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[Community Project] Doomed Urbex (State Of 1st Beta Compilation)


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here's some progress

ZXJqphX.png

the map is gonna set in the night, and this is the starting area
ngl, it's harder than I expected, especial the texturing part, I don't really like the texture it's a little weird for my taste, and a bit too less content.

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@fai1025 Those trucks! Thats some nice doom cute.

Anyways, i also started working on my map (My main inspiration for this map its a very old cs 1.6 map)

Spoiler

doom01.png.e9717bd8faf67c4bd0e37f084a77e6d5.png

So far having a lot of fun with the textures, tried a lot of things and combinations. 

@RastaManGames I heard you can do a lot of crazy things with MBF21, what features or changes do you have planned for this wad?

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@dashlet I am not sure about episodes at this moment (but It can be nice to have them, since UMAPINFO is a thing now), but on my 2nd map I already used some oldschool conveyor belt to make a button that can lower few floors and it requires a red keycard for activation. For now things just quiet & simple, but I bet that someone can make something really astonishing with this kind of tools.

 

I mean, as for me, I learned to "Doom In Hexen" earlier than just "Doom In Doom" and now we have something like "UDMF". "Boom" and "MBF21" is something really cool for me, 'cause this is not overloaded with bundle of things (like 3D-Floors or ACS), but still has its own shenanigans ("rotating" light that was made by conveyor belts is just enough to make you love this map format).

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As I understand, this is more like a Boom format, but with various additions.
From the my personal recent use I can remember "block land monsters" & "block players" flags, while in Boom there is only just usual "impassable" & "block monsters" ones.

Not want to be offtopic here, but this is reason why in my entry for "Gorehounds Of Doom" there is two places that was played wrong by many testers. I checked out the RC1/RC2 and instead of "MBF21" my map was "Boom". Not sure, when it did happen or why, but these flags was deleted and it was crucial for entire atmosphere.

I just hope that this accident not gonna happen in my own CP...

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@Endy McGufin If you're using UDB, you're looking for "MBF21: Doom 2 (Doom format)", which you may have to update for.
The format is essentially boom with extra sector/line specials, and most dehacked limits removed, so custom enemies and such can be used more freely, so long as they fit with the rest of the project cleanly enough.

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I have two suggestions.

Spoiler

1662293729_dsda-doom2022-09-1700-19-05-85.jpg.839ebcbbf72f63e9ab5c8b175784fbc7.jpg

Since we're using MBF21, we could add a shitload of custom sprites and there's no need to swap them with the existing ones, so I figured we could add a lot of cool stuff like beer bottles instead of health vials and reskins of the radiation suit that don't do anything and only serve the purpose of worldbuilding (I got this idea right after I saw that closet in the spoiler). But if that'd be too much work, then scrap that... I'm too lazy to make any of those sprites myself, so I had to be this Ideas Guy™ for a moment.

Another suggestion is that we need custom skies for different time of day.

(edited) Plus I think we need a texture (or even multiple textures) for car tires and for switches. Also, why does the resource pack have vanilla textures? They should be removed. It makes navigating through new textures a bit confusing and there's really no reason for vanilla Doom 2 textures to be there since you already have vanilla textures when you add DOOM2.wad as a resource in UDB.

Edited by CittyKat112

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3 hours ago, CittyKat112 said:

why does the resource pack have vanilla textures? They should be removed

I mean doesn't pretty much all resource pack have vanilla textures remains in the TEXTURE1 and PNAMES lump?

In any case, this resource pack use prefix for it's texture, and for flat texture it's all RFLAT followed by numbers, I hope this info make your texture finding easier

Edited by fai1025

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I’ll see if I can’t cook up a loose udb texture config for these resources. It may take a few days for me to get around to it, so any of you are welcome to beat me to it ofc.

That should help with the texture navigation for some of you.

Edited by kwc

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I just bashing letter "R" into search field and almost every texture from "RTPTex.wad" is appearing for me... 🤔


@kwc Sorry for dirty work that you might want to do with this...

 

@CittyKat112 At least, usual reskins is OK (I guess). For more advanced things - we might consider to add something very custom, but for this moment I just baking a pie with all what I have on my hands.

