. 1 Quote Share this post Link to post
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