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Here's the (probably) finished E2M1:
DOWNLOAD

Name: Lunar Abnormality

Mapper: Dusty_Rhodes

Slot: E2M1

Music: MidtheWayiDDid2 Julian's Fragging Again by Mr. Freeze

Tested In: Prboom+ (cl2), Chocolate Doom, Doom.exe v1.9 (Dosbox)

 

I couldn't make something clever for the acid room secret, so it remains unchanged. But I did rework nearly every room, added a new one, upped the monster count, and rearranged numerous things. I also added a deathmatch area, nothing crazy (definitely not my best DM map) but it's probably more fun than all these doors and teleporters. Please send feedback, I'd love to know if I can improve anything!

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@magicsofa

I would be interested in trying my hand at E1M6. May I claim that map slot?

 

I would be happy to collaborate with @The Kingslayer if they are interested in the map slot, too (since I noticed you've been pinging them whenever there is an opening). I've been part of a few collaborations, and they've been a lot of fun.

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today i bring to you : a weird techbase map that doesnt really fit the rest of the episode it is in . just as intended !

name : overrun
mapper : signaturereverie
slot : e4m9
music : i havent gone out to find anything yet + dependent on e3m9 in some (most ?) scenarios

tested in : chocolate doom, crl, crispy doom, dsda-doom complevel 3

overrun

 

basically my idea was that i always saw e4m9 somewhat like a  the remaining pieces of humanity being taken over by hell sort of deal and not just  a weird techbase map that doesnt really fit the rest of the episode it is in, so i took that idea and ran with it fully without many other references to the original

deathmatch not yet implemented , i think the layout would allow for that pretty well but i might have to copy the whole thing and change a few things in it

coop starts are present but thats about it

while i did look through the map quite meticulously it brushes up right against the visplane limit in quite a few places so let me know if i happened to miss a spot where it goes over

would also really love feedback on gameplay ! i think thats about it

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@Dusty_Rhodes Played through your map. Rather liked the visuals on display, some cool area ideas for a doom 1 limited setting. Combat felt decent and couldn't find any obvious issues. Only major complaint is that the MIDI choice is probably too short. got annoying by the halfway-2/3 mark as it had looped for the third or fourth time.

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9 hours ago, DFF said:

@Dusty_Rhodes Played through your map. Rather liked the visuals on display, some cool area ideas for a doom 1 limited setting. Combat felt decent and couldn't find any obvious issues. Only major complaint is that the MIDI choice is probably too short. got annoying by the halfway-2/3 mark as it had looped for the third or fourth time.

Thanks for playing! Any suggestions for a different midi? I'm not married to this one. I don't want D_E2M1 because it's default, but it's also what I tested with and I'm thinking it may be better. 

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4 hours ago, Dusty_Rhodes said:

Thanks for playing! Any suggestions for a different midi? I'm not married to this one. I don't want D_E2M1 because it's default, but it's also what I tested with and I'm thinking it may be better. 

Im a bit biased since i'm rather fond of "I sawed the demons" but i think i have some suggestions. Trying to find something that is still kinda "doom1"-esque I think I found a couple of decent options:
E1M9 of the Ultimate doom midi pack
"state of Mind" from STRAIN (map05)
"Slipper" from Mememnto Mori (Map09)

These all i think would be decent, and have a bit of that older doom rock vibe in them.

Also, possible bug, but the two sectors with eyeballs on them by the exit (sectors 398 and 399) don't raise or do anything. The holes are visible and the player can see untextured sidedefs but not the eyes. seeing as the lines have textures on one side i assume these were meant to raise up at some point but are missing tags.

Edited by DFF

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@Pegleg added you the other day but I wasn't sure if you saw it so here's another @. Stupid repair tech at my job had to get themselves fired so now I have to pick up some of the slack even though I'm technically underqualified, yay! Hopefully get to some testing in the next couple days as the dust hopefully settles...

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Here's a first draft version of E1M7, pretty much done bar minor detailing and fixing any bugs/balance issues. I'm mostly happy with how it came out, though the rocket launcher area feels a little big IMO. I can't decide if the structures in the distance in the blue key area look silly or not, but it felt like an oldschool thing to do. There were some moments I was itching to put in some bigger monsters but mowing down waves of zombies, imps and demons isn't without its charm :p there is a co-op only Cyber at the end, IIRC the original map did this as well. Difficulties not applied yet.

 

I haven't put deathmatch starts yet, I was thinking of having them start off the map in corridors, and walk over linedefs that open all the doors in the map.

 

Let me know your thoughts! I had a great time making this, especially the collaborative aspect of working with another mapper's ideas.

