BluePineapple72 Posted December 1, 2022 (edited) ~~~~~~~~~~~~~ ABANDON ALL HOPE! ALL YE WHO ENTER! ~~~~~~~~~~~~~~ WAD File: PUSS 22 The Chilling Winds of Dis - BETA 4.2 Port: Boom limit removing - Complevel 9 - Tested in GZDoom/PRBoom Resources: Chilling Winds of Dis - Resource Pack - by us! IWAD: Doom II Maplist as of 12/30 - ordered by chronology of submission: MAP01 - “In Suffering is Death” - @BluePineapple72MAP02 - “Cryohadephobia” - @Peccatum MihzamizMAP03 - “In Nowhere’s Corners, Our Sins Have Festered” - @LinaMAP04 - “Moonflower of Dis” - @ThelokkMAP05 - “Shivering Garden” - @muumiMAP06 - “We live and die in forgotten places” - @Silhouette 03MAP07 - “Icebound Apparitions” - @United VirusXMAP08 - "Forgotten Amethyst Cave" - @DynamiteKaitorn aka HeichMAP09 - “The Frozen Plains of Silence” - Silhouette 03MAP10- “Lamentations of the Fallen Spirits Cursed by the Ascent of the Spectral Evil” - @NeedHealthMAP11 - “Gasping in Darkness” - @myoldenMAP12 - “Pillars of Oblivion” - MuumiMAP13 - "Gaping Wound of Repressed Memories" - @Death BearMAP14 - "Gazing Upon the Flood of the Wicked" - Shadow Sparkle and Death BearMAP15 - "Plagued by Tormentuous Ideation" - BluePineapple72 MAP16 - “False Cube of Frigged Torment” - @EgregorMAP17 - “Echoes of the Fallen Entombed in Flesh” - United VirusXMAP18 - "Broken Halls of Dying Hope and Frozen Despair" - Unicorn Skull and Death BearMAP19 - “Cold, Dead Heart” - @BlexorMAP20 - “The Poem that Froze My Heart” - Red_Boule MAP21 - "The Torment of Euclid" - @aletheos eberlainMAP22 - "The Cold Embrace of Eternal Anguish" - Doomcat and Death BearMAP23 - “Of Ice and Emeralds” - Peccatum MihzamizMAP24 - “Putrid Scavenger” - @LGmaireMAP25 - "Mausoleum of Bile" - Blast_BrothersMAP26 - “Hell Consumes What God Forgets” - @King Know-NothingMAP27 - "Absence of Mercy and Empathy" - BluePineapple72MAP28 - “The Flesh Caverns of Perpetual Agony” - Silhouette 03MAP29 - "Depths of Eternal Despair and Disorder" - @Steve88MAP30 - "Descend, Sinful One" - @AwallMAP31 - "Angel of Death" - LGmaireMAP32 - "Festering Lacerations of a Broken Heart Left to Wither to Dust" - Death BearMAP33- “The Goat Temple Grotto Glows with Miserable Terror” - @Walter confettiMAP34- “And Death Follows” - United Virus XMAP35 - “Final Home of the Traitorous Damned” - @horselessheadsmanMAP36 - “Valley of forgotten souls, their screams faded for aeons” - @Weird Sandwich If you read my most recent comment in this thread; the plan is to change up the map order to better reflect a curated gameplay experience rather than a random haberdash up/down type feel. Would like progression to feel as natural as we can make it. Wonderful event folks! Couldn't have planned it better myself. All we need now is to finish testing, finish the sprites, finish CWILV patches and it's uh... finished! Yippee! Y'know, if you thought one homemade resource pack was impressive, wait until you see our second one... See you in January folks! Spoiler Greetings and Salutations to the Pineapple Under the Sea Speedmapping Twenty-Two! Welcome to the inner depths of the outer world. The beginning of your eternal end. The tortuous nightmare where everything is cold and everyone is frowning! If that sounds like a grocery store, you're only half wrong. Imagine the freezer section... but it's all PEOPLE! who have DIED and GONE TO HELL! In Dante's Christian fanfiction, Dis is the very center of hell. The very bottom of the endless pit where the worst of the worst don't even get to burn. The warmth of love so far and distant it is forgotten like it had never even been known. The spiritual sequel to our 13th event... TH1RT3EN! The Chilling Winds of Dis aims to capture the ultimate suffering of the undisputed worst part of hell. For the better part of half of a year, myself and a bunch of other crazy folk have been spending their hard earned free time creating custom assets for a resource pack designed to chill you to the bone! That means a custom palette! Custom monster sprites! Custom textures! Custom monster sprites in textures because they've been frozen in big blocks of ice! Map01 of the resource pack is a bit of a moodsetter, and the intro map for the wad. Check it out to get a feel of what this event is all about! Here's a credits list for the resource pack: Sprites: @INfront95 - Revenant - Unholy Eyedol @myolden - Baron / taken and modified Soul Reaper from KDIZD @Death Bear - Shotgunner - Chaingunner - Ghoul taken and modified from (I don't remember) @horselessheadsman - Cacodemon @BluePineapple72 - Lost Soul - Imp - Hell Knight - Arch Vile @muumi - Pain Elemental Dehacked Help: @ViolentBeetle @Peccatum Mihzamiz @Napsalm Decoration Help: Muumi Peccatum Mihzamiz INfront95 Danlex HUD: @Danlex Misc Help: Myolden Peccatum Mihzamiz Death Bear The whole dang texture pack: Muumi Other