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PUSS XXI: TRICK & TEAR THE LIVING DEAD! RC1 - OUT NOW!!


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On 10/2/2022 at 3:50 AM, BluePineapple72 said:

 

 

793973332466204753.webp?size=128&quality ~~~~~~~~~~~~~~~~~ 793973332466204753.webp?size=128&quality THE END OF ALL CREATION! AGAIN! 793973332466204753.webp?size=128&quality ~~~~~~~~~~~~~~~~~ 793973332466204753.webp?size=128&quality

 

 

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AIGHT LADS LETS FUCKING GO

Edited by Thatonespymain

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8 hours ago, BluePineapple72 said:

+ Map exits must be well hidden via a secret quest. If the player is going to escape your map, they have to earn victory they have to... earn it. Think of where your map is set. How will the player leave and what are the steps that are required to get there? Do they have to lower a bridge in order to escape the zombies? Does lowering that bridge require returning power to a football stadium for some reason? Does the player have to go grocery shopping in order to find a secret tunnel that gives them access to the sewer in which they can lower the water in the adult video store? The list goes on. Essentially, your player has to interact and figure out your map in order to complete some puzzle that will allow them to escape. It's super simple I promise.

 


Oooo you devious marvel of a mammal! You know exactly how to push my buttons! *Adds a tunnel that takes you to a bus that needs a new carburator that you need to get from behind the shed which key is etc. etc.*

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Ah man this looks like it's going to be amazing 👏. I didn't plan on mapping this month but I might have to force some time for it

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IMG_2645.jpg

“Okay, genius, let me put this in terms that you'll understand…The thing you just did, it's woken up the dead - and they're ticked off!”

 

Happy Zombtober, everyone! Time to get mapping! 🧟‍♂️

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Quick rule addendum for this event


+ I am going to require submissions to either have a public (in thread) or private (in DM) level guide for ease of testing and verifying the exit quest of you level (that way it doesn’t take 4 hours to figure out how to finish your map)

 

My first play through of your map will be blind, with trying to find the exit being a low priority. My second attempt will be my checking of your exit quest to make sure it works. Include a link or write up of that guide above the comments portion of the submission template OR send it to me via direct message if you wish to keep it secret. 
 

EDIT: I should also mention that I’ve updated the link to the resource to fix a minor bug on the example map

Edited by BluePineapple72

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Map Name: Evil Dead
Author: myolden
Music: The Occultist by Tristan Clark, Credits Theme from Evil Dead: Hail to the King
Sky: Default
Format: UDMF
Difficulty Settings: Nope!
Build Time: Didn't bother tracking.
Level Guide: In the zip file.
Comments: Relatively simple layout based on one of my favorite movies of all time. Will probably want to change the MIDI at some point, as much as I love this track it feels a little too high energy. You'll need to use the extra file included to get the voxel car working - I tried splitting it and integrating it with the map file but I kept breaking it.
Screenshots:

Spoiler

Screenshot_Doom_20221006_181529.png

Screenshot_Doom_20221006_181545.png

Screenshot_Doom_20221006_181556.png

Screenshot_Doom_20221006_181626.png

 

 

Evil Dead.zip

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Map Name: The Boiler Room
Author: SleepyCat

Music: Default

Sky: Default

Format: UDMF

Difficulty Settings: Yes

Build Time: Weekend and a couple of evenings
Level Guide: Included in the .zip file as "boiler-room - walkthrough.txt" and "boiler-room-map.png", it shouldn't be too complicated its mostly a linear switch chase except

 

Spoiler

You need to go off the marked path in the tunnels to press use on a computer terminal in a wall to open the *second* computer terminal in the final boiler room to open the exit switch.

 

Comments: Braiiins brains brains.  Also fixed the secret count (a couple of monsters got flagged by accident), added 2 more secrets, think the lift in the warehouse is now fixed in ACS, updated the level guide to include all the secrets.  Added some music (James Paddock - Rotted Roots) and made most of the doors lock open as per suggestions for routing enemies.  Fixed the sky to use REFSKY14.png from Mek's Box o' Skies and added a few little visual tweaks and cleanups and another secret or so.

 

Screenshots:

Spoiler

 

Entry way, warehouse, boiler room

Screenshot_Doom_20221009_162856.png.43831f355a937edeee75f00ce0772d5a.pngScreenshot_Doom_20221009_163122.png.07da486ef255c06a54db4c3e098ff4b2.png

Screenshot_Doom_20221009_163412.png.ef534daaf0fd29de09c2832a8e70651f.pngEnd of screenshots

 

boiler-room_2022-10-22.zip

Edited by SleepyCat
added some more details, fixed the lift, added more secrets, fixed the secret count

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On 10/6/2022 at 11:24 PM, myolden said:

Map Name: Evil Dead

 

 

Holy hell I needed that walk through but this level is a puzzle of beauty.