Edited by Somniac

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On 11/5/2023 at 6:40 PM, Dusty_Rhodes said:

I couldn't make something clever for the acid room secret, so it remains unchanged. But I did rework nearly every room, added a new one, upped the monster count, and rearranged numerous things. I also added a deathmatch area, nothing crazy (definitely not my best DM map) but it's probably more fun than all these doors and teleporters. Please send feedback, I'd love to know if I can improve anything!

 

The switch is fine where it is, but if it is staying there then I would change it to S1 to force the player to step on the nukage. This room is better with the greater number of pinkies... but still on the easy side with rockets aplenty. A few imps in the corners would help prevent the player from too easily corralling the herd. I like all the other changes... great use of contrasting dark and light areas!

 

On 11/8/2023 at 6:12 PM, Somniac said:

 first draft version of E1M7

 

Really nice... I'm loving the slightly E2-tinted vibe, the combat is spot on and I didn't feel the RL area was too big... it was a nice contrast from the somewhat crowded interior. I didn't catch any bugs or even things that I felt critical to change. Great work!

 

On 11/6/2023 at 7:29 AM, signaturereverie said:

today i bring to you : a weird techbase map that doesnt really fit the rest of the episode it is in . just as intended !

 

I approve of the totally bizarre architecture... I didn't get any VPO but I did get disappearing sprites in the cyberdemon fight as you can easily have more than 128 sprites in view. However I think there's a bit of a conflict of interest here between the combat and the exploration. I felt like I didn't have enough weapons and ammo to clear out areas, but since getting to other places often requires a bit of tip-toeing, running away wasn't really a good option either and would just result in more aggro anyway. I would consider moving the weapons progression a step earlier, so like put the plasma gun where the rocket launcher is, put the rocket launcher where the chaingun is, and then have the chaingun appear somewhere before that. The jumping is OK and after all it is a secret level, but in vanilla you can get hung up a lot on monsters either below cracks (i.e. leading up to the blue door) or flying above. Again, having a little more firepower would help with this as it would be more reasonable to clear out those important areas.

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On 11/7/2023 at 4:10 PM, magicsofa said:

 

@Pegleg added you the other day but I wasn't sure if you saw it so here's another @.

 

 

I had seen that you added me, but thank you for the second mention just to make sure.

 

Is mid-December still the deadline? Or is it earlier?

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14 hours ago, magicsofa said:

I didn't get any VPO but I did get disappearing sprites in the cyberdemon fight as you can easily have more than 128 sprites in view. However I think there's a bit of a conflict of interest here between the combat and the exploration. I felt like I didn't have enough weapons and ammo to clear out areas, but since getting to other places often requires a bit of tip-toeing, running away wasn't really a good option either and would just result in more aggro anyway.

 

noted ! aware of disappearing sprites in the final fight, would have to rework the fight quite some to get rid of that anddd ill think about that some . also reworked the weapon balance as per your suggestion and i am actually finding it more enjoyable myself . still havent gotten around to doing the multiplayer stuff
overrun

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DOWNLOAD

 

Here's the updated version of E2M1, fixed the bug @DFF pointed out (thanks!) and added two more pinkies and some imps to the acid room. It makes it much harder. I changed the switch to S1 rather than GR and removed the midi.

 

Hope that's all that needs to be done, please give me a head's up otherwise.

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  • 3 weeks later...
On 11/10/2023 at 12:37 AM, Pegleg said:

Is mid-December still the deadline? Or is it earlier?

 

The deadline is December 10. Originally I had hoped to finish the entire megawad by then but at this point that's probably not possible. So I think it makes more sense right now to consider Dec 10 as the deadline for submissions. Then, we can all enjoy the birthday shenanigans and release the WAD at a time when there isn't going to be a thousand other releases :P

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Hello team,

 

Here's the submission for my episode 3 map. I hope you find it fun to play. I did't go all crazy or push vanilla or anything like that, just made the map by ear. I wanted to open with some familiar Inferno style claustrophobic combat then move into my typical set-piece oriented gameplay in second half.

 

@magicsofa I sent you a PM earlier with an older version. This version is slightly updated to provide more combat flow in the early areas and fixed some texture offsets.

 

https://www.dropbox.com/scl/fi/92ccpgqnmaoqauovgqbg2/tese3m4t.zip?rlkey=h4aswpzh81svcciit93xybr5u&dl=0

 

 

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Hi there!

 

Am About to show the early in-progress screenshots of E1M4:

 

screenies:

 

Spoiler

DOOM0028.png.9bfaeb27a66621be797b7d56f6ae0020.pngDOOM0027.png.c92d19ae52bb6608d378e5708422e374.pngDOOM0025.png.2a47408c272c764964dfe9b38b7f8778.png

 

Automap (partially showed):

Spoiler

95neverdies_e1m4_am.png.c5f3e70d6684c7dd70ca9f7e9b4eaaa3.png

 

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unless my latest map submission had any glaring bugs or missing things, then I consider my last submission to be the final one. I will go mad if I have to fight chocolate doom for hours for each additional visplane detail all over the map.

