RastaManGames Posted January 23, 2023 (edited) I am continued my work of my 4th map for this CP. That train now has some predetermined layouts for its wagons: Spoiler By the way... I know how to make fast conveyors, but what about scrolling textures? Is there any trick to speed them up? For now, scrolling floor (background) has speed that is matching with scrolling walls, but it looks very slow. Edited January 23, 2023 by RastaManGames 1 Quote Share this post Link to post
JBerg Posted January 23, 2023 24 minutes ago, RastaManGames said: I am continued my work of my 4th map for this CP. That train now has some predetermined layouts for its wagons: Reveal hidden contents By the way... I know how to make fast conveyors, but what about scrolling textures? Is there any trick to speed them up? For now, scrolling floor (background) has speed that is matching with scrolling walls, but it looks very slow. It seems like the MBF21 specs have stuff to do with scrolling. Is this what you're looking for? https://github.com/kraflab/mbf21/blob/master/docs/spec.md 0 Quote Share this post Link to post
RastaManGames Posted January 23, 2023 @JBerg Thanks, mate! (Also, screw new technologies! Why does my GIF animation is turned into MP4 video?) https://i.imgur.com/ghxwOV6.mp4 4 Quote Share this post Link to post
JBerg Posted January 23, 2023 12 minutes ago, RastaManGames said: @JBerg https://i.imgur.com/ghxwOV6.mp4 Oh damn! That looks good! 0 Quote Share this post Link to post
RastaManGames Posted January 23, 2023 @JBerg I've tried to add some "foliage", but not sure if I set up these right: https://i.imgur.com/aoz49Ad.mp4 Sometimes they are off from pattern and I had to add scrollers to the destination sector for large brown tree, since it was too heavy... 0 Quote Share this post Link to post
JBerg Posted January 24, 2023 Not too sure how to set them up myself. What's in the mp4 seems fine to me though 1 Quote Share this post Link to post
OceanMadman Posted January 24, 2023 (edited) Finally, here's my submission. 🔸 Map Name: Parvaterra 🔸 Author: OceanMadman 🔸 Music: The infinite Labyrinth (By @Tristan) 🔸 Ports Tested: DSDA-Doom 🔸 Difficulty Settings: Yes, but very subtle. 🔹 Multiplayer Stuff: No 🔹 Description: There was a small village called Parvaterra, that used to live peacefully in the outsides of a city, until the demons, using a new machine developed by humans, corrupted all the village. Your mission is to destroy the machine to get the Village back to normal, and later kill the demon that planned everything. 🔹 Notes: -There might be many bugs I didn't notice, since I didn't test the map that much because I got a little sick of it. So if you find any, (Only the unintentional ones) please tell me and I'll see what I can do. -If somehow you like the new sky, you can use it for your own project as long as you credit me for creating it. Enjoy! Parvaterra.zip Edited January 24, 2023 by OceanMadman 5 Quote Share this post Link to post
RastaManGames Posted January 24, 2023 (edited) @OceanMadman Thank you for hard work! Gonna check out your submission soon. Also, of course we gonna use that sky for your map, if you want to, 'cause (I guess) that this sky was made for that map? Edited January 24, 2023 by RastaManGames 0 Quote Share this post Link to post
OceanMadman Posted January 24, 2023 6 minutes ago, RastaManGames said: @OceanMadman Thank you for hard work! Gonna check out your submission soon. Also, of course we gonna use that sky for your map, if you want to, 'cause (I guess) that this sky was made for that map? It was indeed 1 Quote Share this post Link to post
RastaManGames Posted January 24, 2023 (edited) @OceanMadman I am afraid that there is not gonna be video, since my software recorded a 40 minutes of black screen. Well... Good for me, I guess, since I died several times in a shameful ways. Really sorry for that, but I do not want to spend another 40 minutes of my life on map that is really hard to beat. It is doable on UV (with some save scuming). Not sure about UV-Max, to be honest. As for map itself... I can't say that I am really like it. Visually it has its quirks, like demolished place in fever dreams or something. But gameplay is... Something, if I can say less. No offence towards it, but it is kinda not mine cup of tea. Here is some moments, that depressed me while playing: 1) Half of times I was on ammo starvation, but when my shells count was at its