Textures: Otex CC4 Gothic ( an important note about the resources: the monster sprites are still a work in progress. There are a hundreds of frames so uh... don't blame us. The majority of the enemy walk cycles have been completed though. The Mancubus, Arachnotron, Spider Mastermind, and Cyberdemon haven't been started yet and the first three don't have artists yet. If you're interested in doing art for any of those shout at me really loudly. We will be updating the resource pack to include the missing frames as December blows by. ) There are also three new enemies: The Striga - A fast moving little fiend that will run up and slap you in the groin. - Replaces Commander Keen The Ghoul - A normal moving normal sized fiend that will run up and eat you (not in the groin). Replaces the Trooper The Unholy Eyecon - A non moving eyeball that shoots you when it sees you and doesn't stop. (it's frames are unfinished, but you can still kill it) The barrel has also been acting funny. Keep an eye on it. Completely finished though is a large set of textures created by @muumi! We've also gone ahead and replaced the majority of the decorative things so that your maps look nice and dis-like. Maps must be made in 6 hours or less. View the General Speedmapping Guidelines below to see how we time our maps at PUSS. As a brief summary: 6 hours to build the general layout of your map and add gameplay. Unlimited detailing/refining within reason. Maps must be set in DIS - At the bottom of hell, there is no light, and the warmth of god's love is so foreign is it considered myth. The demons that skulk about down here have no need for eyes and their mutant bodies have been mangled and frozen by the chilling winds of dis. Roll credits. Essentially your making maps in the frozen solid center core of hell. Abandoned and forgotten for eons, any structures built by demons will have fallen to complete ruin. Only the shadows and ghosts of temples remain as their walls have crumbled to dust. Textures are all gross and weirdly abstract and they will lend themselves to organic architecture very well. A realm of absolute torture; play around with the abstraction of pain as reality bleeds around the player leading them down evil caverns and bizarre sectors that you design. It should also be noted that DIS is gonna be pretty dark. Don't make your entire map 80 brightness though. That won't be fun to play in the slightest. Play around with sharp light contrasts where the edges of rooms sit at 96 and focal points in the center at 208. Atmosphere atmosphere atmosphere! - Pump your maps full of atmosphere! Use cold, atmospheric emotional midis! The cold experience is what we're here for! Dread and horror are this Wad's middle name! - Huge wide open arenas are BANNED - I put that word in all caps, so that means I'm SERIOUS this time you guys! These maps should be built to maximize the threat level of every enemy placed on the map. Levels shouldn't just be 64 wide rectangular hallways either. That's not really a PUSS rule that's just the doom moral code. Play around with claustrophobia, but don't force your maps to have it. I'd just really prefer your levels be tighter and constrain the movement of the player pretty well. Maps must go Down - Since the player is in the worst part of Hell, the only logical assumption to make is that things can only get worse. And they will. Give the player a journeying sense of regression as each room they enter is deeper into hell than the last. The further they player gets the deeper the hole goes. ADDITIOANLLY: the start of your map and the end of your map must have a staircase. For the start it should be a staircase that the player had just seemingly walked down, and for the end, it should be the staircase the player walks down and exits. Just a loose continuity thing. Restricted Ammo/Monster count - I'm not hard capping anything, but the emphasis of gameplay should be on the player fighting for survival. Health and ammo should be tight and given to the player to reward them when they find it. Don't starve the player of ammo, but drip feed it to them. Likewise, the monster counts of maps should be imposing enough to scare the player into running into the next arena in a desperate search for more resources while reserved enough that players still have a fighting chance. Given the fact that the ecosystem of DIS is completely dead, no slaughter maps. Players won't be able to find a room packed full of ammo and a nearby room packed full of monsters ready to fight. I call this rule 'ammo-starvation lite.' There should be enough ammo for the player to kill all of the monsters on the map, but the player is gonna have to be careful with their resources and hunt for more. Any secret ammo should be 'bonus ammo', not the ammo needed to beat the map