dac Posted August 15, 2022 (edited) After way too long.. LET'S DO THIS! The objective was simple: Make a map with no more than thirty monsters in it. There were a few more restrictions - like not filling the map with cyberdemons - but this was the main one. After three months and a half of mapping, we basically had the equivalent of two full megawads worth of maps - SIXTY-FOUR (64) of them, in fact. From veterans of the craft who have won multiple cacowards, to complete newcomers releasing a map for the first time. Maps in various styles - techbases, abstractions of blue, snowy realms and much more. From short, punchy arenas to long, desolate journeys. Maps that are easy. Maps that will push you to the limit. And after another long while, here we are, a complete package for all of you to enjoy. There's probably a lot of quirks we haven't fixed yet, so please let me know if you find anything so we can fix it. So without further ado: GET IT HERE! (idgames) Requires the doom2 IWAD and a MBF21 compatible source port - the latest versions of DSDA-Doom, Woof and Eternity Engine will do just fine. Do note that while GZDoom is supported, it does not play nice with a specific map (MAP60), and thus I do not recommend playing with it. (In alphabetical order) Spoiler @alexsa2015sa MAP54 : Spider Testament Playtesting @antares031 MAP60 : The Belphegorian Trials @Astro X MAP27 : Quicksand MAP33 : Victorian @azerty MAP42 : Blasphemy @BENCHY MAP49 : wiltingDryad @Biodegradable Playtesting @BiZ MAP62 : Infernal Engine @Bloodbath Giraffe MAP50 : Misjudging the King @Bobby "J This project will forever be left incomplete and it's your fault (lol) @Bri MAP18 : Demon Electrica @cannonball MAP20 : Blu-Ray Pain @Chainie MAP19 : Cadence @Clippy MAP25 : Alcoholic Space Guitar Playtesting @dac Hey, that's me! MAP40 : Red Mantle, Blue Mantle Also project lead, person who compiled everything, shepherd of mappers, etc. Also also a bit of playtesting @Death Bear MAP05 : Ursine Complex @DMPhobos MAP29 : Killer on the Prowl @Dubium MAP36 : Blue Shift *SECOND MAP* @DynamiteKaitorn MAP10 : Blueberry Castle @El Inferno MAP63 : Neter-Khertet Playtesting @Engired MAP39 : With Time Comes an End @finnks13 MAP58 : Overgrown Fortress @Gaargod MAP38 : Patio Bloodbath @Jark MAP46 : Check @JaySmithen MAP08 : Make Peace Not War MAP21 : Slightly Shaken @jerrysheppy MAP34 : Microcosmic Malice @knifeworld MAP44 : Kranion @Large Cat MAP55 : Schism @LGmaire MAP22 : Marine's Snowiest Base *FIRST MAP* @lokbustam257 MAP04 : Crate Processing @LordEntr0py MAP51 : Contamination Station @LPad MAP09 : Sea of Wonders MAP13 : Charlie Was here MAP28 : Agnosia MAP53 : Caeco Regno MAP61 : Tourmaline Turmoil @Luleta MAP26 : Cross Counter @Matacrat MAP57 : Coupled Architecture @MFG38 MAP11 : Azure Crypt Some advice here and there @myolden MAP48 : Rapturous Grief @NeedHealth MAP17 : Dismal Twilight @Nefelibeta MAP59 : Aquatic Purgatory Only person mad enough to you know what I'll let all of you discover that for yourself 😛 @Noise Without you, this entire project would not exist. Thank you! @NoReason MAP64 : Paroxysm @Obsidian MAP15 : Pitted Iron Some advice here and there regarding rules @Origamyde MAP03 : Caco by Caco @Parkolnaught MAP43 : 30/30/3 @Peccatum Mihzamiz MAP35 : Form and Void @PinkFlamingo MAP41 : Tomb of Nephren-Ka @RastaManGames MAP02 : Trapped In Remnants @Roebloz MAP24 : Wicked Terminal @ryiron MAP14 : Vile Keep *FIRST MAP* MAP31 : Lapis Lazuli @Salmon MAP45 : Windswept @Savarin MAP30 : Doomworld Revolting @SCF MAP52 : Irregular Expression Playtesting @Scorpius MAP12 : Dystrophia @sectrslayr Playtesting @Shawn MAP47 : Hide and Sick @SleepyCat MAP16 : The Frozen Church @TheCyberDruid Playtesting @Thelokk MAP23 : The Sinkhole Playtesting @tib_ MAP06 : Descending Down @ViolentBeetle MAP37 : Blood Basin Playtesting @Walter confetti MAP01 : Obsidian Ravine @Weird Sandwich MAP32 : Caco Tombs @Worriedidiot MAP56 : -ANTI-LIFE- @Worst MAP06 : Recharging Station Did a small script to make MAP60 as playable as possible on GZDoom Spoiler MAP 01 ------ Title : Obsidian Ravine Author : Walter Music : "Winnowing Hall" by Kevin Schilder (from Hexen) Description : A map strongly inspired by Hexen, also uses no hitscan monsters and guns. MAP 02 ------ Title : Trapped In Remnants Author : RastaManGames Music : "Gotham" by Lee Jackson Description : This map was heavily inspired by "Strange Aeons" PC. It's a pieces of natural environment floating in void, that was teared apart. There is also few ruined buildings and demonic portals, that gonna send enemy reinforcements straight into the battlefield. MAP 03 ------ Title : Caco by Caco Author : Origamyde Music : "Camel by Camel" by Sandy Morton Description : "Doomguy goes to Egypt for the holyday. Chaos ensues, and he is now forced to battle against an onslaught of thirty fierce demons. To think he just wanted to visit the Valley of the Kings once in his life..." MAP 04 ------ Title : Crate Processing Author : lokbu sta m257 Music : "The Healer Stalks" by