peak, then there was boxes of it nearby and I was without backpack. Not big deal, I think, but kinda sad. 2) More than half of times I was on critical health starvation. When there might be medkits, there is stimpacks. When there is pool of acid, there is two medkits and when I get out of there, my health was same, like I not grabbed any medkits at all. 3) Sometimes there was overwhelming usage of stuffy enemies, like Arachnotrons or Archviles with Revenants. It was exhausting to deal with many of them within short period of time. 4) Some battles was kinda underwhelming to stay in, so I just overrun them (like first CyberDemon or SpiderDemon in the hall full of damned Pain Elementals). 5) You might want to indicate Keens more proper with bright blinking lights or arrows that is visible as 1-sided on the automap, since they are mandatory to progress. Not to mention that silent teleport to important place may have "railings", since I fell out of it few times and even used IDCLIP to get there (since it was really frustrating to find exact teleport to that place). 6) Lack of rockets near Icon Of Sin in the end of the map. It is understandable, since there is BFG-9000 and, I guess, player must rush towards it, but still there might be also some rockets as well. If someone gonna make a secret exit on their map, then I can consider that map as secret, since it looks very different from the usual urban theme. I didn't tried that map on the medium and easy skill. I hope that things are better here, since I think that I lost some nerve cells today... Edited January 24, 2023 by RastaManGames 0 Quote Share this post Link to post
OceanMadman Posted January 24, 2023 10 minutes ago, RastaManGames said: @OceanMadman I am afraid that there is not gonna be video, since my software recorded a 40 minutes of black screen. Well... Good for me, I guess, since I died several times in a shameful ways. Really sorry for that, but I do not want to spend another 40 minutes of my life on map that is really hard to beat. It is doable on UV (with some save scuming). Not sure about UV-Max, to be honest. As for map itself... I can't say that I am really like it, to be honest. Visually it has its quirks, like demolished place in fever dreams or something. But gameplay is... Something, if I can say less. No offence towards it, but it is kinda not mine cup of tea. Here is some moments, that depressed me while playing: 1) Half of times I was on ammo starvation, but when my shells count was at its peak, then there was boxes of it nearby and I was without backpack. Not big deal, I think, but kinda sad. 2) More than half of times I was on critical health starvation. When there might be medkits, there is stimpacks. When there is pool of acid, there is two medkits and when I get out of there, my health was same, like I not grabbed any medkits at all. 3) Sometimes there was overwhelming usage of stuffy enemies, like Arachnotrons or Archviles with Revenants. It was exhausting to deal with many of them within short period of time. 4) Some battles was kinda underwhelming to stay in, so I just overrun them (like first CyberDemon or SpiderDemon in the hall full of damned Pain Elementals). 5) You might want to indicate Keens more proper with bright blinking lights or arrows that is visible as 1-sided on the automap, since they are mandatory to progress. Not to mention that silent teleport to important place may have "railings", since I fell out of it few times and even used IDCLIP to get there (since it was really frustrating to find exact teleport to that place). 6) Lack of rockets near Icon Of Sin in the end of the map. It is understandable, since there is BFG-9000 and, I guess, player must rush towards it, but still there might be also some rockets as well. If someone gonna make a secret exit on their map, then I can consider that map as secret, since it looks very different from the usual urban theme. I didn't tried that map on the medium and easy skill. I hope that things are better here, since I think that I lost some nerve cells today... Oh well, quite sad you didn't like it :/ I think the main reason for which I used so many high-tier monsters was because I had to stick with 150 monsters for what is a pretty big map. If it really was that bad I'll make a second version with more health and ammo, and maybe a couple extra secrets. 0 Quote Share this post Link to post