if you're smelling what I'm stepping in. OPTIONAL - Give your map a long winded ridiculously edgy dramatic name. Something like "ENDLESS TORTURE IN THE BLACKENED HALLS OF SADNESS" or "SUFFERING BLIND IN THE FROZEN DARK" or "MY TOES HAVE TURNED PURPLE IN THE SNOW!" If Imperfect Hatred was Thrash Metal and XIII was Death Metal, then The Chilling Winds of Dis is Black Metal! The emotional second cousin of Heavy Metal! Pump up the drama and turn down the hope! OPTIONAL - Use multiple skies on your map. Don't worry you won't run out. We have about 40. Maps will be made in Boom format, targeting PRboom comp level 9 - that means no jumping/crouching/mouselook. RESOURCE USAGE IS REQUIRED - CLICK THIS LINK TO GET THE RESOURCE - Skies are included in here, so you don't need to grab external ones. Use line action 271 to trasnger the upper texture of that line as a sky texture to any sectors tagged to that line. + MAPS ARE DUE EITHER IN THIS THREAD OR ON MY DISCORD BY DECEMBER 26TH 2022 AT 11:59 PM EST. Your mapping time can be nonconsecutive. Your timer will only go down when you are mapping or playtesting. Speedmaps will be under the honor rule. Neither you nor I can prove if a map went over the time limit or not, but trained eyes can see what is and is not a speedmap. If you cheat, people will notice. Any time in Slade used to give a custom sky, midi, etc. is outside of your mapping time. I would recommend spending some time looking over the texture pack before you begin mapping, so that you don’t waste time scrolling. Majority of our custom textures have the prefix DIS in them. Makes it easy to find them and all. Once your time is up, if you haven’t beaten your map, please spend time to verify that your level is beatable. We call this the BluePineapple rule because I always break it. **AFTER YOUR TIME LIMIT IS UP:** Here's the big addendum: The point of the time limit is to put a fire under your seat to force you to finish the map. The intention isn't really to 'challenge' you. The scope for PUSS projects is that I want as many people to make the best thing they can with interesting themes and restrictions. The time limit thing started as a challenge, but as of late I've grown cold to it. I want you to finish the layout of your level, get a general feel for what the gameplay is gonna be, and get a rough to perhaps imagined level of what the visuals will look like in 6 hours. You can spend any amount of time you want thereafter refining what you've sent to me. Map submissions must include a builder screenshot of the layout you came up with after 6 hours and then a screenshot of the map you refined from it. I'm OK with you submitting a map before you refine it if you need feedback/suggestions. Again, the post 6 hour map timer is to prevent you from adding major gameplay arenas, new rooms, and a whole bunch of other stuff. Adding background details the player won't access is fine but generally speaking the closer you stick to the layout the more comfortable I am. There is no cap to how many maps you can submit to these events. I'm pretty sure some members of my discord have been placing bets on who is gonna make the most levels this time around. Safe bet is @Death Bear usually. Any bug fixing/map changes are due to me 1 week after I upload the final playthrough video of the last submission. Should be some time in 2026 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 ] Comments: [X] Screenshots: I only need the .wad file of your map. Compiling your submission with the resources is unnecessary for this event. IMPORTANT LINKS: THE CHILLING WINDS OF DIS RESOURCE PACK ADDITIONAL LINKS: Midi Site Link Megathread James Paddock Music Doomkid MIDI pack Tristan Clarke MIDI pack DISpiration! The fourteenth layer of hell, The Pineapple Under the Sea is the main hotspot for suffering these days. Whether you've been tortured for eternity of just starting out with mapping tools, we've got a spot for you somewhere in here! Our soul factory won't fuel itself! Home to PUSS, the Pineapple Under the Sea Speedmapping series, we've dedicated our damnations to creating a warm and forgiving respite to mappers who want to do crazy things with the builder.exe that's been installed into their torture-pods. If you need advice on using the resource pack, advice for your map, or playtesting, feel free to stop by! Just wanted to take a moment to give a HUGE shoutout to the incredible team who helped put this insane project together. It took the effort of half a dozen people on the PUSS discord to create OUR FIRST (nearly) entirely custom resource pack. It should go without saying but this is the biggest thing we've ever done and I am immensely proud of this team for slapping together all of these textures and sprites starting in this past July. PAST EVENTS: @MemeMind's