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[ DONE ] DOOMIUM: A Community Project for Short and Explosive maps (Boom Compatible)


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15 hours ago, fai1025 said:

hi fai here

the project deadline is just 4 days away, sorry for another ping, just friendly reminder

@Engired @EagerBeaver @knifeworld @russin @Kuro_mahoh @Large Cat @gamevoin @LPad @TheLippyServer @Astro X @RedBoule

Please at least post some progress of your map to make me know that you still in this project, especially russin, kuro_mahoh, LPad, RedBoule, gamevoin, and Astro X, you guys had been too quiet throughout the project.

Preferably, please turn in the map 1 or two days before the deadline so I can have more time compiling the file together and finalise the Wad.

 

Good Luck


Map is getting there, hopefully done in two days (maybe one). school kept getting in the way

Edited by Kuro_mahoh
*Insert well articulated reason*

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@Womp the Cat Good stuff, I like it!

Here's a few issues I found with the map:

Screenshot 1 - The secret switch sector has a sky ceiling, making it easier to be seen

Screenshot 2 - The player can skip the red door area by strafing across ( I presume the decoration was there to prevent that )

Screenshot 3 - Those sectors probably are not meant to have a secret tag

Screenshot 4 - Those Hell Knights in the middle sectors do not teleport in

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Something important to consider: it appears that @gamevoin hasn't been online since November 25th, and three years passed between his reply to this thread asking to participate and his last post in 2019. I'm not saying there's zero chance of them appearing out of the blue with a map while not having looked at the thread since posting, but it might be a good idea to either find someone willing to make a map really quick or find a map that could fit as a replacement for nothing.

Edited by Spineapple tea
my dumbass thought 2019 was two years ago

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Here's proof I'm still working on my map! Had some unexpected IRL stuff to deal with that delayed progress for a couple of days, back on track again now.

p2u00fT.png
VrlmrUI.png
NeK1pMR.png

Todo:
Detailing in the final room.
Polishing the design of the final 2 fights.
 

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I have finally finished MAP29 :D

 

Doomium_map29.zip

MAP29: Purgatory Nexus

MIDI: "Owl" by Petter "Thyrbse" Mårtensen

Tested in DSDA

 

I'm kinda disappointed how this map turned out, the visuals are pretty bad in my opinion. The gameplay is more on the slaughter side but it's very slow, especially the first fight which I struggled to make more interesting. At least it was fun to make. 

Also I hope it's not too hard :)

 

btw remind me to add multiplayer and difficulty settings later

 

Screenshots:

Spoiler

doom04.png.30aafb82659954abfe9da6f49e609a2f.pngdoom05.png.15924a2a89fac83af185399a28351648.pngdoom06.png.b98a146c652114329af5f9638ef9d561.pngdoom07.png.17d345cc75890dfcf3298e747e75ccfd.png

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On 12/6/2022 at 7:09 PM, fai1025 said:

hi fai here

the project deadline is just 4 days away, sorry for another ping, just friendly reminder

@Engired @EagerBeaver @knifeworld @russin @Kuro_mahoh @Large Cat @gamevoin @LPad @TheLippyServer @Astro X @RedBoule

Please at least post some progress of your map to make me know that you still in this project, especially russin, kuro_mahoh, LPad, RedBoule, gamevoin, and Astro X, you guys had been too quiet throughout the project.

Preferably, please turn in the map 1 or two days before the deadline so I can have more time compiling the file together and finalise the Wad.

 

Good Luck

Sorry for the delay. Should have map 28 ready later tonight. Real life got in the way a bit.

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fuck fuck fuck fuck my bad completely forgor again

 

 

 

I'm too useless to do anything, and I don't wanna be the one that either makes this thing sit until I'm done, or make a tiny map that isn't very action packed or balanced.

 

Edited by Codename_Delta

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19 minutes ago, RedBoule said:

multiplayer 

Forgot about multiplayer, just do the difficulty, multiplayer is not the requirement for this project 

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7 minutes ago, Codename_Delta said:

fuck fuck fuck fuck my bad completely forgor again 

Do you have the confidence that you can finish it before 12/10

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10 minutes ago, fai1025 said:

Forgot about multiplayer, just do the difficulty, multiplayer is not the requirement for this project 

Alright like I said just remind me to do it before release. I'm really tired right now

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Finally finished my map, didn't mean for it to take so long.

 

Title: As The Clouds Come
Midi: Let's Live in a Lovely Cemetery (Ten Desires, no idea who sequenced it unfortunately)

Map: 04 (Don't know how I thought it was MAP06)

Difficulties: All

Screenshot:

Spoiler

iwfBkhB.png

Notes:

Spoiler

This map is actually so detailed that it lags in certain areas, if it's too bad I may be able to come up with something. Other than that, the game-play's okay, a bit on the hard side maybe but fine nonetheless. As a quick note, there are 10041 vertices, 11275 linedefs, 17104 sidedefsand 1381 sectors. Which explains the lag. Hopefully it all works.