RastaManGames Posted January 24, 2023 24 minutes ago, OceanMadman said: I think the main reason for which I used so many high-tier monsters was because I had to stick with 150 monsters for what is a pretty big map. I mean... Monster count may be varied between 50 and 150. This isn't a mandatory to have 150+ enemies, after all... 0 Quote Share this post Link to post
RileyXY1 Posted January 24, 2023 (edited) I'll take MAP10. It will use "Reason for Nothing" from Requiem as its music track. Edited January 24, 2023 by RileyXY1 3 Quote Share this post Link to post
RastaManGames Posted January 24, 2023 @RileyXY1 Welcome to the team. I hope that you can finish it within one week or something, since we are packing up soon... 0 Quote Share this post Link to post
RileyXY1 Posted January 24, 2023 I can. I already got a decent chunk of it done. It will be a combination of a warehouse and a sewage system. 2 Quote Share this post Link to post
RileyXY1 Posted January 25, 2023 This is also my very first time working with custom textures. 1 Quote Share this post Link to post
RastaManGames Posted January 25, 2023 Several sleepless nights was worth it (I hope)... And also I am really hope that everything is done right. At least, few UV-max runs was done w/o any softlocks. 🔸 Map Name: "Hostile Express".🔸 Author: RastaManGames. 🔸 Music: "Final Doom: TNT Evilution" - Track №6. 🔸 Ports Tested: "DSDA-Doom V0.25.6". 🔸 Difficulty Settings: Implemented (Easy -> K:43/I:50/S:4, Medium -> K:54/I:52/S:4, Hard -> K:69/I:50/S:4). Also, position of keys is varied depending on chosen difficulty. 🔹 Multiplayer Stuff: 24 DM starts that was tossed around the map along with SSG and box of shells. 🔹 Description: You hopped on starting train with hope to see living human beings, but all was hopeless. Again. Seems that you are only alive person that is not posessed with Hellish presence. And where this train going? You doesn't like that at all. You must stop this train! 🔹 Notes: This train may look kinda ugly on the outside, but player not supposed to be there. So... I tried to make, at least, inner parts of the train, that may be not too ugly. Screenshots (Imgur) Download V1 (Google.Drive) 2 Quote Share this post Link to post
RastaManGames Posted January 25, 2023 (edited) @JBerg I've made an sound of "knocking wheels" for train. Please see this alternative version of my map and tell me what do you think: "Hostile Express" (Alternative) Not sure if that sound is annoying, tbh. Edited January 25, 2023 by RastaManGames 0 Quote Share this post Link to post
Pechudin Posted January 25, 2023 Interesting. I might use the texture pack for a future idea. 0 Quote Share this post Link to post
RastaManGames Posted January 25, 2023 15 minutes ago, Pechudin said: Interesting. I might use the texture pack for a future idea. Just don't forget to credit out author of original "RTP" texture pack. 0 Quote Share this post Link to post
RileyXY1 Posted January 25, 2023 MAP25 is also still open if anyone wants to take it. 1 Quote Share this post Link to post
JBerg Posted January 25, 2023 8 hours ago, RastaManGames said: @JBerg I've made an sound of "knocking wheels" for train. Please see this alternative version of my map and tell me what do you think: "Hostile Express" (Alternative) Not sure if that sound is annoying, tbh. Good map! The sound was cool but yeah it got a bit annoying at times. Do you think there's a way to lower the sound it makes when we enter the wagons? 1 Quote Share this post Link to post
RastaManGames Posted January 25, 2023 (edited) 1 hour ago, JBerg said: Good map! The sound was cool but yeah it got a bit annoying at times. Do you think there's a way to lower the sound it makes when we enter the wagons? How it can be done? In this setup I have 4 small joined sectors that is moving their floors up & down to 8 map units from time to time (loop via conveyor). Since they are joined, origin of the sound is calculated from the "middle" of that construction. So... I have no idea, how I can lower sound of that crook stick.P.S.: Not sure, but it I can try to stop that crook stick after entering wagons, but in DeathMatch/Cooperative sessions it is gonna be broken as Hell, since many people can enter and/or leave the wagons... Edited January 25, 2023 by RastaManGames 1 Quote Share this post Link to post