Bobby Prince Description : Just a small little techbase map. Nothing spectacular. Pretty easy even in UV. MAP 05 ------ Title : Ursine Complex Author : Death Bear Music : "You're Winner" by Lippeth Description : Small little Techbase with Nukage. Lots of green, warning strips, and flashy lights. Just like I like 'em. MAP 06 ------ Title : Recharging Station Author : Worst Music : "Nuns With Shotguns" by MFG38 Description : A dubious tech facility that has gotten infested with demons. MAP 07 ------ Title : Descending Down Author : tib Music : "Nothing So Cruel" by Mark Klem Description : Go down to get out. MAP 08 ------ Title : Make Peace Not War Author : Aaron Russell Bowtell Music : "Broken Mirror" by Tristan Clark Description : Um, stairbuilder tool go brrr? No cybers or masterminds but there is also no rockets or plasma and the only big armor bonus is in the secret room. It should be pretty easy to spot though. MAP 09 ------ Title : Sea of Wonders Author : LPad Music : "Frozen Flame" from Chrono Cross Description : A short level with low difficulty. Tried to keep it with a moderate pace and very manageable. MAP 10 ------ Title : Blueberry Castle Author : DynamiteKaitorn Music : "Hearts of Fire" by Michiru Yamane (from Castlevania: Aria of Sorrow) Description : Blueberry castle is a tasty little brick building that used to be home to Lord Apricot before his untimely demise. Now the demons of hell are using it as a holding base. MAP 11 ------ Title : Azure Crypt Author : MFG38 Music : "Dark Expanse" by Ribbiks Description : A small crypt deep in the basement of a medieval castle. Don't let the name fool you - it's anything but quiet down here. MAP 12 ------ Title : Dystrophia Author : Scorpius Music : "Tributary" by AD79 Description : I thought about trying something new and a map covered with snow works really well. Dystrophia takes place outside and inside a small storage base within a cold wasteland. Arch-Vile fight in the storage boxes was reworked from a lost and broken Plutonia map while the cyberdemon fight outside the base was inspired by the last level in No Rest for the Living. MAP 13 ------ Title : Charlie Was Here Author : LPad Music : "Odds and Ends" by LPad Description : A puzzle/exploration/interactive map. A bit unsettling, I hope I achieve that effect in someone other than my brother. MAP 14 ------ Title : Vile Keep Author : ryiron Music : "Path of the Fiend" from Golden Axe Description : Small, claustrophobic fights set in a castle on the water. MAP 15 ------ Title : Pitted Iron Author : Obsidian Music : "4'33" by John Cage (Sequenced by Obsidian, probably) Description : A short map somewhat inspired by Back to Basics and Nihility: Infinite Teeth. Not too difficult, but should still be fun. MAP 16 ------ Title : The Frozen Church Author : SleepyCat Music : "Designing the Grave" by AD79 Description : Visit a small UAC base built to study a frozen hell church, obviously kill everything. MAP 17 ------ Title : Dismal Twilight Author : NeedHealth Music : "Breathe My Child" by Immorpher Description : You have arrived in a marble compound, the sun is setting. The atmosphere is serene yet you can smell something in the air. Is it carrion? MAP 18 ------ Title : Demon Electrica Author : Bri Music : "Uneven Structures" by AD_79 Description : Not as hard as other maps here, but UV can still be tricky and will need some strategy. HMP is a little more relaxed. - TRICKY - MAP 19 ------ Title : Cadence Author : Chainie Music : "Grave Town, Live Version" by Mark Klem Description : Map, mostly inspired by Chord series by Malcolm Sailor. MAP 20 ------ Title : Blu-Ray Pain Author : cannonball Music : "Aqua Rock" from Golden Sun: The Lost Age Description : ... MAP 21 ------ Title : Slightly Shaken Author : Aaron Russell Bowtell Music : "Dread Factory" by MFG38 Description : A little bit of arch-vile action with a touch of platforming. MAP 22 ------ Title : Marine's Snowiest Base Author : LGMaire Music : "Ice" by Dial Up For Murder Description : "After cleaning all the mess you made in the last map you decide to go back to your very generic snowy techbase that you call home, only to find out that it has been taken over by the demons!" I was listening to 'Ice' by Dial Up For Murder and I got inspired to make this generic lookin' snowy techbase, it shouldn't be too difficult, quite a simple map. MAP 23 ------ Title : The Sinkhole Author : Thelokk Music : "Main Title" from Shadow of the Beast Description : MUST LIKE CEMENT1. MAP 24 ------ Title : Wicked Terminal Author : Roebloz Music : "Fuel" by Metallica (MIDI rendition by unknown) Description : This is basically a techbase that got corrupted by hell when they tried to make some FIREBLU merch. Instead, they opened a FIREBLU portal to Hell, and the demons invaded and created those Tech Gone Bad/SIGIL cracks. Pretty tough map, is very tight in design. You will go through the computer room, the lava pumping room, the library, the jail cells, the vents, the portal, and of course Hell for two boss