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


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1 hour ago, RastaManGames said:

@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:

  Reveal hidden contents

image.png.c7ac06ea895ec2afa380eab1e247a533.png

 

@Drywtler

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

Yes, but there isn't a dsda-doom.exe file that's in the ZIP. At least, not when I did it.

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I'm very intrigued by this concept and I already have a few ideas. It seems really fun to explore Doom in an urban environment. I'm in !

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15 hours ago, EPICALLL said:

but there isn't a dsda-doom.exe file that's in the ZIP. At least, not when I did it.

I think you downloaded the source code file instead of executable, scroll down github there's should be link for it

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🔸 Map Name: This Night Im Feeling Lucky
🔸 Author: dashlet

🔸 Music: Sonic 2 - Casino Night Zone

🔸 Ports Tested: DSDA Doom

🔸 Difficulty Settings: Implemented (Easy -> K:98/I:53/S:2, Medium -> K:103/I:53/S:2, Hard -> K:102/I:53/S:2).

🔹 Multiplayer Stuff: Nothing implemented

🔹 Description: You're feeling lucky tonight! You know a casino its somewhere around here, you wander what those pesky demons may had done with it... but first we need to get out of this alleyway.

🔹 Notes: You need to load the map with the texture pack or just open the map inside UDB and load textures there. 

 

Download

 

 

Uptade 1

Spoiler

- Fixed some missaligned textures (hope its most of them)

- Replaced some textures

- Removed one revenant on the yellow door fight on UV

- Moved non secret SSG to the yellow door room

- Removed energy cell pack in yellow door room

- Added one energy cell pack inside yellow keycard room

- Added exit sign to the exit

Uptade 2

Spoiler

- Changed/Replaced some enemies in all difficulties.

- Removed some lost souls you meet before going to the casino

- Fixed some missing textures bugs in the doom hell secret

- Fixed some missaligned textures

- Adjusted the angle of the teleporter inside the doom hell secret

 

Edited by dashlet

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@dashlet

I've beat it from the 2nd try (1st time I died in the nice room with sofa & TV due to my distraction) with more focusing.

First of all, here is a recorded gameplay of your entry in "DSDA-Doom":

 

Here is some notes that was made via this run:

 

Spoiler

 

This is a nice map with backalleys and casino.

 

I like first building with some apartments in it, that is also has a part with Hellish presence/affection.

Closet with green armor is cute, but seems like there is... Another door behind first one?.. 🤔

I was so close to the SSG secret! Only on 3rd playthrough I saw a way to open it...

 

Street with a line of gamblers was funny. Also, I am thinking about adding a "WFALL" texture, 'cause you will definitely need this liquid for the fountain...

In the first half of casino I've encountered a very cool secret. Sad thing, that it was not re-enterable, 'cause there was two medkits that I wanted to grab later on.

Ability to choose your way is nice (you can pick a yellow keycard first or plasma rifle).

Also I was able to "jump" on the snooker table on the 2nd floor, but this was not fatal to the run.

The Archie with a group of boney buddies behind yellow locked door was really mean, but I beat it.

 

Final area was a big roundabout, but only Archie was a meanie of all meanies here. Boxing with Cybie was fine.

 

By the way, I love your implemented features of MBF21, like semi-transparent texture and conveyor belt (for nice "running" light in the final arena).

 

Only thing that I think is kinda strange and can be seen here and there - a several places with a slight misalignment of textures. It is not fatal to the ability to end map properly, but if you want - I can make a screenshots of all these places and give you a link to the "Imgur" gallery.

 

Thanks for your contribution to this community project!

Edited by RastaManGames

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I've updated our used texture pack and now there is this animated texture:

Spoiler

CVSJqso.gif

 

Link in the OP-post was updated...

Edited by RastaManGames

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3 hours ago, RastaManGames said:

I've updated our used texture pack and now there is this animated texture:

  Hide contents

CVSJqso.gif

 

Link in the OP-post was updated...

TYSM, now i don't have to use COMPBLU for the water fall

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@RastaManGames Thank you for recording gameplay! Glad you enjoy the map and that you were able to play from start to finish without any major bugs.

About those missaligned textures.. yeah i always forget to fix those, i spotted some of them in your video and ill fix them in a moment. 

Also, THANK YOU for the wfall texture.

 

 

Edited by dashlet

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4 hours ago, dashlet said:

@RastaManGames Thank you for recording gameplay! Glad you enjoy the map and that you were able to play from start to finish without any major bugs.

About those missaligned textures.. yeah i always forget to fix those, i spotted some of them in your video and ill fix them in a moment. 

Also, THANK YOU for the wfall texture.

 

 

It looks like a cracking map man well done and thumbs up for casino night music too

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It's me again with some goods news!
 

First of all, now we have a sexy LFALL texture for lavafall!

Spoiler

IAk4XS9.gif

 

Also we have stinky PFALL texture (SFALL was taken by nukagefall, so I came up with poofall)...

Spoiler

tROmkrW.gif

 

These five flats was broken and now they are repaired!

Spoiler

B45WmFg.png

 

And, as a cherry on this pie made of textures, here is a CONS1_3 (never understand, why this one wasn't there in the original "Doom 2") along with FLAT24 (so you can make something like this below).