Download: MAP04Engired.zip

Edited by Engired

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My levels are done, now I'm busy with texture alignment, correct enemy placement etc. Also, checking all triggers and monster/voodoo doll closets to make sure that they work properly.

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I have a pretty short Boom map called Toxic Shock I released a few months ago that I could convert to OTEX and polish in just a few hours. I was meaning to make some updates and post the second version but never got around to finishing it despite most of the work being done. Could that possibly replace [the lack of] MAP24?

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Fully functional version with detailing finished is done:
https://mega.nz/file/L9EW3Bya#hrOT4q0veq49XPGBVrZRUwwZEqJ1oAIv4QC1yh5TOQA

Name: "Sandstorm"
Slot: MAP09
Difficulty levels: Yes!
MIDI: "Dark Walls" by Jimmy, from Cabin
Tested in DSDA-doom 0.24.3, -complevel 9

TODO/Ideas for potential improvements:
-make last fight less slaughterish.
-make some extra ammo and health more obvious.
-delay the teleport ambush when acessing the yellow key tunnel.
-fix 2 tele destinations that seem to be too short for cybers.

g4Rkr0o.png

Edited by knifeworld
forgot to list the midi

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Name: In-deep action
Slot: MAP13
Difficulty levels: totally
Midi: Red shift by Jimmy
Trivia: The map was once going to be snow themed, but I decided not to make it snow themed

 

-I'll admit I kinda rushed at this and being sick did not make this better. But I still tried my best to make a fun yet short map. (Maybe a little too short, if there's anything I need to fix I'll fix whatever that needs to be fixed)
Download: https://www.mediafire.com/file/l82fdnmw8wwpi1w/In-Deep+action.wad/file

Screenies

Spoiler

Screenshot_1631.png

Screenshot_1632.png

Screenshot_1633.png


 

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Update with a few fixes:
https://mega.nz/file/Xo0z0DiI#TUOi3RJN95sJYQsWunZzyH_CJxe2AW_VVUi58eBjE_Y

-delayed ambush that follows gaining access to the YK.

-fixed a bleeding flat.
-made some additional ammo more visible.
-added a few extra medkits.
-blocked a corner that I saw an arachnotron somehow get stuck on, with a stalagmite.
-lowered some floor edges to allow enemies to follow you into the final room.

-fixed short ceilings at 2 teleport destinations.

Edited by knifeworld
forgot to mention fixed teleport dest ceilings

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Assuming that Fai's reaction to my question was a go-ahead:

 

Download

MAP24: Toxic Shock

MIDI: "Evil Is" by Mark Klem (from GothicDM)

Tested in PrBoom+

Map length: ~5-6 minutes going for UVMAX.

 

Let me know of any bugs or issues you may find.

 

Notes:

Spoiler

Map I made a few months ago that seemed to fit Doomium's prompt and MAP24 was looking like it would be empty. Original WAD came with a statusbar, sky, and a title screen, so they've been removed. OTEX conversion took longer than I'd like to admit being that I fell asleep twice and Doombuilder crashed after I hadn't saved in an embarrassingly long time. Technically better than the original too in terms of functionality since I had been working on a "patch" that didn't get finished before this, so I just pretty much finished it. Also (and completely unrelated), I had the username Fai too around 2017-ish. Strange.

 

Edited by Spineapple tea

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I'm working on the final part of my map. Here's a couple of screenshots. I was swamped with Uni this last month so all this progress has been made these last days and I'm trying to have it ready for now in saturday. I'll do my best for it. 

Spoiler

image.png.f417d732e14a4ef59ab7a700fe3f0059.pngimage.png.a9861ec9acc4e553f4ed8fef8caae836.png

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I'm in a big crunch right now to get this thing done, but I will do my darndest to get MAP15 in a state where a full playthrough is possible and reasonably balanced in the next 20-ish hours. Might cut an arena and some of the interstitial combat to make the deadline.

 

Spoiler

404591123_hellwaterat2022_12.1002-32-33.608R4026.jpg.6712dec2803ddee72a91aad767e340d2.jpg1264541188_hellwaterat2022_12.1002-34-15.805R4026.jpg.89770cba5fe4275d7723205f6e1b02ef.jpg

 

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@fai1025 I've just been reading through this thread and got an idea on how you might be able to compile the wad such that my map doesn't suffer from being in map30:

Instead of trying to get the megawad to 32 maps all in all by trying to get someone to make another map quickly instead acccept that there won't be that many (now that Codename_Delta has announced that he won't be able to finish his map24) and, to cover for the gap that has now been created in map24, shift maps 25-30 back one map and in so doing making it so that my map is no longer in map30 (but in map29), that it no longer suffers from the telefraging and that it remains the last map in the project (which would only be appropriate given it's dificulty).

And if anyone else (like maybe gamevoin) fails to finnish their map as well then you can just shift the maps after their map slot back even further... (this would be a great way to make the project's release date and deadline...)

P.S. You don't have do it this way if you don't want to. This is all just a suggestion...

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4 hours ago, epicyolomaster420 said:

@fai1025 I've just been reading through this thread and got an idea on how you might be able to compile the wad such that my map doesn't suffer from being in map30:

Instead of trying to get the megawad to 32 maps all in all by trying to get someone to make another map quickly instead acccept that there won't be that many (now that Codename_Delta has announced that he won't be able to finish his map24) and, to cover for the gap that has now been created in map24, shift maps 25-30 back one map and in so doing making it so that my map is no longer in map30 (but in map29), that it no longer suffers from the telefraging and that it remains the last map in the project (which would only be appropriate given it's dificulty).

And if anyone else (like maybe gamevoin) fails to finnish their map as well then you can just shift the maps after their map slot back even further... (this would be a great way to make the project's release date and deadline...)

P.S. You don't have do it this way if you don't want to. This is all just a suggestion...

I'm planning that too, so I'm going to fill gamevoin gap and move all of them forward, and I have an idea of making a thank you map

To make sure gamevoin doesn't suddenly pop up, I'm gonna wait until 12/11, and now I'll do the compiling 

For thank you map, I have a idea of copy map one and change some decorations make it look like it's damage and put some floating text of you guys name.

Edited by fai1025

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16 hours ago, knifeworld said:

Update with a few fixes:
https://mega.nz/file/Xo0z0DiI#TUOi3RJN95sJYQsWunZzyH_CJxe2AW_VVUi58eBjE_Y

-delayed ambush that follows gaining access to the YK.

-fixed a bleeding flat.
-made some additional ammo more visible.
-added a few extra medkits.
-blocked a corner that I saw an arachnotron somehow get stuck on, with a stalagmite.
-lowered some floor edges to allow enemies to follow you into the final room.

-fixed short ceilings at 2 teleport destinations.

Just beat it. Pretty cool map! I liked the visuals and combat, even though the final fight felt a little bit anticlimactic. I didn't encounter any bugs, but I have a couple suggestions:

- Are those chaingunners on screenshot #1 set to ambush? I'd suggest changing that because you can easily miss them on your first go around.

- This thing on screenshot #2 looks pretty neat.

- I'd suggest making those orange thingies transparent to signpost you can't use them as a cover against the arch-vile.

- This blood pool with a dead doombuy in it looks cool, but I think it'd look even better if you'd lower it by 1 map unit to give it a tiny bit more depth.

- Screenshots #5 and #6 - you can hide behind this rock and it could probably be used to cheese the final fight. Didn't test it, but I thought it's worth mentioning anyway.

- I think it's worth adding one or two cell packs near the spider masterminds because I ran out of cells and had to reload a save so I could two-shot that cyberdemon before the exit. But that probably was poor ammo management on my part so I guess that's fine.

That's pretty much it. Screenshots: https://imgbox.com/g/G5xJQLwKVM

 

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Download

 

Map 27 - The Hornets' Nest

Midi: "Knights of the Zettazepto" by Cammy

Tested in DSDA Doom

 

A subterranean slime base; not the most original thing in the world, I know. Quite difficult - hopefully not too much so. Had to rush a bit at the end, so I'm not exactly thrilled with it aesthetically.

 

EDIT: One of my closets broke with some tinkering i did today, just noticed. Fixed the issue and updated the link.

 

Some Screens:doom26.png.102e574ce9bd7c8e57f5073b394c76fa.png

doom27.png

doom28.png

Edited by TheLippyServer

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First, a little foreword. Initially I created two levels, but they were too big and didn't meet the criteria set by fai1025 (maybe I can use them for another community project). So I decided to give myself a challenge. First of all, I limited the size of the level to 1024x1024 (not counting the room with the level entry/exit teleporter).

 

How well it turned out - that's for you to decide.

 

And now, here are my maps. Did all testing in PrBoom Plus.

 

MAP 03 - LIMINAL WAREHOUSE and MAP 05 - INVERTEBRATE RETREAT

 

MIDIs used - Denied by Doomkid and Terrordrone by Devilzwork

Invertebrate_Retreat.rar

Liminal_Warehouse.rar

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