battles. MAP 25 ------ Title : Alcoholic Space Guitar Author : Clippy Music : "Let my Fly" by James Paddock Description : ... MAP 26 ------ Title : Cross Counter Author : Luleta Music : "You Blow My Mind (Dudley's Theme)" from Street Fighter III 3rd Strike (arranged by HBreit) Description : A cross shaped street with a storage, a tiny house, an abandoned building and an EVIL FACTORY MURDERMACHINE GUARDING A WICKED BOSSFIGHT >:D MAP 27 ------ Title : Quicksand Author : Astro X Music : "Dead in the Water" by James Paddock Description : A 1-room-ish dungeon with varied combat. MAP 28 ------ Title : Agnosia Author : LPad Music : "Cave" by Korp Description : A weird map with a secret puzzle. I don't really know what to say about it... a e s t h e t i c MAP 29 ------ Title : Killer on the Prowl Author : DMPhobos Music : "Etude for the Killer" from Castlevania Chronicles Description : Some sort of a dark castle map, gameplay wise a bit different to what im used to make as i tried to have combat pieces where each monster is a threat to the player without going too far. MAP 30 ------ Title : Doomworld Revolting Author : Savarin Music : "The World Revolving" by Toby Fox (MIDI arranged by 'boogerman the sequel') Description : Honestly? I just ran with the stupid idea once I had it, hopefully it's not TOO gimmicky D: MAP 31 ------ Title : Lapis Lazuli Author : ryiron Music : "Ominous (remix)" from Jill of the Jungle Description : Castle/dungeons packed with tricky traps and fights. MAP 32 ------ Title : Caco Tombs Author : Weird Sandwich Music : "Compulsion" by James Paddock Description : Get through the Caco's catacombs. Basically a single arena fight. MAP 33 ------ Title : Victorian Author : Astro X Music : "Ghostly" by Ribbiks Description : A somewhat chaotic arena that opens up into yet another larger and even more frantic arena. MAP 34 ------ Title : Microcosmic Malice Author : jerrysheppy Music : "Shotgun Shawarma" by RogueAkai and Sumo (from the Alien Vendetta MIDI pack) Description : Just a small infernal compound that's the result of me experimenting with a texture theme and a few concepts for encounters. Seems like it should be somewhat more laid-back than a few of the submissions I've seen playtested so far, the presence of some heavy hitters notwithstanding. MAP 35 ------ Title : Form and Void Author : Peccatum Mihzamiz Music : "Blood Red Shadows" by Aubrey Hodges Description : The third arena is different from what I had envisioned at first. I spent a dozen hours making something for it but ran out of time. MAP 36 ------ Title : Blue Shift Author : Dubium Music : Unknown (from Summer69.wad by Ribbiks and Danne) Description : A little bit difficult tyson map. - TAXING - MAP 37 ------ Title : Blood Basin Author : ViolentBeetle Music : "Hey There, Moonbeam" by Cammy and Lippeth Description : Short map made out of blood and rock, split into 3 distinct fights. MAP 38 ------ Title : Patio Bloodbath Author : Gaargod Music : "La Migra" by Brujeria Description : Small map inspired by The Plutonia Experiment, mid and high-tier enemies but relatively easy due to open spaces. MAP 39 ------ Title : With Time Comes an End Author : Engired Music : "Days of Sadness" from Dragon Quest VII Description : An old blue castle, filled with many secrets, but slowly breaking apart. MAP 40 ------ Title : Red Mantle, Blue Mantle Author : dac Music : "The Caco's Best" by Peter Lawrence (from the Alien Vendetta MIDI pack) Description : A small fort of red, a small cave of blue. And as the tale goes, a choice that does not matter in your end... MAP 41 ------ Title : Tomb of Nephren-Ka Author : PinkFlaming o Music : Dungeon music from The Elder Scrolls II: Daggerfall Description : Three small underground arenas in an Egyptian theme. Enemy corpses are reanimated by off-screen Archviles. MAP 42 ------ Title : Blasphemy Author : azerty Music : "Dead Machinery" by James Paddock Description : Very short, it's mainly one big fight that will give you lots of trouble. MAP 43 ------ Title : 30/30/3 Author : Parkolnaught Music : "Pipeline" by James Paddock Description : ... MAP 44 ------ Title : Kranion Author : knifeworld Music : "Chimes of Death" by James Paddock Description : ... MAP 45 ------ Title : Windswept Author : Salmon Music : "Power Plant" by Deadwing Description : A compact run and gun map. MAP 46 ------ Title : Check Author : Jark Music : "Vinefort" by James Paddock Description : A foreign and sinister place awaits, with deep pits and precarious platforms - watch your next step. Can you find what hides below? And are you worthy to fight it? MAP 47 ------ Title : Hide and Sick Author : Shawn Music : "Sandopolis Zone" from Sonic & Knuckles Description : Deep inside a lost Egyptian tomb you try to escape from an abomination. MAP 48 ------ Title : Rapturous Grief Author : myolden Music : "Forbidden Area" by Michiru Yamane (from Castlevania: Aria of Sorrow) Description : I liked the shades of blue in this palette so I went all in. Difficulties shuffle monster types