BluePineapple72 Posted October 2, 2022 (edited) ~~~~~~~~~~~~~~~~~ THE END OF ALL CREATION! AGAIN! ~~~~~~~~~~~~~~~~~ Everything dies, look to the skies... actually... scratch that. You should probably be looking at the horde of zombies approaching you instead of up at the clouds. Killing zombies is like driving a car; not paying attention could cost you a trip to the ER. Thankfully with a car crash you won't be eaten. Unless you're in bear country. WAD File: Trick & Tear: THE LIVING DEAD! Port: GZDoom - Tested in GZDoom - Hardware Accelerated mode recommended. Resources: Textures taken from: AshesAfterglow LostCivilization Darkbase Textures Nightmare Texture Pack CC4 Voxel Cars Zombie Sprites: @ShallowB @osjclatchford @Amuscaria @Solmyr Realm667 IWAD: Doom II These maps are zombie survival maps. You will not be able to save your progress as the undead approach you. You are likely to die. Escaping these levels will require the player to solve some rather convoluted puzzles. Wouldn't be so hard if there wasn't an infinite wave of zombies crashing towards you. Huge thanks to @Jark, who not only has made some scientific advancements in Doom Builder, but has essentially Co-Hosted this event with me. Seriously, this event would not be possible without his help in making all of the scripts that we use to make these maps unlike regular doom maps. MAPLIST:Map01 - "Sea of the Dead" - @BluePineapple72 Between you and me, I don't really know why the UAC ever decided to mess around with teleporters. Especially after the whole demon thing. Thankfully this time around it didn't cause any issues! Their newest foray into teleporter research just happened to coincide with an apocalyptic event. Gotta give them props for not causing an unnatural disaster with teleporters! They still caused it mind you; it just wasn't with teleporters this time around. Spoiler Map02 - "Evil Dead" - @myolden In case you ever really wanted to show the zombies your boomstick, this map is for you. This is also a good map to show of your broomstick too! Cause there's a sector broomstick. Somewhere. I think This map has nothing to do with any movies that may have featured Bruce Campbell by the way. It's named after a song by Death. Spoiler Map03 - "Boiler Room" - @SleepyCat You see, I just went to the store and bought a tea kettle to boil my water. I'm not sure why you'd need a whole facility just to boil water. Like, I guess if you're gonna drink A LOT of tea doing it in bulk is the way to go. But come on man, no one is gonna drink that much tea. SleepyCat makes their PUSS debut with a map that has little to no tea it it. Yeah that whole spiel above has nothing to do with this level. Spoiler MAP04 - "Zombification Station" - 7Soul (@rouge_means_red) Playing this level will make you ask questions like: "was I here before?" and "didn't there used to be a door here?" and "how come many modern American cities haven't committed to building a healthy network of public transportation infrastructure?" 7Soul has the answer for at least one of those in this map. Multiple actually, since it changes every time you play it. Spoiler MAP05 - "Dead Shock" - @LateNightPerson "BBZBZZZZTT!!! I AM SHODAN!!! BZZZZZTSTTT!!!" - The System, famed villain from the series System Shock! A notorious game where you taze your computer to kill the AI that's been growing where you've been keeping your pizza crumbs. Thankfully for you, AI overlords are only a hypothetical and can only realistically exist in space. Don't ask me why, I'm just the writer here. They don’t pay me to think. Spoiler MAP06 - "Shop Smart" - @horselessheadsman We've hit a PUSS record by having two maps that reference a single Death song! Evil Dead! Think we can hit three next time? Perhaps. But I'll need to go to the S-Mart in order to buy a Death CD to learn more songs. I don't know if I'll have the money to get one after I buy 8 or so Rowdy Rudy dolls. Spoiler MAP07 - "Zombie Island Escape" - @CBM You're probably gonna regret not having gotten swimming lessons, since you're marooned out here on this island where the only escape is WATER. Where you need to SWIM. Unfortunately, drifting around on a plank of wood ain't gonna work out for you, so you're gonna have to go buy some Gas at the S-MART. Also unfortunately, CBM didn't put an S-MART on this island; so you're just gonna have to make your own gas. Spoiler MAP08 - "Lawn of the Dead" - @MemeMind The only thing I love more than mowing is beer. Only thing I love more than mowing is mowing... with beer! Not very safe though. Last time I mowed under the influence I ended up flooring the pedal while listening to Death Grips and the only thing that slowed me down was the knowledge that it wasn't just my own life I was putting at risk... it was my lawn's too. Would hate to have missed