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1 hour ago, spineapple tea said:

I'm sorry if there was a misunderstanding but we talked earlier at the beginning of November through a private message about me dropping the slot when you asked about the map's status.

 

OH CRAP, and you gave me your partial map! Not to worry, I just forgot to tag the list. 

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Uh, hi. Sorry for the last-second submit, I have no excuse aside from being wound up in a bunch of other projects :p
This is a reimaging of E2M8, the attempt was to make the cyberdemon an intimidating foe again while also delivering an epic battle to cap off the episode. The result is a map that's half survival horror, half power fantasy, probably not everybody's cup of tea. I know this is technically slaughter-lite but it's an episode ender, so blegh. This was tested in ChocoRenderLimits, I hope no errors snuck in this time.


Screenshots:

Spoiler

Screenshot_Doom_20231210_184043.jpg.6d21ad670c97f385c5de78716c1220d3.jpgScreenshot_Doom_20231210_184127.jpg.7dbaaf868e4d0b0b245d07322cbbccf5.jpgScreenshot_Doom_20231210_184223.jpg.9d69185f95b96f073b89686302a449d6.jpg


wad:
https://drive.google.com/file/d/1qKDpyfqz1LpKbTvAoq2OcJe05bLIczFv/view?usp=sharing

I'm thinking about giving these maps original names & midis, since that's what everybody seems to be doing. Guess I'll come up with something over the next few days.

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I was under the weather this week, so I was unable to contribute as well as I possibly could've. My apologies for such thing.

I still have most of my map idea done, all I need is to wrap up some crucial rooms and balance the gameplay out.

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17 hours ago, DukeOfDoom said:

I was under the weather this week, so I was unable to contribute as well as I possibly could've. My apologies for such thing.

I still have most of my map idea done, all I need is to wrap up some crucial rooms and balance the gameplay out.

 

No problem, as soon as you have a rough draft please send it! You, @Azuris, and @mr-around have the last three slots, so close!

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4 hours ago, magicsofa said:

No problem, as soon as you have a rough draft please send it! You, @Azuris, and @mr-around have the last three slots, so close!

 

My apologies, but I have the same prob. E1M4 is still not ready but carries some cool ideas that yet need to be tackled. It is mostly composed of separate areas and rooms that will be connected together via tunnels. To remedy this, I could release a short demo of my which will be a very short version of future final map.

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Unforeseen circumstances have taken away some time from me, but I'll make sure to finish my submission soon. Deepest apologies.

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Important update for Tower of Babel: https://drive.google.com/file/d/1qKDpyfqz1LpKbTvAoq2OcJe05bLIczFv/view?usp=sharing

I'm only making a new post for this update because the previous version of E2M8 would consistently break. In the attempt to make the map vanilla-compatible I moved some teleport lines in such a way that would prevent the Cyber from teleporting away. That should be fixed now, I also added some cells, fixed a missing texture & removed a potential softlock

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Finally got my map done, sorry for the long wait.

 

Name: Grapes of Wrath.

Slot: E2M3.

Tested in: Chocolate Doom, Zandronum.

Music: MAP08/MAP27/MAP30 from TNT Evilution.

 

Link: Grapes_of_Wrath.zip

 

Screenshots:

Screenshot_Doom_20231214_014727.png.cac299c1d0660ace1539ce6dfc0fb23b.png

 

 

Screenshot_Doom_20231214_014815.png

 

Screenshot_Doom_20231214_014915.png.9c0b294b6c0a37c36c85d491cdcdc085.png

 

Screenshot_Doom_20231214_014923.png.1d180eaede5e83d1115962b3ae3f6cbd.png

 

 

Edited by DukeOfDoom
Fixed a couple of lines which block monsters a bit too much.

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On 12/13/2023 at 11:54 PM, DukeOfDoom said:

Finally got my map done, sorry for the long wait.


The Doom 1 is very strong with this one, I liked it a lot. The relentless, trap-riddled start is definitely my favorite part of the map, acquiring weapons is tricky and the ammo starvation pressures you to move forward in the subsequent encounters, which is great.
I think it might be a bit too strict in places though? I found the plasma & rl secret and still barely got by, until reaching the computer room which flushes you with ammo. Having a few more shells & bullets in the walkway section would be good call imo. I also wish the dark area with the chainsaw secret & the upper area next to it just had stairs or a lift connecting them, all that teleporting around gets annoying after some time.
This might just be me playing absent-minded, but I was totally stuck after finishing the computer room because I missed the switch that raises the walkway to the blue key. An easy solution here is not letting the player leave the computer room before raising the walkway at all.
Aside from that I didn't encounter any issues, fun map :)

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