but they stay at 30 total on each setting. The map is also co-op compatible. MAP 49 ------ Title : wiltingDryad Author : BENCHY Music : "The Last Feast" by AD_79 Description : In a world lost to nuclear fallout, nature, and the mistakes of humanity you aimlessly wander through a wreck of an oil refinery. You have no goal, no energy and no will to live. Why are you even still playing? MAP 50 ------ Title : Misjudging the King Author : Bloodb ath Giraffe Music : "You Ain't T he Boss O' Me" by James Paddock Description : Green Techbase with fast pace action and lots of cool lighting effects. MAP 51 ------ Title : Contamination Station Author : LordEntr0py Music : "Ripsaw" by James Paddock Description : Fairly fast-paced, interconnected little toxic techbase level. MAP 52 ------ Title : Irregular Expression Author : SCF Music : "Wheezer" by Alfonzo Description : 5 small arenas, featuring every non-boss monster (although not all of them on every difficulty). MAP 53 ------ Title : Caeco Regno Author : LPad Music : "Zone 4" from F(L)ail Description : Just a small rusty level with a high difficulty. MAP 54 ------ Title : Spider Testament Author : alexsa2015sa Music : Original, unnamed song by alexsa2015sa Description : A t hree-key hub map. Population mostly high-tiers, but no cyber, mastermind or barons. MAP 55 ------ Title : Schism Author : Large Cat Music : Original, unnamed song by Large Cat Description : This map seems small even by 30mc standards; do a couple loops around a room with overwatch from some turrets and heavies. The revenant is the weakest monster you'll meet here. MAP 56 ------ Title : -ANTI-LIFE- Author : WorriedIdiot Music : "Godless Industry" by AD_79 Description : A short gimmick map with a mish-mash of random alien looking tech and slime. MAP 57 ------ Title : Coupled Architecture Author : Matacrat Music : "Island of Ruins" from Ardy Lightfoot Description : Tried to go for a gameplay first approach. I don't know if I've made a critical mistake regarding the last battle. MAP 58 ------ Title : Overgrown Fortress Author : finnks13 Music : "Path of Destruction" by Mark Klem Description : A very small map inspired by Swift Death, has a very hectic opening though it shouldn't be too challenging once you've gotten on top of things. MAP 59 ------ Title : Aquatic Purgatory Author : Nefelibeta Music : "The Infinite Labyrinth" by Tristan Clark Description : A blue map inspired by Struggle, some what obnoxious. Since the host didn't specify how b u llsh it a map can be, therefore a mandatory arch-vile jump is required on UV. MAP 60 ------ Title : The Belphegorian Trials Author : antares031 Music : "Battle of Chaos" by Tristan Clark Description : Concentration, Precision, and the Race. MAP 61 ------ Title : Tourmaline Turmoil Author : LPad Music : "Tainted with Taunts" by LPad Description : A small bullet hellish map. High difficulty, but had a lot of fun testing it nevertheless. It encourages you to keep moving all the time and being conscious about your surroundings. MAP 62 ------ Title : Infernal Engine Author : BiZ Music : "Base Attack" from Front Mission 3 Description : Somethings wrong with the power in this base, and I mean REALLY wrong. Get inside and shut it down...for good. MAP 63 ------ Title : Neter-Khertet Author : El Inferno Music : "TheWayGrotesque" from MapleStory Description : Neter-Khertet is one of the names of the realm of the dead in ancient Egyptian mythology. MAP 64 ------ Title : Paroxysm Author : NoReason Music : "Technical Difficulties" by James Paddock Description : Very compact, action centric map with a secret encounter. The difficulties change more than just thing placements. Spoiler WHAT'S LEFT: Cleanup the resources to only have what's necessary Anything we missed Edited November 21, 2022 by dac idgames! 71 Quote Share this post Link to post
Bridgeburner56 Posted August 15, 2022 If this isn't 64 maps each with 30 archviles imma riot 14 Quote Share this post Link to post
Biodegradable Posted August 15, 2022 I'm stoked to see this gorgeous behemoth of a project so close to the finish line. I loved just about every map I playtested as each mapper approached the challenge with gusto and exemplary creativity. 8 Quote Share this post Link to post
dac Posted August 15, 2022 5 minutes ago, Biodegradable said: I'm stoked to see this gorgeous behemoth of a project so close to the finish line. I loved just about every map I playtested as each mapper approached the challenge with gusto and exemplary creativity. Same here! And also, a specific thank you for all the playtesting you did, I think I speak for everyone when I say you were a huge help in a lot of aspects. 15 minutes ago, Bridgeburner56 said: If this isn't 64 maps each with 30 archviles imma riot Some maps have five arch-viles with the workload you'd expect of thirty. I mean some mappers are real serious slave drivers on these poor folks 😅 6 Quote Share this post Link to post
Ravendesk Posted August 15, 2022 (edited) Haven't finished all of the maps yet, only first 10 and last 10, but all the maps I've played are just awesome, I'm having so much fun. Totally going to finish the rest of the set. Maps 59 and 60 are my favorites so far, some of the most creative maps I've ever played. Also I loved how map 55 presents its gimmick. It's completely obvious from the start what's going to happen, but yet suspense is done so well. Some of the later maps seem completely impossible on UV to me, looking forward to seeing them maxed. Edited August 15, 2022 by Ravendesk 5 Quote Share this post Link to post
dac Posted August 15, 2022 Did a small hotfix just now to fix a crash on Eternity (MAP62 wasn't built properly, ty @Tarnsman for pointing this out). If that's your engine of choice you should redownload the mapset. 1 Quote Share this post Link to post
Shanoa Posted August 15, 2022 (edited) This should be interesting to try, the forced pistol start in each levels is scary but also it mean I can go all out. Found a lil oversight in MAP05, just before the blue keycard there is an arachnotron on a platform in the left and right path safe from nukage but when you stand on a safe platform in the left path (where the spider + box of shells are) you take damage. Spoiler Thank you to all the mappers for their maps. (: Edited August 15, 2022 by Shanoa 4 Quote Share this post Link to post
Thelokk Posted August 15, 2022 (edited) It has happened. Edit: look mum I'm in the screenshots Edited August 15, 2022 by Thelokk 9 Quote Share this post Link to post
MFG38 Posted August 15, 2022 Pleasure contributing to this. c: Looking forward to playing the entire set! 4 Quote Share this post Link to post
LordEntr0py Posted August 15, 2022 Also looking forward to playing through this! 2 Quote Share this post Link to post
OverflowingMocha Posted August 15, 2022 15 hours ago, dac said: @LGmaire MAP22 : Marine's Snowiest Base *FIRST MAP* Heh, mentioning the fact that this is my first public map is a cute touch. Congrats on the release of RC1! It was fun to map for this and I learned quite a bit from said map. :) 4 Quote Share this post Link to post
LordEntr0py Posted August 15, 2022 (edited) Been playing through the first 4 maps, great stuff so far! Blind playthroughs pending when I can upload them. I did have a problem with the death exit for @lokbustam257. Looks like the door on the conveyor didn't open when went over the final teleporter. The player died, but wasn't moved across the exit level line. Edited August 15, 2022 by LordEntr0py 0 Quote Share this post Link to post
dac Posted August 15, 2022 25 minutes ago, LGmaire said: Heh, mentioning the fact that this is my first public map is a cute touch. Repeating it once more, but you should be proud of it. I know people will be a bit more attracted to the maps by known mappers so I thought I'd put a spotlight on those who said this was their first ever contribution to the Doom community. So far there's you and ryiron, and Dubium also mentioned MAP36 was their second ever map so that's nice too. And besides, that's what these projects are for if you're new - a low risk environment to get your stuff out, especially when there is a limitation on lines, sectors, monsters, what have you. It's how I gained experience, it's how you gain experience. --- Gonna check out lokbustam's map later this evening. I did not have any problems with it, but I can see how that kind of setup could cause problems in certain ports. 3 Quote Share this post Link to post
OverflowingMocha Posted August 15, 2022 1 hour ago, dac said: Repeating it once more, but you should be proud of it. I know people will be a bit more attracted to the maps by known mappers so I thought I'd put a spotlight on those who said this was their first ever contribution to the Doom community. So far there's you and ryiron, and Dubium also mentioned MAP36 was their second ever map so that's nice too. I am proud of the map. I didn't mean to make it sound like I didn't like that or that I wasn't proud of my map, if I'm misunderstanding what you've said then I'm sorry about that. I also think it's nice that Ryiron and Dubium have their spotlight, I should have probably mention that the more I think about it... 2 Quote Share this post Link to post
LordEntr0py Posted August 15, 2022 5 hours ago, dac said: Gonna check out lokbustam's map later this evening. I did not have any problems with it, but I can see how that kind of setup could cause problems in certain ports. I think I just got unlucky with it. A quick reload/retry worked just fine. Might be worth considering a change to a more reliable setup? 0 Quote Share this post Link to post
knifeworld Posted August 15, 2022 Enjoyed contributing a map to this. I think it went through quite a few edits but I'm happy with how it turned out! Looking forward to playing the finalized set. 0 Quote Share this post Link to post
Napsalm Posted August 16, 2022 (edited) Played through maps 1-28 on stream earlier today. VOD at http://www.twitch.tv/napsalm :) Few notes that I made so far: Map 3 - There's a few ceiling decorations in the tomb that block movement and then a few that don't. Not sure if this is intended Map 4 - Think this has already been said but the death exit didn't work the first time Map 10 - Am I right in thinking all maps need to end with a death exit? There's a secret exit on this one that allows you to start the next map with your full health and weaponry from this map. The normal exit is also a type 11 which doesn't kill the player when exiting. Map 12 - That exit is so loud with all the barrels! Haha Map 13 - There's a hom on the stairs heading back up towards the start from the central area Map 17 - Type 11 exit sector, same thing as 10 Map 24 - Exit doesn't seem to function as intended Looking forward to playing through the rest of this! Really good. I like this,.. anti-slaughter set. Edited August 16, 2022 by Napsalm 14 Quote Share this post Link to post
dac Posted August 16, 2022 Did a small update in the OP to show off all the maps's descriptions. Just as a small reminder since there's streams already, if you ever encounter a bug or a hiccup or any kind, do not hesitate to let me know in this thread - while I've been enjoying watching streamers going through the project, it's a lot easier on me to know what exactly went wrong in text than through streams. 5 Quote Share this post Link to post
Napsalm Posted August 16, 2022 Finished the rest of this today. Was fun! There were a few maps towards the end that gave me some trouble but that's a me problem, not a map problem haha. Very good WAD, looking forward to seeing this get a full idgames release :) 3 Quote Share this post Link to post
El Inferno Posted August 17, 2022 Fixed a cheese and a couple of texture errors. 30mc_inferno.zip 0 Quote Share this post Link to post
Mato Posted August 17, 2022 There is a critical bug in MAP54 : Spider Testament by @alexsa2015sa. At the end, one of the 4 switches lifts up instead of lowers down a shield that is blocking the teleport to the exit. This makes it impossible to exit the map in a normal fashion. 0 Quote Share this post Link to post
alexsa2015sa Posted August 18, 2022 (edited) 16 hours ago, Mato said: There is a critical bug in MAP54 : Spider Testament by @alexsa2015sa. At the end, one of the 4 switches lifts up instead of lowers down a shield that is blocking the teleport to the exit. This makes it impossible to exit the map in a normal fashion. Every time someone fails to solve this puzzle, I despair in humanity. The map present in RC1 works as intended. It is a timed switch sequence, not a switch hunt - the raising shield does exactly what it should. It doesn't make the level impossible to exit, it just requires to try again (not restarting the level, the switches). SR-40 makes the timing trivial, but it is entirely possible even without so long as you start running from double candles. The timing is sort of annoying, so I should probably replace 88-lift with a slower generalized lift so it can be done without SR40 reliably. As is, basically any bump or failing to 180-turn means you run too slow without SR40. Edited August 18, 2022 by alexsa2015sa clarifying 0 Quote Share this post Link to post
Mato Posted August 18, 2022 1 hour ago, alexsa2015sa said: Every time someone fails to solve this puzzle, I despair in humanity. The map present in RC1 works as intended. It is a timed switch sequence, not a switch hunt - the raising shield does exactly what it should. It doesn't make the level impossible to exit, it just requires to try again. SR-40 makes the timing trivial, but it is entirely possible even without so long as you start running from double candles. The timing is sort of annoying, so I should probably replace 88-lift with a slower generalized lift so it can be done without SR40 reliably. As is, basically any bump or failing to 180-turn means you run too slow without SR40. It's an absurd and completely illogical choice that goes against the Doom principle. If you don't time something right you should be able to retry again instantly, not having to start the map all over again. Frankly the switch should've simply lowered the shield. I stopped playing the WAD because of this unbeatable ending. It takes the joy out of playing. 0 Quote Share this post Link to post
alexsa2015sa Posted August 18, 2022 (edited) 2 hours ago, Mato said: It's an absurd and completely illogical choice that goes against the Doom principle. If you don't time something right you should be able to retry again instantly, not having to start the map all over again. Frankly the switch should've simply lowered the shield. I stopped playing the WAD because of this unbeatable ending. It takes the joy out of playing. I said nothing about restarting the level. I said it requires trying again. What am I, a sadist? E: The latter statement was rhetorical. To be precise: the exit shield can be locked and unlocked as many times as you want to, as long as you understand how it works. Edited August 18, 2022 by alexsa2015sa clarifying 0 Quote Share this post Link to post
Mato Posted August 18, 2022 (edited) 1 hour ago, alexsa2015sa said: I said nothing about restarting the level. I said it requires trying again. What am I, a sadist? E: The latter statement was rhetorical. To be precise: the exit shield can be locked and unlocked as many times as you want to, as long as you understand how it works. EDIT: Never mind. I finally found out how to do it. The most absurd and frustrating switch and shield combination I've ever come across in a Doom map and I've played hundreds. 0/10 logical decision, stick to your real life job. Edited August 18, 2022 by Mato 0 Quote Share this post Link to post
Nefelibeta Posted August 18, 2022 (edited) You're a rude person, and you should acknowledge that. Edit: Better yet, next time when you're giving feedbacks, stop sounding as if mappers owe you anything. They owe you nothing, you chose to play the maps. Edited August 18, 2022 by Nefelibeta 6 Quote Share this post Link to post
dac Posted August 18, 2022 Okay that's enough with the insults. I didn't get this project out to sea and back to port just to see people bicker with the crew and vice-versa. @alexsa2015sa A more forgiving timing window would be nice to have, but replaying the map I think the biggest improvement would be to make it clearer what each switch does. I know it's a bit late for modifications, but I'm stretching the definition of "Release Candidate" a bit with no problems 😛 (Also if possible, I need a name for the song you wrote for your map) 4 Quote Share this post Link to post
alexsa2015sa Posted August 18, 2022 @dac Here's the improved map (wad with the map only) 30mc_alexsa2015sa_v6.zip I tried to make it clear that the second switch must be pulled before the other, and that there is a limited time to do so. I also smoothed out the process so that the shield 2 doesn't obscure shield 1 when things are done incorrectly, and when the exit opens, it is obviously displayed. (Uhh, song name. Uhh, let it be "Spider Reset". I don't remember if I named it before and it probably was awful) 2 Quote Share this post Link to post
LPad Posted August 20, 2022 Update in Charlie Was Here. Fixed a buggy ladder, small hom at the center area, slightly moved a tree and a box, added difficulty settings, and other minor fixes. I hope it works properly now, from three gameplays I saw, an important part got bugged in two of them. I hope that's solved now. 30mc_LPad5v3.rar 2 Quote Share this post Link to post
Caleb13 Posted August 20, 2022 I tried the RC1 version in Gzdoom 4.8.2 on UV and I noticed some bugs: MAP10: the the water fountain arena, the fatso will become stuck if it teleports onto the yellow teleport pads. MAP32: small HOMs under green firesticks near start. MAP53: missing textures behind the red door. MAP60: the barrel room is so slow in GZdoom it's unplayable. And GZdoom reports A LOT of geometry problems in some maps: Spoiler ---------------------------------------- MAP13 - Charlie Was Here Line 32 has no first side. Line 1509 has no first side. Line 32's right edge is unconnected Line 1509's right edge is unconnected ---------------------------------------- MAP14 - Vile Keep Unknown bottom texture '--' on second side of linedef 851 ---------------------------------------- MAP16 - The Frozen Church Line 1429 has no first side. Line 1454 has no first side. Line 1429's right edge is unconnected Line 1454's right edge is unconnected ---------------------------------------- MAP18 - Demon Electrica Unknown bottom texture 'OMRBLJ90' on first side of linedef 1980 ---------------------------------------- MAP23 - The Sinkhole Unknown ceiling texture 'ADEL_F36' in sector 9 Unknown bottom texture 'ADEL_W19' on first side of linedef 119 Unknown bottom texture 'ADEL_W19' on first side of linedef 120 Unknown bottom texture 'ADEL_W19' on first side of linedef 121 Unknown bottom texture 'ADEL_W19' on first side of linedef 122 Unknown bottom texture 'ADEL_W19' on first side of linedef 135 Unknown top texture 'ADEL_W19' on first side of linedef 182 Unknown bottom texture 'ADEL_W19' on second side of linedef 335 Unknown bottom texture 'ADEL_W19' on second side of linedef 337 Unknown bottom texture 'ADEL_W19' on second side of linedef 340 Unknown bottom texture 'ADEL_W19' on second side of linedef 344 Unknown bottom texture 'ADEL_W19' on second side of linedef 346 Unknown bottom texture 'ADEL_W19' on second side of linedef 348 Unknown bottom texture 'ADEL_W19' on second side of linedef 353 Unknown bottom texture 'ADEL_W19' on second side of linedef 354 Unknown bottom texture 'ADEL_W19' on first side of linedef 1105 Unknown bottom texture 'ADEL_W19' on first side of linedef 1106 Unknown bottom texture 'ADEL_W19' on first side of linedef 1107 Unknown bottom texture 'ADEL_W19' on first side of linedef 1110 ---------------------------------------- MAP30 - Doomworld Revolting Line 1312 has no first side. Line 1313 has no first side. Line 1668 has no first side. Line 1669 has no first side. Line 1670 has no first