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


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7 hours ago, CittyKat112 said:

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

 

Thanks for playing and testing!
Not sure if the final fight you're talking about is the teleport swarm or just the cyberdemon at the end, or maybe the masterminds?
I've added enemies to both the final rooms, and to the small ledges in the penultimate cavern tele ambush.

Update:
https://mega.nz/file/itNlQTLJ#Uk6D7up7XAofn8WEAQzKV7VH1BpAiyuYKh30lzxdVy8

The chaingunners were meant to be ambush only so they wouldn't move around before you get to the red key room, this was so they would add more danger when opening it.
They're on metal crates now to retain the idea of them being a threat near the RK.

- Orange circuit walls are transparent already, it's hard to tell because it's kinda dark and there are multiple layers.
I've raised an invisible barrier very close to them so the AV can't zap you from behind there.

Rocks near the entrance to the penultimate room have been lowered so you can't camp behind them.
Also blocked off the other rocks in the penultimate cavern where the megasphere is.


Changes:
-reduced cheese potential of rock formations.
-added a few small cell packs in the final room.
-cell ammo slightly increased by replacing a shell box.
-some additional enemies added in the final room and tunnel.
-just a couple of pop up enemies in the penultimate horde teleport fight to increase the threat.
-moved back the cyber in the YK canyon and also delayed the ambush that follows even more, so you have just enough time to plasma the cyber, kill the barons and viles, and grab the key, before being completely cornered before you open the bars blocking the canyon.
-misc texture and tex alignment fixes.
-fixed some border/shadow-alcoves that got set to all one brightness at some point.
 

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7 hours ago, knifeworld said:

Thanks for playing and testing!
Not sure if the final fight you're talking about is the teleport swarm or just the cyberdemon at the end, or maybe the masterminds?
I've added enemies to both the final rooms, and to the small ledges in the penultimate cavern tele ambush.

Update:
https://mega.nz/file/itNlQTLJ#Uk6D7up7XAofn8WEAQzKV7VH1BpAiyuYKh30lzxdVy8

The chaingunners were meant to be ambush only so they wouldn't move around before you get to the red key room, this was so they would add more danger when opening it.
They're on metal crates now to retain the idea of them being a threat near the RK.

- Orange circuit walls are transparent already, it's hard to tell because it's kinda dark and there are multiple layers.
I've raised an invisible barrier very close to them so the AV can't zap you from behind there.

Rocks near the entrance to the penultimate room have been lowered so you can't camp behind them.
Also blocked off the other rocks in the penultimate cavern where the megasphere is.


Changes:
-reduced cheese potential of rock formations.
-added a few small cell packs in the final room.
-cell ammo slightly increased by replacing a shell box.
-some additional enemies added in the final room and tunnel.
-just a couple of pop up enemies in the penultimate horde teleport fight to increase the threat.
-moved back the cyber in the YK canyon and also delayed the ambush that follows even more, so you have just enough time to plasma the cyber, kill the barons and viles, and grab the key, before being completely cornered before you open the bars blocking the canyon.
-misc texture and tex alignment fixes.
-fixed some border/shadow-alcoves that got set to all one brightness at some point.
 

You're welcome lol. I just played the newer version and I don't have any bugs issues to report. And yeah, I was talking about the teleport swarm. I ended up saving a lot of cell ammo this time because I let the cyberdemons do most of the job.

Screenshots: https://imgbox.com/g/UFT3kaZcDA

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Given the deadline was already reached, I feel obligated to come and say that my map isn't done yet. Real life got in the way and I couldn't get to work on the map on the days I had anticipated to. That said, I could try to have it done for next saturday, but taking into account the WAD is already in the compiling stage, I don't think I'll be able to give you a polished version to include in the WAD.

 

I'm not asking for the deadline to be extended, and I don't want this to sound like some kind of manipulation, but if, as of now, you're including the beta version of my map in the compiled WAD, I'd like to ask you to remove it, as it's not suitable for a release. However, if by the time I have the level done you are still open to late entries, I'll be sure to send it your way to have it included in the WAD.