Musical Mapping @ViolentBeetle's Solar Struggle ViolentBeetle's Skulltiverse ViolentBeetle's Hellevator Hot Potato Line in the Sand PUSS SERIES III: TRICK & TEAR THE LIVING DEAD HELL YEAH! PUSS SERIES II: Spoiler PUSS XIX: Dead Mappers Tell No Tales PUSS XVIII: Rowdy Rudy in...Revenge of the Speeddemons 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 September 19, 2023 by BluePineapple72 47 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 (edited) Before I forget, here are the custom monster sprites we've made. Two were taken off the interweb made independently from the project. The Striga is by @Amuscaria and the Blind Pinky was taken from 667. Here are the zombies, all three by Death Bear. The one on the right is a recolor of a zombie by @ShallowB: Edited December 7, 2022 by BluePineapple72 15 Quote Share this post Link to post
AD_79 Posted December 1, 2022 This looks very cool. The theme is pretty original and alluring (for all except trypophobes, I assume) and I feel like I could imagine some seriously dread-inducing environments based on what I've seen of the resources. However, the resources themselves do seem heavily at odds with the three hour restriction, which at least in my mind wouldn't really allow for the visuals to shine as they should. I know it's a speedmapping series, but that time limit is the primary thing turning me off here. I've glanced at a bunch of these sessions and thought the same thing to some extent, but never this strongly. Something more akin to a 32-in-24-esque "create a layout within a time period, and then have an extended time period later on to craft the visuals" process would allow the set to get much closer to realizing its full potential, but it's your project. Best of luck with it! 11 Quote Share this post Link to post
United VirusX Posted December 1, 2022 I really want to try and make a map for this, the texture pack just looks so damn cool but man Idk if I can make a map that's somewhat playable in 3 hours lol 3 Quote Share this post Link to post
Meowgi Posted December 1, 2022 Wow these sprites look great. I can't wait to give this a play through! 2 Quote Share this post Link to post
Thelokk Posted December 1, 2022 1 hour ago, AD_79 said: This looks very cool. The theme is pretty original and alluring (for all except trypophobes, I assume) and I feel like I could imagine some seriously dread-inducing environments based on what I've seen of the resources. However, the resources themselves do seem heavily at odds with the three hour restriction, which at least in my mind wouldn't really allow for the visuals to shine as they should. I know it's a speedmapping series, but that time limit is the primary thing turning me off here. I've glanced at a bunch of these sessions and thought the same thing to some extent, but never this strongly. Something more akin to a 32-in-24-esque "create a layout within a time period, and then have an extended time period later on to craft the visuals" process would allow the set to get much closer to realizing its full potential, but it's your project. Best of luck with it! 2 hours ago, BluePineapple72 said: As a general rule, I'm comfortable with you going back into your wad and picking at it's bones to make sure everything is neat and tidy. 2 Quote Share this post Link to post
Biodegradable Posted December 1, 2022 The use of blue and purple as part of the colour palette looks awesome and a great way to help visualise the cold without it looking dull and lifeless. 2 Quote Share this post Link to post
Silhouette 03 Posted December 1, 2022 Hey @BluePineapple72, unless I missed something it appears that the the chaingunner and shotgunner's sprites are unchanged in the resource pack, where in the OP it's mentioned that their sprites have been changed. Are these sprites some of the unfinished ones you mentioned, or have I overlooked something? 2 Quote Share this post Link to post
El Jeff Posted December 1, 2022 I like speed maps with short time limits, I have huge attention span problems so a 3 hour map is gonna be fun. 1 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 4 hours ago, Silhouette 03 said: Hey @BluePineapple72, unless I missed something it appears that the the chaingunner and shotgunner's sprites are unchanged in the resource pack, where in the OP it's mentioned that their sprites have been changed. Are these sprites some of the unfinished ones you mentioned, or have I overlooked something? Yeah, they’re still being worked on 1 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 6 hours ago, AD_79 said: three hour restriction 6 hours ago, United VirusX said: 3 hours lol 2 hours ago, Thatonespymain said: 3 hour map Seeing that time is a contentious issue (not just here, on discord as well), I decided to bring it up to the folks in the event headquarters to which they started screaming at me: 3 HOURS ARE YOU INSANE????!!! So I've done 2 things: 1. I've increased the time limit to 6 hours. 