About skies - I thought that everyone can use their own wanted sky and then we can just add all of them on the compilation stage. 👀

Edited by RastaManGames

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2 hours ago, fai1025 said:

I mean doesn't pretty much all resource pack have vanilla textures remains in the TEXTURE1 and PNAMES lump?

In any case, this resource pack use prefix for it's texture, and for flat texture it's all RFLAT followed by numbers, I hope this info make your texture finding easier

For real? No shit, I thought those are vanilla textures too! Jokes aside, I don't remember seeing ALL of the vanilla textures in cc4tex for example and imo it would be a lot better if they would at least have R prefix too.

@RastaManGames ah nvm then. One more thing I wanted to say is that if we won't be using custom monsters then it'd be worth mentioning that in the OP.

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@CittyKat112 I remember my time when I tried to delete all stock textures from "TEXTURE1" lump. It led to unpleasant result, where almost all textures (even custom ones) was messed up. Even using "TEXTURE2" can make result very unexpected and messy, so... I guess that this is how it works. I mean, nowadays in GZDoom we can have only custom textures and even use a very handy *.pk3 archive with its folder-like structure. But for something older we can have this, I guess. 🤓

 

About custom enemies... Why? I mean... "Gorehounds Of Doom" has "MBF21" on its title, but there was nothing about custom monsters in the OP-post of the development thread. And if there is something custom (like new enemies in "Jamal Jones" series from @Doomkid), then there is a need to mention that, I think... 🤔

 

@sincity2100 And now you're in! Welcome aboard! 👋

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10 hours ago, RastaManGames said:

@CittyKat112 I remember my time when I tried to delete all stock textures from "TEXTURE1" lump. It led to unpleasant result, where almost all textures (even custom ones) was messed up. Even using "TEXTURE2" can make result very unexpected and messy, so... I guess that this is how it works. I mean, nowadays in GZDoom we can have only custom textures and even use a very handy *.pk3 archive with its folder-like structure. But for something older we can have this, I guess. 🤓

 

About custom enemies... Why? I mean... "Gorehounds Of Doom" has "MBF21" on its title, but there was nothing about custom monsters in the OP-post of the development thread. And if there is something custom (like new enemies in "Jamal Jones" series from @Doomkid), then there is a need to mention that, I think... 🤔

 

@sincity2100 And now you're in! Welcome aboard! 👋

I thought people always think that if the wad was made using MBF21 format, then it absolutely has to have new enemies and such. Guess I was overthinking stuff heh.

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This one took a bigger part of my time to do than previous one, but result was worth it.

 

🔸 Map Name: "Spoiled Walk".
🔸 Author: RastaManGames.

🔸 Music: "Duke Nukem 3D" - "Alfred H. (My Family's Plot)".

🔸 Ports Tested: "DSDA-Doom".

🔸 Difficulty Settings: Implemented (Easy -> K:94/I:91/S:3, Medium -> K:118/I:89/S:3, Hard -> K:115/I:90/S:3). There is also various keys placement depending on difficulty.

🔹 Multiplayer Stuff: Few DM starts that was tossed around the map along with chainguns. Also some additional buddies for cooperative (have fun).

🔹 Description: Finally! Some new streets that you never seen before! Is this a right way? Oh, no! There is these damned demons again, ready to ruin your own minutes of calm. Looks like a sealed tunnel is the only way out of this damned district that is filled with Hellish presence. At least, there is a nice shop along with restaurant. Maybe you can have a chance to relax a bit... Who knows?

🔹 Notes: There is some visplane overflow inside of the shop building, but since nowadays many Doomers is using something with limit-removing support, it is not too big deal (I hope). I mean, it will be sad to delete all of these shelves that was created for pure detailing purpose. Also, few first attempts can be really mean & harsh.

 

Screenshots (Imgur)

 

Download (Google.Drive)

 

P.S.: Previous map was updated with some minor fixes. There isn't much to see now, but you can still do it, if you want.

Edited by RastaManGames

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@RastaManGames Just finished playing your map. I really liked the lite exploratory aspects and the verticality the buildings offer to the map, and of course, doomcute everywhere! One of my favorite themes its the "hell has taken over the city", you see the demons 

occupying the buildings and the dead corpses of the people that use to be there or rooms with hellish textures and all of that.