Spoiler

UrLxUpb.png

 

As always, link in the OP-post was updated as well.
Let me know is there is any problems with this update.

Edited by RastaManGames

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Today I came up with "rural" theme. I hope that it can be related to "city" theme...

Spoiler

A2pQmfg.png

Map is heavily under development right now.

 

P.S.: I've finally started constructing some housing...

Spoiler

GMzXzD0.png

And what a rural village w/o fancy-shmancy outhouse, isn't?

Spoiler

R6l6H1M.png

 

Edited by RastaManGames

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alright I finally finish it

🔸 MapName: Lok Kang
🔸 Author: Fai1025(FAI)

🔸 Music: Apathy at it's peak by FAI

🔸 Port Tested: DSDA Doom, PrBoom+, GZDoom

🔸 Difficulty Settings: yes

🔹 Multiplayer Stuff: no

🔹 Description: This map is inspired by somewhere in Lukang(鹿港), Taiwan. I don't even entirly sure it's there cause last time I went there is a decade ago, so don't expect to find a identical location on Google Map. The map name Lok Kang is just Taiwanese pronounciation of Lukang btw
as the story, idk, im not good at english never mind writing a story.

🔹 Notes: I put this map in Map01 slot for now, and also I included the Custom STBAR in the Zip

 

nK0xXks.png5Wku9sH.pngafklAsY.pngqJsXbP4.pnglXIcjUD.pngXtO0dVl.png

 

DOWNLOAD

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@fai1025 Thanks for contribution to this community project, mate! 🍕

 

As classic mandatory, here is a video of my playthrough as proof that this map can be beaten even with my crooked arms:

 

Here is some thoughts:

Spoiler

 

I gave your map a spin and that was really nice experience. Also, MIDI is cute.

 

Balance is good. My own fault was that I feared to enter in the center of first area. I knew that there may be, at least, shotgun. But first big encounter was not too abysmal due to berserk pack that was a savior of the day.

 

There is a lot of Doomcuties here & there across the map. Maybe there was a really rare thin slime trails, but I don't mind them. After all, these details is demanding some victims and overall they was not noticeable at all.


Secrets was pleasure to find. I didn't expected to find all of them so that was a nice surprise. Also, rewards was really yummy!

I've not saw any misaligned textures and also there was no any softlocks. Map can be beaten from the very start to the very end and this is good.

 

Only thing that was questionable: After picking up blue keycard that district became very quiet. I expected some ambush near exit, but this is just me.

 

 

P.S.: Your status bar is cute. Can we use it in the finale of this CP on the stage of compilation?

 

P.P.S.: I've added a solid white, black & yellow textures & flats for the purpose of using them in pure darkness, pure lightness & as "light behind the window" (if someone wanted to do this). Link in OP-post was updated.

Edited by RastaManGames

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7 hours ago, RastaManGames said:

After picking up blue keycard that district became very quiet. I expected some ambush near exit, but this is just me.

yeah I thought about that, I was gonna put couple more hell knight and caco and let them teleport in after blu key, but the hub area is a bit too small for my style of teleport ambush, and I don't want to make the map too punishing so end it up didn't add anything. 

 

7 hours ago, RastaManGames said:

Also, MIDI is cute.

thx. one of my playtester think the midi i composed sound too anime like and not fit doom's combat, and another one think it's not metal enough.

idk, maybe I should stop abusing Iv-v-III-vI chord progression (also known as the chord progression in every single Jpop song)

 

and also forgot to mention, you can use the STBAR whatever you want, I made that just for this CP

Edited by fai1025

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Here is my poor attempt on the rural theme. Something like private area of hermits that is hidden in the small valley.

 

🔸 Map Name: "Rural Rumble".
🔸 Author: RastaManGames.

🔸 Music: I am don't know, what MIDI is this. @SilverMiner told me that this is "Descent 2" or something like this, but I am not sure...

🔸 Ports Tested: "DSDA-Doom".

🔸 Difficulty Settings: Implemented (Easy -> K:80/I:62/S:3, Medium -> K:80/I:62/S:3, Hard -> K:60/I:62/S:3).

🔹 Multiplayer Stuff: Few DM starts that was tossed around the map along with SSGs.

🔹 Description: Even outside of this big city there is not safe. You stepped on the enemy's territory and now you gonna pay for that with your life... Or not? There is still some chance to open that goddamn gate on the other side of this hidden valley in a way to escape this place. There must be hope. Somewhere... Far away... You can't be the only one who is still human inside!

🔹 Notes: There is some areas with visplane overflowing due to overdetailing, so... I guess that non limit removing souce-port can't handle this map (sorry, DOS users). Also, "nature" maps - is one of my big weaknesses in the mapping, so I hope that this map doesn't look very ugly.

 

Screenshots (Imgur)

 

Download (Google.Drive)

 

P.S.: This is not instruction or something, but it will be nice to see mall, train & airport levels. Maybe I can make some in the nearby future if no one want to grab these ideas...

Edited by RastaManGames

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Hey I'd love to do a map for this if possible. Cheers!

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