2. I've added an addendum to the General Speedmapping Guidelines. The point of the time limit is to put a fire under your seat to force you to finish the map. The intention isn't really to 'challenge' you. The scope for PUSS projects is that I want as many people to make the best thing they can with interesting themes and restrictions. The time limit thing started as a challenge, but as of late I've grown cold to it. The addendum is this: I want you to finish the layout of your level, get a general feel for what the gameplay is gonna be, and get a rough to perhaps imagined level of what the visuals will look like in 6 hours. You can spend any amount of time you want thereafter refining what you've sent to me. I WILL REQUIRE YOU TO SEND ME SOMETHING NEW THOUGH: Once your time is up and you have that rough layout, I want you to send me a screenshot of that map in builder before and after the refining phase (you can submit your map before you refine it for feedback/suggestions on where to take it), so that I can see how it looks comparatively before and after you polish it. See the spoiler below for an example: Spoiler This is a very rough layout of a map I made in 2 minutes. This is that rough layout with an additional 2 minutes. I would like you to send me screenshots (like those) of the map once the time limit is up, and the map once you polish it. Polishing does not mean adding a massive shit ton of new rooms for gameplay. New sectors for details are fine (skyboxes and such) BUT if there is a whole nother half to your map or a bunch of new gameplay areas that you added after your time limit, then that's not gonna fly. We've always been kinda fast and loose with the post submission map adjustment period, but I wanted to make this addendum to make it clear that the time limit is now permanently just a layout thing (like how @AD_79 mentioned 32in24's way of doing things). 7 Quote Share this post Link to post
Anarkzie Posted December 1, 2022 That Pain Elemental looks seriously freaky. 2 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 (edited) 19 minutes ago, Anarkzie said: That Pain Elemental looks seriously freaky. Funny story: I had been tossing around the concept of a ball of SP_FACES for a few months since I made a fireless SP_FACE lost soul and someone suggested a mass of faces on the sprite work thread. I was searching for an artist to make that enemy for a good while to no avail. One day @muumi was making a bunch of animated SP_FACE textures when I said “shit, could you render that on a ball?” And like five minutes later he shot out this: Edited December 1, 2022 by BluePineapple72 6 Quote Share this post Link to post
Anarkzie Posted December 1, 2022 1 minute ago, BluePineapple72 said: Funny story: I had been tossing around the concept of a ball of SP_FACES for a few months since I made a fireless SP_FACE lost soul and someone suggested a mass of faces on the sprite work thread. I was searching for an artist to make that enemy for a good while to no avail. One day @muumi was making a bunch of animated SP_FACE textures when I said “shit, could you render that on a ball?” And like five minutes later he shot out this: I love it, I don't scare easily but that looks like something out of a fever dream. I'm really looking forward to this wad. Your description of a frozen Hell city sounds really cool. I had thought Dis was quite fiery in The Devine Comedy but I checked and the city extended all the way down to the bottom, so I learned something too. 1 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 (edited) 1 hour ago, Anarkzie said: I had thought Dis was quite fiery in The Devine Comedy but I checked and the city extended all the way down to the bottom, so I learned something too. At the very center of Hell lies Satan half encased in ice in the river Cocytus. Chewing with his 3 mouths on the three worst sinners in hell the occasional flap of his wings blow the chilling winds that freeze the already frozen tortured souls at entrapped beneath the solid sheet of ice that spans as far as eyes can see. PUSS’s dis monsters who inhabit this ecosystem take inspiration from deep sea creatures who have adapted to the foreign and hostile environment of the bottom of the ocean that not even the light of the sun can reach. The demon’s eyes, if the have them, are useless, and the frozen wind of Dis has mangled and tarnished their sickly and thin bodies. @horselessheadsman described his cacodemon as using the light of an imprisoned soul to lure in victims to eat. I like to think of them as biome specific versions of the demons we all know and love in a world devoid of fire. