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


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On 4/7/2023 at 11:04 AM, OceanMadman said:

Here's map 19! And also the last submission for the project. Which means that the only thing left for the project to be finished is to order all the maps nicely and make some tweaks to my maps. You don't need to run it with RTPTex.wad

🔸 Map Name: The Hall of the Lost Maps

🔸 Authors: @Rykz @CursedJade999 @akolai @EPICALLL @OceanMadman

🔸 Music: Midi version of "Surf's up" By Brian Wilson.

🔸 Ports Tested: DSDA-Doom

🔸 Difficulty Settings: yes

🔹 Multiplayer Stuff: no

🔹 Description: A collection of unfinished or rejected maps by various authors which I decorated more and balanced slightly better and then joined in a single map.

🔹 Notes: If you are the author of any of these maps and you don't agree with the changes I might have done to your map, feel free to tell me so and I'll try to change what you don't like. I've also noticed testing isn't my thing, so if you find any glitch or something as easy to fix as a misaligned texture please let me know. There's also a chance that I update it and add another section, if anyone else feels like donating his unfinished or rejected map.

🔹 Credits: I used a custom sky by @SiMpLeToNiUm and a sky transfer prefab that helped me to save a few minutes, by @TimeOfDeath

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hall of the lost maps.zip

It's beautiful. I'm sorry I couldn't give you guys a finished map. I couldn't have made a better map than OceanMadMan's rendition. I made and remade that map so many times, and to see someone actually make something good out of it. This is truly beautiful. 

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19 hours ago, Drywtler said:

Indeed it didn't, but: Be aware of clipping.

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Lower the volume of the sound before you import and convert it into the wad! Around -12dB

I did that and this is how it sounds converted: IoS death sound -12db.zip

You want it to sound raw? Cool, but keep it intentional if you know what I mean 😛

Thanks! That sounds more like what I wanted to achieve.

 

19 hours ago, EPICALLL said:

About the pen-ultimate map:

Just one detail I really like...
The introductions to each lost map.
I like how the maps aren't given a name, it helps to re-enforce the depressing factor of the level.
yeah, that's it...

 

Thanks. The only map that had a name was yours afaik so there's not much more I could have done.

17 hours ago, CursedJade999 said:

It's beautiful. I'm sorry I couldn't give you guys a finished map. I couldn't have made a better map than OceanMadMan's rendition. I made and remade that map so many times, and to see someone actually make something good out of it. This is truly beautiful. 

No, it's ok. Without your unfinished map it would feel kind of empty with only 3 Lost maps. I'm very glad you liked It, even if I did pretty much nothing compared to the others.

 

I've also began compiling all maps with a difficulty progression order, which means that hopefully the project will be finished for next week!

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My role as the lead of the CP is pretty much finished now, all the Maps are in a single wad file in an order that I consider that makes sense, along with some custom graphics and midis for titlepics, intermissions, credits... However I received news from a map that I though was abandoned. It seems the author is still working on It, so I decided to give him some more time to finish his map. Meanwhile I'll start writing and taking screenshots for the release thread, testing some stuff, writing a txt file with all the credits, etc.

 

Edited by OceanMadman

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6 hours ago, OceanMadman said:

My role as the lead of the CP is pretty much finished now, all the are Maps in a single wad file in an order that I consider that makes sense, along with some custom graphics and midis for titlepics, intermissions, credits... However I received news from a map that I though was abandoned. It seems the author is still working on It, so I decided to give him some more time to finish his map. Meanwhile I'll start writing and taking screenshots for the release thread, testing some stuff, writing a txt file with all the credits, etc.

 

May I ask what the map order is put of pure curiosity?

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3 hours ago, EPICALLL said:

May I ask what the map order is put of pure curiosity?

Yes.

1. Artificial Land-Escape

2. Tanning Logtistics

3. One Last Job

4. Industry town

5. Weapon Storage

6. Lok Kang

7. Personal Hell

8. Winter Contingency

9. Suburban nightmare

10. Pinkies ate my neighbors

11. Ciudad de la Furia

12. This night I'm feeling lucky

13. Stealing the Daemtles boat

14. Dead End Dust-up

15. Consumed Settlement

16. The Flooding

17. I wish you have a mug of mud

18. Cyber-Junction

19. The Hall of the lost maps

20. Parvaterra

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8 hours ago, OceanMadman said:

Yes.