I also included some of that in my map but i was worried that it may ruin the main theme.

 

Edited by dashlet

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i feeling like Making a costum STBAR

so i made one

kt7aNuX.png STBAR

IGF1KAe.png STARMS

(the image above haven't get paletted and ratioed)

it's pretty minimalistic i know

vqIJjDw.png

the STBAR in action 

(don't ask me why I use British spelling of Armour)

 

if you guys like it i can also make a fullscreen version of this

Edited by fai1025

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12 hours ago, RastaManGames said:

This one took a bigger part of my time to do than previous one, but result was worth it.

 

🔸 Map Name: "Spoiled Walk".
🔸 Author: RastaManGames.

🔸 Music: "Duke Nukem 3D" - "Alfred H. (My Family's Plot)".

🔸 Ports Tested: "DSDA-Doom".

🔸 Difficulty Settings: Implemented (Easy -> K:94/I:91/S:3, Medium -> K:118/I:89/S:3, Hard -> K:115/I:90/S:3). There is also various keys placement depending on difficulty.

🔹 Multiplayer Stuff: Few DM starts that was tossed around the map along with chainguns. Also some additional buddies for cooperative (have fun).

🔹 Description: Finally! Some new streets that you never seen before! Is this a right way? Oh, no! There is these damned demons again, ready to ruin your own minutes of calm. Looks like a sealed tunnel is the only way out of this damned district that is filled with Hellish presence. At least, there is a nice shop along with restaurant. Maybe you can have a chance to relax a bit... Who knows?

🔹 Notes: There is some visplane overflow inside of the shop building, but since nowadays many Doomers is using something with limit-removing support, it is not too big deal (I hope). I mean, it will be sad to delete all of these shelves that was created for pure detailing purpose. Also, few first attempts can be really mean & harsh.

 

Screenshots (Imgur)

Download (Google.Drive)

 

P.S.: Previous map was updated with some minor fixes. There isn't much to see now, but you can still do it, if you want.

Spoiler

2136069843_dsda-doom2022-09-1822-35-15-86.jpg.653f6d88e90bf63c36a8d408f59586bc.jpg

I liked the visuals but the combat felt really slapdash and uninspired and the ending was really disappointing. Am I supposed to get SMM to infight with the enemies that teleport in and get her paralyzed to get 100% kills? Also, I think you should replace Barons of Hell with Hell Knights and get rid of Pain Elementals because fighting them here is a bit of a slog. I mean, what's the point of using an enemy that a lot of players think is the worst enemy in Doom (I'm talking about Pain Elemental) if this map is about exploration? Another reason is that they can spawn a lot of lost souls so you'll have to waste your ammo on them and fist-fighting them even when you have a berserk isn't fun at all imo. I liked that the arch-vile made an appearance though, he doesn't pose any threat (that's a good thing in the context of this wad) but I didn't expect to see him so I was spooked XD I also feel like the map could use a little bit more ammo. 

(edited) Noticed a bug here:

Spoiler

1054926629_dsda-doom2022-09-1822-22-11-66.jpg.f7af3a74749663db6d2dc75bdb1ad837.jpg

 

Edited by CittyKat112

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On 9/12/2022 at 8:04 PM, RastaManGames said:

CringeLogo_Alt.png.293c52e250fbb9c8c77085b7232e3bde.png

 

What Is This?

  Reveal hidden contents

I am very big fan of city-themed maps in Doom. Various urban landscapes, desolated cities, abandoned streets and etc.

And there is isn't much WADs that is centered around it. Many WADs have town levels only in the beginning or in the middle of action.

Even my most beloved "HellFire" series have Hellish maps. This isn't a bad thing, but I just want more urban levels!

 

This is how idea of this community project was born in my head. And... Yes. This is a community project which is all about city/town/urban theme.

This is my very first community project that is hosted by me.

If there is any problems with simple things - please don't throw a pair of slippers at me. Thanks.

 

There is a ton of places that can be converted into Doom map.

Shopping & entertainment center? Sure. Just street with some backalleys? Yes. Airport? Graveyard? Village? And it is keep going.

Show your best to the community of those Doomers, who is as big lovers of city-themed maps as you!

 

Technical Details:

  Reveal hidden contents

 

🔻 Our targeted IWAD is "Doom2.wad".

🔻 Our targeted source-port is "DSDA-Doom".

🔻 Our targeted map format is "MBF21".

 

 

Rules Is Simple:

  Reveal hidden contents

 

👉 Monster count varies from 50 to 150. Not less, maybe a little more. Personally, I hate slaughtermaps. Entire vibe is about exploration.

👉 Map must be able to completed w/o jumping, crouching and mouselook. Be very accurate with "G1/GR" triggers placement.

👉 Difficulty levels gonna be very appreciated. Before final of this CP we can implement them together, if you have struggle with it. 

👉 Avoid Death Exit that is causing inventory loss. We expecting to player have some fun. Pistol Start is option, not duty.

👉 Not sure about multiplayer stuff, like additional things for Coop and/or DM. It is on your own.

 

Custom Resources?

  Reveal hidden contents

Sure, there is very popular "ComaTex" (formerly known as "RWLTex"), but I wanted to give a chance to one very underrated texture pack.
Allow me to present a "Realistic Texture Pack", that gonna be our little star in the endless void.

 

Using stock "Doom 2" textures isn't prohibited, but please make focus on the custom ones while constructing your level.

Custom skies & MIDIs is good too.

 

Publication Template!

  Reveal hidden contents

Please use this simple form while submitting your own entry for this CP:

 

🔸 Map Name
🔸 Author

🔸 Music

🔸 Ports Tested (at least, use "DSDA-Doom" with MBF21 compatibility)

🔸 Difficulty Settings (it is gonna be very nice)

🔹 Multiplayer Stuff (if it has any)

🔹 Description (this field is completely optional)

🔹 Notes (this is optional too)

 

DeadLine?

  Reveal hidden contents

At least, we can try to complete this CP before end of 2022...

 

Map'N'Mappers List:

  Hide contents

 

Google.Tables For This CP

 

🟡 MAP01 - @RastaManGames

🔴 MAP02 - @kwc

🔴 MAP03 - @russin

🔴 MAP04 @AdNauseam

🔴 MAP05 @Drywtler

🔴 MAP06 @akolai

🔴 MAP07 - @RED77

🔴 MAP08 @Ar_e_en

🔴 MAP09 - @fai1025

🔴 MAP10 - @Rymante

🔴 MAP11 - @dashlet

🟡 MAP12 - @RastaManGames

🔴 MAP13 - @Endy McGufin

🔴 MAP14 - @CittyKat112

🔴 MAP15 - @ShakarAtar
🔴 ️MAP16 - @sincity2100
🔴 MAP17 - @Serious Vadim
️ MAP18 - 

 

And, least but not last... We have a power of UMAPINFO, so we can have as many maps as we need!

 

So, are all the slots taken up already? if not, I'll be in. Uhh, a bit unclear on the whole "exploration" thing, you mind explaining what you mean by that? because I'm thinking puzzles here.
Also, how in the hell do you get DSDA doom running? To me it kinda just looks like a big mess of files. I've tried the launcher, I have PRBOOM, I've tried the non-launcher file for dsda doom too, and I just can't find a way to actually RUN dsda doom?

Edited by EPICALLL
Important sidenote missing

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Sharing a bit of the progress so far. Today I learned how to make bridges in vanilla doom, although there's none implemented on the map yet.
 

Spoiler

N9IbzTU.jpg
RnPbDmH.jpg
jXadJLl.jpg

 

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@fai1025

This looks neat, I think. 🤔

 

@CittyKat112

Thanks for the feedback!

Dayum, without secret rocket launcher and plasma rifle battle indeed is kinda sloggish... 🥺

I might make enemy pool a little less spongy.

 

@EPICALLL

Don't worry, mate! You're in! Take a seat and have a nice cup of tea! 🍵

If you want to make something with puzzles - it is gonna be great.

About "DSDA-Doom" - I just set up testing source-port in "UDB" and it just launcher my map:

Spoiler

image.png.c7ac06ea895ec2afa380eab1e247a533.png

 

@Drywtler

These buildings looks very nice! You are doing great! 💪

Edited by RastaManGames

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