 

I hope you understand and I hope it's not a let down. This is the last week of the semester and I have a lot to study, a few more late nights and early mornings to bear, and then I'll be ready to sit down and dedicate my time to what's left in my map, which will be on friday afternoon

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hi fai here

I'm also busy this week so complete release won't arrived until 12/17~

but just a reminder (sorry for another ping), please try to submit your map in this week

here's the map I still missing

MAP15 @Large Cat

MAP19 (ex. MAP20) @Endless

MAP25 (ex. MAP26) @LPad

MAP26 (ex. MAP27) @Astro X

for those who are submitted yet still need updates, please also submit the update before 12/16

 

Good luck

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quick question should I make a new thread to release the wad or just modify this thread

I wanna make it clean for people's feedback

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18 minutes ago, fai1025 said:

quick question should I make a new thread to release the wad or just modify this thread

I wanna make it clean for people's feedback

I typically do a new thread for proper releases, it makes it a lot cleaner and it might get a bit more attention that way.

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Map25.zip

 

I just finished the map and the midi for it. I'm beyond the deadline so I'm not really sure if this is making it in. Still, here it is. Sorry for the delay, it has been difficult to manage my free time lately. 

In any case, if something needs to be changed let me know. I made the last parts very rushed both in the midi and the map, so if some bug slipped through, I'll make sure to change it asap

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Thank you for your patience all. I've finally put together at least a working beta of MAP15. If there's time, I'll do some further testing to make maxing as unpainful as possible, as it currently involves a lot of cleanup.

 

hellwater_v4.zip

 

Map Slot: MAP15

Map Title: Hell or High Water

Mapper: Large Cat

MIDI: "The Greater Good" by stewboy

Tested With: DSDA Doom (-complevel 9)

Multiplayer: Not implemented

Difficulties: Vaguely implemented, will be improved later if time permits

Gameplay Style: Definite slaughter going on here

 

Like MAP31, I used the purple flat for the secret exit. Each exit requires at lest two out of three keys, keycards for normal exit, skullkeys for secret exit. There are some larger swaths of more barren land, largely to provide access to turret monsters for end-of-map cleanup.

 

Screenshots:

Spoiler

doom00.png.db2fd223b53aaa8a9204571e7dcbef92.pngdoom05.png.416e0ce51aaca7e112c9334f2c059124.pngdoom06.png.4b5d6ba02faa4661413a481952009971.pngdoom07.png.0bffae50a3c088f3540c4b57380ee395.pngdoom03.png.629ed612dc88250fd80a10d465368ccd.pngdoom01.png.89b93394eb177cf240b7b61e70c8f9a8.pngdoom04.png.e0b528525862f3c038fe7935ed11a123.pngdoom02.png.33f79b767a0ec0269c70f58f388dbcf8.png

 

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mein gott, this is a big arse map (also not good to play this in a dark room (it's hella bright) )

 

good job tho, my wait is worth it

Edited by fai1025

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  • 2 weeks later...

@fai1025 Here's a hotfix for some minor MAP15 issues. I was also worried I'd have to do a bunch of rebalancing, but despite my rush, I actually think the combat all works well, and there is enough ammo to properly handle the fights and cleanup if you're okay with the occasional cross-map trip toward the end.

 

I figured I would post the update here, since this is our dev thread. Let me know if I should post it elsewhere.

 

 

hellwater_v5.zip

Edited by Large Cat
mini-fix to v5

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  • 2 weeks later...

This took me far too long to finish. Unfortunately, December was much busier than I had anticipated. My apologies for not meeting the deadline, but here it is.

 

Eidolon Port.zip

 

Map title: Eidolon Port
Music: Celestial Throne by Isotype
Map slot: MAP20
Author: Endless
Skill balanced: Yes
Port: Boom-compatible

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  • 1 month later...

Hey @fai1025, here is an update to map 31.

https://drive.google.com/file/d/1OJefw1SJzKludd-xuwFaNgxUr6nk01c-/view?usp=sharing

 

Fixed the balance and improved visuals a bit. Also fixed one small bug.

 

Posting in dev thread, since that feels more appropriate.

 

Btw, isn't it time to abandon unsubmitted maps and just roll out a final release of the CP? I honestly doubt they are going to be submitted ever and it's long overdue anyway.

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  • 2 months later...

Doomium_MAP18_SharkyChip_v1.12.zip

Sorry to bother again. Just a small update because of a small oversight in the feel of the level I intend. 

 

Fix:

Spoiler

- (After taking the yellow skull key) Added sound blocking linedefs to avoid waking up the monsters of the red key arena prior to opening the yellow bars. This will only allow them to be waken up from the intended area.

 

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