OceanMadman Posted January 25, 2023 (edited) So here's the second version of Parvaterra. I hope this version is more enjoyable to you. I added more health and ammo, as well as fixing a few bugs. Also, I took the time to take screenshots this time. 🔸 Map Name: Parvaterra 🔸 Author: OceanMadman 🔸 Music: The infinite Labyrinth (By @Tristan) 🔸 Ports Tested: DSDA-Doom 🔸 Difficulty Settings: Yes, but very subtle. 🔹 Multiplayer Stuff: No 🔹 Description: There was a small village called Parvaterra, that used to live peacefully in the outsides of a city, until the demons, using a new machine developed by humans, corrupted all the village. Your mission is to destroy the machine to get the Village back to normal, and later kill the demon that planned everything. 🔹 Notes: -There might be many bugs I didn't notice, since I didn't test the map that much because I got a little sick of it. So if you find any, (Only the unintentional ones) please tell me and I'll see what I can do. -If somehow you like the new sky, you can use it for your own project as long as you credit me for creating it. Enjoy ParvaterraV2.zip Edited January 25, 2023 by OceanMadman 2 Quote Share this post Link to post
Drywtler Posted January 25, 2023 Sneak-peek of what's coming for the final areas of my map. Spoiler 4 Quote Share this post Link to post
RastaManGames Posted January 25, 2023 (edited) @Drywtler Is this a mapping's witchcraftery?! By the way... Did someone seen @CursedJade999? His entry still not finished. I mean... He promised to re-made it properly w/o all that tense slaugherfest and etc. Idea of this map (museum) is nice, but gameplay was too hardcore & dull (thousands of Barons in one cramped room isn't fun at all). At this point I can't use that map in the first RC that is gonna out soon... Edited January 26, 2023 by RastaManGames 0 Quote Share this post Link to post
JBerg Posted January 26, 2023 8 hours ago, RastaManGames said: How it can be done? In this setup I have 4 small joined sectors that is moving their floors up & down to 8 map units from time to time (loop via conveyor). Since they are joined, origin of the sound is calculated from the "middle" of that construction. So... I have no idea, how I can lower sound of that crook stick.P.S.: Not sure, but it I can try to stop that crook stick after entering wagons, but in DeathMatch/Cooperative sessions it is gonna be broken as Hell, since many people can enter and/or leave the wagons... yeah nothing comes to mind right now. I think you could just leave it as it is now in that case. I thought it was more cool than annoying. 1 Quote Share this post Link to post
RastaManGames Posted January 26, 2023 (edited) 2 minutes ago, JBerg said: yeah nothing comes to mind right now. I think you could just leave it as it is now in that case. I thought it was more cool than annoying. This is my third train for sure. First one was made in "Doom In Hexen" map format & I just mixed up sound of knocking wheels into level's track. Another one was made in "UDMF" (if I remember right) & there was just placed ambient sounds of knocking wheels. And then there is this abomination in "MBF21" with thousands of various crook sticks and etc.) Edited January 26, 2023 by RastaManGames 0 Quote Share this post Link to post
JBerg Posted January 26, 2023 2 minutes ago, RastaManGames said: And then there is this abomination in "MBF21" with thousands of various crook sticks and etc.) abomination? Nah man, it’s pretty cool 1 Quote Share this post Link to post
Drywtler Posted January 26, 2023 (edited) 20 hours ago, RastaManGames said: Is this a mapping's witchcraftery?! Fake ceiling/floor Linedef + a red colormap that i grabbed from Crucified Dreams. I tried making my own colormap but SLADE throws an error, it doesn't know how to save colormaps, only create them from palletes. If you put the name of the colormap lump on the middle texture of the linedef, that colormap is applied. WATERMAP is one built-in BOOM that's blue/green tinted. Now i have to replicate and adjust the effect correctly for all the cubicles (walls, pcs, etc) because you can still see the normal ceiling in those sectors (barely visible in the video). I started to merge the sectors so it's less of a headache to tagUPDATE: Applying the same efect to all the cubicles' sectors wasn't viable (weird shenaningans with their visble height) so i just change their respective ceiling textures while the blood keeps going up. Edited January 26, 2023 by Drywtler 2 Quote Share this post Link to post
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