1. Artificial Land-Escape

2. Tanning Logtistics

3. One Last Job

4. Industry town

5. Weapon Storage

6. Lok Kang

7. Personal Hell

8. Winter Contingency

9. Suburban nightmare

10. Pinkies ate my neighbors

11. Ciudad de la Furia

12. This night I'm feeling lucky

13. Stealing the Daemtles boat

14. Dead End Dust-up

15. Consumed Settlement

16. The Flooding

17. I wish you have a mug of mud

18. Cyber-Junction

19. The Hall of the lost maps

20. Parvaterra

Cool. I knew my last map would end up exactly at 18, and welp... There it is, sure enough... at 18. I will definitely make some sort of playthrough of this once it's finally complete, because god damn I have never seen such creativity coming from what I think is one of the stricter sets of rules in a CP that I've seen.

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  • 2 weeks later...
  • 2 weeks later...
On 5/8/2023 at 2:38 PM, Lobo said:

Any news?

A few

 

Pretty much everything that's needed for release has already been made, however the author of "Dead end dust-up" decided to leave the project along with his map, so I'm giving @DukeOfDoom some more time to finish his submission to make up for the lost of that map. Meanwhile I decided to work on some kind of hub which you visit every few maps.

 

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So unfortunately I think the project will be delayed for some more weeks.

 

But hey, if any of you can't wait for the project's release, I guess I could send you the wad with all the maps and help with some playtesting.

Edited by OceanMadman

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Man, his project looks very promissing. I'm looking foward for it's release. Good luck to all the doomers involved!

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  • 4 weeks later...

I might do a map for this project but I'm not sure if I will because I'm trying to figure out if I have to put DSDA Doom into the PrBoom file.

Edited by Blast98

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2 hours ago, Blast98 said:

I might do a map for this project but I'm not sure if I will because I'm trying to figure out if I have to put DSDA Doom into the PrBoom file.

You shouldn't, the final map is nearly done production

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3 hours ago, Blast98 said:

I might do a map for this project but I'm not sure if I will because I'm trying to figure out if I have to put DSDA Doom into the PrBoom file.

I'm still waiting for @DukeOfDoom map (Give me some news, please :/) and I don't want more delays, this project is taking much more times off my hands than I expected. However I'm still trying my best to keep polishing my maps and keep the project interesting, so if you have any good ideas for a map and you would be able to finish it VERY fast, I wouldn't mind, and the same applies for everyone else.

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52 minutes ago, EPICALLL said:

You shouldn't, the final map is nearly done production

Ok. I won't be mapping for this project after all.

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1 hour ago, OceanMadman said:

I'm still waiting for @DukeOfDoom map (Give me some news, please :/) and I don't want more delays, this project is taking much more times off my hands than I expected. However I'm still trying my best to keep polishing my maps and keep the project interesting, so if you have any good ideas for a map and you would be able to finish it VERY fast, I wouldn't mind, and the same applies for everyone else.

 

I'm sorry for taking so long, got a lot of university stuff down on my head. I can share the progress on my map, all I need to do is focus on the very final building.

 

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That looks pretty cool, thanks for the update. Just wanted to make sure you just didn't dissappear or leaved the project.

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  • 2 weeks later...
14 minutes ago, Silhouette 03 said:

Um, why? The project is nearing completion.

He basically called stressed himself out of mapping, and retracted all of his maps from all CP's. sucks!

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30 minutes ago, Silhouette 03 said:

Um, why? The project is nearing completion.

Idfk know man. I don't think much when this happens I just act. The CP stayed domrnet for so long no one will bat an eye if it lingers longer anyway.

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8 hours ago, Christian Ck. said:

I am no longer a part of this project. Deleted my map. Good luck.

 

6 hours ago, Christian Ck. said:

Idfk know man. I don't think much when this happens I just act. The CP stayed domrnet for so long no one will bat an eye if it lingers longer anyway.

Alright, I don't want to sound harsh, but uhh, I believe that leaving a project just because it isn't active instead of  helping or supporting it so It's finished is selfish, I know it's your map so It's your choice etc, etc, but I don't know... Also, the only reason for which I haven't been making more updates is because I want to make some of the stuff I've been working on a surprise, but if you'd rather have updates, here it is.

 

SPOILER WARNING. Some of the stuff might be pretty surprising when you play for the first time, so looking at this might take that away

Spoiler

First of all I've decided to write a common story, I though it would be more interesting if all maps had a cohesive story instead of being just a collection of maps, however some people wrote stories for their maps so I'll try to have those in mind.