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@SleepyCat Thank you! I did a playthrough of your map and recorded it. Pretty fun stuff! I managed to get to the exit without the guide, but I didn't find all of the secrets. I did have to restart because the waves overwhelmed me in the tunnel/maze area, but I got it on my second attempt. The only issues I found were the elevator in the box room for some reason went down and I got stuck, so I had to IDCLIP out. 

 

 

 

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32 minutes ago, myolden said:

@SleepyCat Thank you! I did a playthrough of your map and recorded it. Pretty fun stuff! I managed to get to the exit without the guide, but I didn't find all of the secrets. I did have to restart because the waves overwhelmed me in the tunnel/maze area, but I got it on my second attempt. The only issues I found were the elevator in the box room for some reason went down and I got stuck, so I had to IDCLIP out. 

 

 

 


Ooh ta for that, its always interesting to watch someone else play through your map and figure the routes out :)

(Also argh I thought I'd fixed that bug.  Okay I'll poke it some more - TL;DR it goes up to some 3D floors and for reasons regular raising to next platform seems to not work so I hand rolled it.  I may have to put it on a button or something.  Also something random has gotten flagged as secret because you found both the ones that should be flagged - okay so there's some bug hunting to do for me)

Edited by SleepyCat

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On 10/9/2022 at 11:38 AM, SleepyCat said:

Music: Default

Sky: Default

You have music set to default, I'd prefer you give/point to a midi you'd like to use rather than using any defaults, mainly to prevent other maps from having the same midi as yours. If you can find anything atmospheric sounding that you'd like, lemme know! If not, I can find one if you'd like :)

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I've updated the resource file: There are changes to weapons such as the AK and the DG2, the former has a damage buff and the latter has some fixes for it's projectiles. The first two submissions have been compiled (version 1 for both) and Sea of the Dead has been updated slightly to make the blue fight actually hard. I've also updated the HUD.

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On 10/11/2022 at 12:48 AM, BluePineapple72 said:

You have music set to default, I'd prefer you give/point to a midi you'd like to use rather than using any defaults, mainly to prevent other maps from having the same midi as yours. If you can find anything atmospheric sounding that you'd like, lemme know! If not, I can find one if you'd like :)

 

Thanks for that (its something I'm often guilty of because I always play with the music off), and thanks for the playthrough - watching others helps work out flow.

I've updated a new version with music (James Paddock's Rotted Roots) and with doors that lock open because yeah I can see that helping as well as another few bug fixes (Edit: see boiler-room_2022-10-22.zip which has music and sky and general tidy up)  I'll think about your suggestion of looping players back up more organicly with lifts and see if something comes to mind :)

 

Spoiler

Also there's less spawners than it first appears to be, they turn on and off as you progress through the map to keep zombie focus around you and not flood the rest of the map, and the exit button releases a small horde of pre-made zombies out of the air vents to populate the boiler room and starting courtyard a little more

 

Edited by SleepyCat
deets

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Map Name: Zombification StationAuthor: 7Soul [@rouge_means_red]
Music: none yet (suggestions welcome)

Sky: not needed
Format: "GZDoom: Doom 2 (UDMF)"

Difficulty settings: No
Build time: 8 days

 

v4 update (oct 17th): https://drive.google.com/file/d/1bI3ZH8gunQ9riDzUng3hus7ZOt36B0zn/view?usp=sharing

Expanded the central area, added more ammo/health, balanced spawns a bit, removed some dynamic lights to reduce slowdowns

 

Screenshots

Spoiler

OcwFnUd.png

 

kL21lIw.png

 

uNagaEL.png

 

8QxSF2v.png

 

Walkthrough

Spoiler

1. For starters, the map uses some randomization so the path for the yellow key can be different each time

1.a - Enter the bathroom on the right and get into the vents. Head right and drop off into a small room with crates. Leave and go down the stairs north. Go up the lift and into an area with green lights.

1.b - Go past the yellow key door and into the small room with crates and enter the vents. Go all the way to the end and turn right and drop down out of the vents on top of a subway train.  Drop off at the platform on the far northeast and shoot the barrels to open a passage.

1.c - Go past the yellow key door and up a ramp on the left. Run across the trains and drop off to the platform north. Blow up the barrels to open a passage.

2. In this area with green lights is the yellow key. It can spawn in one of 3 locations in the north, west or east

3. Now go back to the yellow key room and hit the switch to open the grates. The blue key will be on the far southeast platform up some stairs.