side. Line 1671 has no first side. Line 1672 has no first side. Line 1673 has no first side. Line 1674 has no first side. Line 1675 has no first side. Line 1676 has no first side. Line 1677 has no first side. Line 1678 has no first side. Line 1679 has no first side. Line 1680 has no first side. Line 1681 has no first side. Line 1682 has no first side. Line 1683 has no first side. Line 1684 has no first side. Line 1685 has no first side. Line 1686 has no first side. Line 1687 has no first side. Line 1688 has no first side. Line 1689 has no first side. Line 1690 has no first side. Line 1691 has no first side. Line 1692 has no first side. Line 1693 has no first side. Line 1694 has no first side. Line 1695 has no first side. Line 1696 has no first side. Line 1312's right edge is unconnected Line 1313's right edge is unconnected Line 1670's right edge is unconnected Line 1673's right edge is unconnected Line 1674's right edge is unconnected Line 1675's right edge is unconnected Line 1678's right edge is unconnected Line 1679's right edge is unconnected Line 1682's right edge is unconnected Line 1685's right edge is unconnected Line 1688's right edge is unconnected Line 1689's right edge is unconnected Line 1690's right edge is unconnected Line 1691's right edge is unconnected Line 1694's right edge is unconnected ---------------------------------------- MAP31 - Lapis Lazuli Unknown top texture '=' on second side of linedef 863 Unknown bottom texture '=' on second side of linedef 863 Unknown top texture '=' on second side of linedef 864 Unknown bottom texture '=' on second side of linedef 864 Unknown top texture '=' on second side of linedef 866 Unknown bottom texture '=' on second side of linedef 866 Unknown top texture '=' on second side of linedef 871 Unknown bottom texture '=' on second side of linedef 871 Unknown top texture '=' on second side of linedef 872 Unknown bottom texture '=' on second side of linedef 872 Unknown top texture '=' on second side of linedef 873 Unknown bottom texture '=' on second side of linedef 873 Unknown top texture '=' on second side of linedef 882 Unknown bottom texture '=' on second side of linedef 882 Unknown top texture '=' on second side of linedef 884 Unknown bottom texture '=' on second side of linedef 884 Unknown top texture '=' on second side of linedef 1246 Unknown bottom texture '=' on second side of linedef 1246 ---------------------------------------- MAP39 - With Time Comes An End Line 1188 has no first side. Line 1597 has no first side. Line 2688 has no first side. Line 3058 has no first side. Line 3190 has no first side. Line 3191 has no first side. Line 3192 has no first side. Line 3237 has no first side. Unknown middle texture 'BLUMAP' on first side of linedef 896 Unknown top texture 'BLUMAP' on first side of linedef 896 Unknown bottom texture 'BLUMAP' on first side of linedef 896 Unknown middle texture 'BLUMAP' on first side of linedef 898 Unknown top texture 'BLUMAP' on first side of linedef 898 Unknown bottom texture 'BLUMAP' on first side of linedef 898 Unknown middle texture 'BLUMAP' on first side of linedef 899 Unknown top texture 'BLUMAP' on first side of linedef 899 Unknown bottom texture 'BLUMAP' on first side of linedef 899 Unknown middle texture 'BLUMAP' on first side of linedef 900 Unknown top texture 'BLUMAP' on first side of linedef 900 Unknown bottom texture 'BLUMAP' on first side of linedef 900 Unknown middle texture 'BLUMAP' on first side of linedef 902 Unknown top texture 'BLUMAP' on first side of linedef 902 Unknown bottom texture 'BLUMAP' on first side of linedef 902 Unknown middle texture 'BLUMAP' on first side of linedef 903 Unknown top texture 'BLUMAP' on first side of linedef 903 Unknown bottom texture 'BLUMAP' on first side of linedef 903 Unknown middle texture 'BLUMAP' on first side of linedef 904 Unknown top texture 'BLUMAP' on first side of linedef 904 Line 1597's right edge is unconnected Line 2688's right edge is unconnected Line 3058's right edge is unconnected Line 3192's right edge is unconnected Line 3237's right edge is unconnected Missing texture 'BLUMAP' is used 34 more times ---------------------------------------- MAP56 - -ANTI-LIFE- Line 1118 has no first side. Line 1118's right edge is unconnected ---------------------------------------- MAP57 - Coupled Architecture Unknown floor texture 'DEVGRID' in sector 258 Line 866 has no first side. Line 1416 has no first side. Line 2465 has no first side. Line 2491 has no first side. Line 2492 has no first side. Line 2496 has no first side. Line 866's right edge is unconnected Line 1416's right edge is unconnected Line 2465's right edge is unconnected Line 2496's right edge is unconnected ---------------------------------------- MAP59 - Aquatic Purgatory Line 611 has no first side. Line 3990 has no first side. Line 611's right edge is unconnected Line 3990's right edge is unconnected ---------------------------------------- 3 Quote Share this post Link to post
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