 

It will be something about some people first going crazy and becoming violent, and being convinced of the existence of different gods. Gods of stars, the moon, fire, the sun... but those people slowly started to mutate and become strange creatures (the demons that we know and love) who began to take over the world, as well as some strange yellow corruption. The player is some random guy who decided to join a resistance to defeat the monsters in hope of making life on earth as it was before, as well as discovering what is going on.

 

Now, about the hub maps I've decided to make...

The first one is just some kind of headquarters of the Resistance, just a bunch of tunnels for them to hide and live. There are no monsters here, so you are here only to explore and get supplies if you are a continuous player.

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The second time you get to the hub, the rooms and marines are the same as before but a new room has been unblocked which leads the northwest tunnels that are supposed to be an entrance to the headquarters. You are meant to go there because the monsters have been trying to destroy it, so there are monsters this time.

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The third and last time, you arrive to the headquarters again, to discover the portals that the resistance soldiers were experimenting with have been messed up and now they are all over the base, and they lead to different dimensions that are similar to the rooms in the headquarters you've already explored but with different variations.

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It is one of my favorite maps honestly, I'm very proud of it.

 

Now, remember how I mentioned gods before? there will be three that you'll come across with.

The goddess of stars, who will reveal details of the story

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The god of fire, who will also give you more details of the story

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And the god of pain, which is obviously very evil and stuff. He is the final boss.

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So yeah, as you can see I'm still putting my effort into this, so please, at least consider not taking away your map as it will only make more delays. Plus your map was pretty cool so it would be a pretty bad loss.

 

7 hours ago, Hebonky said:

I can whip up something quick if y'all need a map.

Thanks! Sure, why not. It will make things easier :). By the way, the OP had a rule about not giving your map more than 150 monsters, but honestly I don't care about that rule and It's been broken multiple times even by myself, so just add 10000 monsters if you want to, as long as it's playable.

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you're kidding, right?

8 hours ago, Christian Ck. said:

I am no longer a part of this project. Deleted my map. Good luck.

 

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8 minutes ago, OceanMadman said:

Thanks! Sure, why not. It will make things easier :). By the way, the OP had a rule about not giving your map more than 150 monsters, but honestly I don't care about that rule and It's been broken multiple times even by myself, so just add 10000 monsters if you want to, as long as it's playable.

I think you and I both are gargantuant offenders of this rule.

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3 hours ago, EPICALLL said:

I think you and I both are gargantuant offenders of this rule.

Oh for sure, especially after I had to make a map that takes around 40 minutes to beat such as Parvaterra with only 160 monsters or something like that. I believe Consumed Settlement by Shawn had around 600 monsters too, or 400? I don't remember. Great map by the way, might the best from the set. 

Edited by OceanMadman

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45 minutes ago, OceanMadman said:

Oh for sure, especially after I had to make a map that takes around 40 minutes to beat such as Parvaterra with only 160 monsters or something like that. I believe Consumed Settlement by Shawn had around 600 monsters too, or 400? I don't remember. Great map by the way, might the best from the set. 

 

Thanks for the kind word. It's "only" 250 on UV.

I tried to stay with mostly low tier monsters to keep the difficulty down and push exploration at the forefront of the map.

Nice update. Can't wait to play the whole WAD.

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3 hours ago, OceanMadman said:

Oh for sure, especially after I had to make a map that takes around 40 minutes to beat such as Parvaterra with only 160 monsters or something like that. I believe Consumed Settlement by Shawn had around 600 monsters too, or 400? I don't remember. Great map by the way, might the best from the set. 

Map 18 and 19 having just shy of 800 and just over 600 monsters respectively especially

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Here's a potential map 14 Replacement, or any other replacement, glad to have helped

🔸 Map Name: Hostile Industrial Takeover

🔸 Authors: @Hebonky

🔸 Music:  BFG District - therektafire & Jimmy

🔸 Ports Tested: DSDA-Doom 0.25

🔸 Difficulty Settings: yes

🔹 Multiplayer Stuff: co-op available

🔹 Description: A short break from exploring to do some good ol' fashioned killing, because the inmost dens is a city level

🔹 Notes: This was made as a semi speed map, and also my very first city level

🔹 Credits: none

 

Hostile Industrial Takeover..wad.zip

 

Spoiler

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