a spot. Spoiler MAP09 - "Collider" - @Jark Advancing metaphysics to unprecedented levels is none other than Jark! Exploring what is likely the first particle accelerator in Doom, you, the player, are gonna learn what really happens when you combine blue and red. Spoiler alert: it isn't purple. Spoiler MAP10 - "Residence" - @Weird Sandwich Boy, let me tell ya. I sure feel like a zombie whenever I pay rent. There is just something about the day to day to day of waking up, going to work, coming home, making food, sleeping, waking up, and so on, that really makes a man feel like one of the undead. Thankfully for us we have video games where we can inflict artificial E-Pain onto metaphorical characterizations of human beings pixelated and mentally transfigured to have my high-school bully’s face plastered on them whenever I bust the chainsaw out. Or it's just an imp. A hairy hairy imp. Hey man, I just live here. Spoiler And that concludes this thread, for now at least. We're planning on having an RC2 that includes some additional maps and some special little features. Maybe even saving if you complain loud enough. Either way, we've got 10 brand spanking new PUSS maps unlike anything you've seen before in Doom! And that's a fact! You know what else is a fact? We're taking a PUSS sabbatical during November! That's right! No PUSS for a whole month! This sabbatical is less of a "hey we need a break thing" and more of a "hey we gotta cleanse our soul before December so that we have a good Christmas" thing. Yeah. It's one of those sabbaticals. I managed to swipe a copy of Santa's naughty or nice list and from what I've seen we're so bad we’re not even on the naughty list. Apparently we've been doing some evil shit lately cause the forecast this December is pretty chilling. Spoiler I'd put the logo here but I haven't made it yet. I guess the anticipation will make for a better surprise. Especially since this prep work for this event will have had the most that has gone into a PUSS. Like ever really. So get your boots and scarves on people! December is gonna be pretty fuckin cold! Until next time ,o7 Original Thread: Spoiler Greetings and BRAAAAINS! to the twenty first edition of the Pineapple Under the Sea Speedmapping series! Speaking of speedmapping, we don't have a time limit this month beyond "before due date!" It's because of all that trioxin-21 we've been chugging down lately. Even our time limits won't die. The third iteration of our annual Halloween event has a massive resource pack that we cooked up in our very own kitchen! We've got a whole lot of zombies and a whole lot of code just for this event. Every weapon has been replaced! There are even some new tree sprites! Speaking of zombies! They're coming! And they won't stop! We're making zombie survival maps this month! The resource pack includes a .txt file of the spawner script that will manage the gameplay of every map. More info in the rules below. Maps that we make will be areas the poor player has found themselves stuck within that have been infested with zombies. Players will have to figure out where you hid all of the weapons and ammo on your map so that the zombies don't quickly kill them. Every 2 minutes and 30 seconds, the zombie's health and speed will increase, as well as their spawnrates. So if the player doesn't find the Wunderwaffe-DG2, and fast, they'll be eaten quickly. In addition to players challenging themselves to see how long they can survive, there will also be a secret exit sequence (essentially a COD Zombies easter egg) that the player will (optionally) be able to discover in order to escape the map. MAP01 of the resource is an example map that you can play in order to see what I mean. Your "secret exits" (not tagged secret exits mind you, but "puzzle-like" exits that are more complicated than completing a fight and getting a key) can be much more involved than mine. What I want with regards to maps may be a bit complex, so thankfully for you, I fumbled over my own words and accidentally paused OBS for about 20 minutes to explain the below rules! Check the script tutorial video here. I'll also write them down. + Every map must include the included scripts. Again, I have a video here showing off how to use the scripts (the script portion is only the first 10 minutes of the video). There are 3 scripts. The master spawner script that spawns zombies on MAPSPOTS tagged 1, 2, and 3. A script that allows the player to "build" the BFG replacement by placing the three skull keys on a table. And a custom intermission script that let's the player know how long they survived and that shows off the map they built using SECURITY CAMERAS tagged 2000 and 2001. That final script, "exit", will be the script that players will activate when they escape the level via the escape level rule (next). + Jumping/Crouching will be disabled. You must also build your map assuming the player has disabled mouselook. + Maps must be built with the intention that players will most likely die within them. The zombies rarely drop ammo, and weapons will be hard to come by for the player. They'll have to fight to get more room in order to survive within the level. Finding more weapons will not be as easy as it is in something like the Summer of Slaughter. The stronger the player gets should coincide with how strong the zombies are getting. Again, reference my example map. Not all hope is lost though. + 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. + The BFG has to be built. Building the BFG replacement is done using a script that needs the three skull keys that the player places on a table. I've included that table in a prefab map included in the .zip. + Zombie spawns must be hidden. Nobody wants to see zombies appear out of thin air. There are ways to place the map spots in your map so the player can't reach or see them but placed in such a way so that zombies can reach the player. Check the example video for some examples. + Special enemies can be placed or spawned in the map manually via milestones. If the player achieves some milestone, like opening a door, you can reward them with a melee revenant. + NO REGULAR ENEMIES. Custom enemies only! Even the chaingunner is banned. Cry about it. - Most of the powerups, sans the green armor, will be replaced. So be careful when using them! I'll probably have it coded so things like the soulsphere will despawn after 30 seconds. - Weapons are as follows: Weapon slot 1: Knife (replaces fist). Chainsaw, consumes fuel now.Weapon slot 2: Colt 45 (replaces pistol) and the ColtSA Weapon slot 3: Levergun (replaces shotgun) Coachgun (replaces SSG) Weapon slot 4: Sniper and the AK47 (replaces chaingun) Weapon slot 5: Grenades (player spawns with 5) and the Claymore Mines (replace Rocket Launcher) Weapon slot 6: Flamer (replaces plasma gun) Weapon slot 7: Wunderwaffe DG-2 (replaces BFG) The skull keys have been replaced with DG-2 parts. There are some additional trees. Some obstacles have been replaced with trees. The Tall Green and Tall Blue light torch have been replaced with a damaging fire and electricity FX sprite. + MAPS ARE DUE EITHER IN THIS THREAD OR ON MY DISCORD BY OCTOBER 23RD 2022 AT 11:59 PM EST. You may have noticed that there is no general speedmapping guideline segment this time. That's because you have the month to map for this event. PLEASE! If you have any questions: I am available to answer all of them that don't involve my wife. It may seem like a lot, but these maps are much more simple to make than this wall of text makes it seem. I made MAP01 of the resource pack over the course of a weekend! Here's that script tutorial video in case you missed it every time I posted it above. Here's the link to the resource pack which includes: Trick and Tear the Living Dead.pk3 - the resource we're using Prefab map.wad - The map I make in the above video that you can steal the WAFFE table from. TTZ Scripts.txt - The scripts you need to use for your map. I will most likely be making minor updates and changes to the resource pack over the month (things like powerups and zombie balancing). So keep an eye out for all that. There is no cap to how many maps you can submit to these events. Any bug fixing/map changes are due to me 1 week after I upload the final playthrough video of the last submission. We're shooting for a Halloween release, so we'll be running a tight ship this month! For submissions, please post in this format: Map Name: [ X ]Author: [ X ] Music: [ Song + Author ] Sky: [ X ] Format: [ X ] Difficulty Settings: [ X ] Build Time: [ X ]Level Guide: Have a step by step walkthrough of how to beat your level. Conversely, you could DM that guide to me if you wish it to be super secret. Comments: Braiiins Screenshots: I only need the .wad file of your map. Compiling your submission with the resources is unnecessary for this event. IMPORTANT LINKS: TTZ Resource Pack Mek's Box O' Skies ADDITIONAL LINKS: Zombies have invaded Wikipedia!!! Jesus! They've even gotten into... wait they belong here. Midi Site Link Megathread James Paddock Music Doomkid MIDI pack Tristan Clark MIDI pack All that's left is the link to my discord. I recently killed everyone on my discord server and reanimated them as horrid zombies! You could be one too! The Pineapple Under the Sea is a collective of mappers both fresh and decayed who occasionally raid isolated farm houses out in the Pennsylvanian sticks. We're always looking for fresh bodies to join the hoard. So if making maps and eating brains sounds like a Friday night to you then look no further! I'm a lazy sunabitch and I'm gonna post the past events later PAST EVENTS: PUSS SERIES III: HELL YEAH! PUSS SERIES II: Spoiler PUSS XIX: Dead Mappers Tell No Tales - Submissions open through November PUSS XVIII: Rowdy Rudy in...Revenge of the Speeddemons - Submissions open through November PUSS XVII: Pandemonium Speed Weeks PUSS XVI: Pac-Man Doom PUSS XV: Mysterious Mayan Madness PUSS XIV: 12 MORE Days of Doommas PUSS XIII: TH1RT3EN PUSS XII: Trick and Tear 2 PUSS XI: Anniversary Under the Sea PUSS SERIES I: Spoiler PUSS X: The Summer of Slaughter PUSS IX: Mapping at Warpspeed PUSS VIII: Speed Squared PUSS VII: Rowdy Rudy in... March of the Speeddemons! PUSS VI: Imperfect Hatred PUSS V: Clandestine Castle Crashing PUSS IV: 12 Days of Doommas PUSS III: Boss Battle Bonanza PUSS II: TRICK & TEAR I PUSS I: September Under the Sea Edited February 12, 2023 by BluePineapple72 30 Quote Share this post Link to post
FEDEX Posted October 2, 2022 Hi Blue 🍍 ! I think the resource ddlink is not public (restricted) 1 Quote Share this post Link to post
BluePineapple72 Posted October 2, 2022 16 minutes ago, FEDEX said: Hi Blue 🍍 ! I think the resource ddlink is not public (restricted) Thanks for pointing that out! Will fix asap 1 Quote Share this post Link to post
El Jeff Posted October 2, 2022 (edited) On 10/2/2022 at 3:50 AM, BluePineapple72 said: ~~~~~~~~~~~~~~~~~ THE END OF ALL CREATION! AGAIN! ~~~~~~~~~~~~~~~~~ Reveal hidden contents AIGHT LADS LETS FUCKING GO Edited October 3, 2022 by Thatonespymain 4 Quote Share this post Link to post
Peccatum Mihzamiz Posted October 2, 2022 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.* 3 Quote Share this post Link to post
Steve88 Posted October 2, 2022 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 2 Quote Share this post Link to post
danidf96 Posted October 2, 2022 Finally two of my favourite games put together, good luck to all the mappers. 3 Quote Share this post Link to post
Death Bear Posted October 2, 2022 “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! 🧟♂️ 5 Quote Share this post Link to post
BluePineapple72 Posted October 3, 2022 (edited) 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 October 3, 2022 by BluePineapple72 2 Quote Share this post Link to post
myolden Posted October 6, 2022 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 Evil Dead.zip 8 Quote Share this post Link to post
SleepyCat Posted October 9, 2022 (edited) 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 End of screenshots boiler-room_2022-10-22.zip Edited October 22, 2022 by SleepyCat added some more details, fixed the lift, added more secrets, fixed the secret count 8 Quote Share this post Link to post
SleepyCat Posted October 9, 2022 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. 2 Quote Share this post Link to post
myolden Posted October 9, 2022 @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. 1 Quote Share this post Link to post
SleepyCat Posted October 9, 2022 (edited) 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 October 9, 2022 by SleepyCat 3 Quote Share this post Link to post
BluePineapple72 Posted October 10, 2022 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 :) 1 Quote Share this post Link to post
BluePineapple72 Posted October 11, 2022 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. 0 Quote Share this post Link to post
SleepyCat Posted October 11, 2022 (edited) 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 October 22, 2022 by SleepyCat deets 2 Quote Share this post Link to post
rouge_means_red Posted October 13, 2022 (edited) 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 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 October 17, 2022 by rouge_means_red v4 update 7 Quote Share this post Link to post
BluePineapple72 Posted October 17, 2022 1 week warning for map submission! 0 Quote Share this post Link to post
SleepyCat Posted October 23, 2022 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. 1 Quote Share this post Link to post
horselessheadsman Posted October 24, 2022 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 Download: https://drive.google.com/file/d/1x6uwDsyrkuv_kA0xebR5Cp4lYJYpstft/view?usp=sharing 6 Quote Share this post Link to post
BluePineapple72 Posted October 24, 2022 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. 4 Quote Share this post Link to post
BluePineapple72 Posted October 25, 2022 (edited) 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 October 25, 2022 by BluePineapple72 3 Quote Share this post Link to post
SleepyCat Posted October 26, 2022 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 1 Quote Share this post Link to post
BluePineapple72 Posted October 26, 2022 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 0 Quote Share this post Link to post
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