4. Return to the tunnel on the far northwest section and hit the radio

5. Go to the exit on the south platform

 

 

 

Edited by rouge_means_red
v4 update

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On 10/13/2022 at 11:45 PM, rouge_means_red said:

Map Name: Zombification StationAuthor: 7Soul [@rouge_means_red]
Music: none yet (suggestions welcome)

Sky: not needed
Format: "GZDoom: Doom 2 (UDMF)"

Difficulty settings: No
Build time: 8 days

 

Took a few runs to get through it but I love the atmosphere and setting, once I'd worked out the idioms I could follow along okay :)
 

Spoiler

Only feedback I really have is I thought the exit would be on the opposite side than it was, the side gates opened and it *looked* like an exit, but when I looped back to it it wasn't open, so I assumed I'd misread the signs and was looking for something else.  Took me a while of panicked running around before I realised I was correct about those stairs being an exit, I'd just picked the wrong ones.  Still definitely fit the theme and was a lot of fun.

 

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Map Name: Shop Smart
Author: Horselessheadsman
Music: Unholy Voices(Alpha midi version) by Daniel Bernstein(from Blood by Monolith Productions)
Sky: Ripped from Ninja Combat by Hellico(The Spriters Resource)
Format: GZdoom Doom 2 UDMF
Difficulty Settings: not yet
Build Time: about two weeks
Comments: You collapse breathlessly in the alley-way, fairly certain you've escaped sight of the horde long enough for
it to lose interest. Not that it matters greatly; the military's deadline is approaching within the hour, and if you don't
find shelter or a means of escape before then, you'll be incinerated along the whole town. At the very least, this
supermarket should have some supplies to pilfer.
Screenshots:

Spoiler

shot1.png

 

 

shot2.png

 

shot3.png

 


Download: https://drive.google.com/file/d/1x6uwDsyrkuv_kA0xebR5Cp4lYJYpstft/view?usp=sharing

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Huzzah! First time this has happened in a while:

 

im mostly caught up on everything that I need sand my own map and whatnot. It has occurred to me that many mappers will need an extra week. I will be accepting maps until the 28th.

 

This weekend I can confidently work on the wad to get an RC1 out by Halloween. I’m toying with the idea of having an RC2 with additional maps after Halloween, but that remains to be decided. I will have a pre release beta out Monday night containing every submitted map (up to @horselessheadsman’s) and a HUB.
 

Hopefully before the weekend I can have the death script finished so testing can really get on. I have a small todo list (including powerups and some other tiny things like balance)

 

RC1 will definitely be out on Halloween though, but RC2 and on will have additional bonus features (like a second secret map and more zombie voices) that’ll likely be more “version 2” semantically speaking. 

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Here is BETA 1 of Trick & Tear 3! Get your hands on these maps fast cause they're cool as FUCK!!

 

REMEMBER: These aren't your daddy's doom maps! These are zombie survival maps! You will likely not survive! (honor code is that you don't save either)

 

Weekend release will look a bit different and may have some more maps, but as of now here is what we've got:

              Map01 - "Sea of the Dead" - BluePineapple72
              Map02 - "Evil Dead" - @myolden
              Map03 - "Boiler Room" - @SleepyCat
              Map04 - "Zombification Station" - 7Soul @rouge_means_red
              Map05 - "Dead Shock" - @LateNightPerson
              Map06 - "Shop Smart" - @horselessheadsman

 

A secret map has been submitted, but I have not implemented it into this wad as of yet.

 

 

EDIT: little bug I've found: I haven't updated the scripts to exit to map00 except for on map01 and map05. Maps 02, 03, 04, and 06 will all exit to map02

Edited by BluePineapple72

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On 10/25/2022 at 1:09 AM, BluePineapple72 said:

Here is BETA 1 of Trick & Tear 3! Get your hands on these maps fast cause they're cool as FUCK!!

 

REMEMBER: These aren't your daddy's doom maps! These are zombie survival maps! You will likely not survive! (honor code is that you don't save either)

 

Can confirm have died a number of times already in several of these maps.

 

On 10/25/2022 at 1:09 AM, BluePineapple72 said:

             Map03 - "Boiler Room" - @SleepyCat

 

 

Ah sorry thought you'd be scooping up latest versions from this thread before making the wad file, there's a fresh version of my map with a number of things in it for inserting into this (a couple of extra secrets, a few cosmetics, a new sky that kinda thing) for the next version, look up thread for https://www.doomworld.com/applications/core/interface/file/attachment.php?id=204753       aka boiler-room_2022-10-22.zip

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39 minutes ago, SleepyCat said:

Ah sorry thought you'd be scooping up latest versions from this thread before making the wad file, there's a fresh version of my map with a number of things in it for inserting into this (a couple of extra secrets, a few cosmetics, a new sky that kinda thing) for the next version, look up thread for https://www.doomworld.com/applications/core/interface/file/attachment.php?id=204753       aka boiler-room_2022-10-22.zip

That’s my bad: I tend to miss these things from time to time

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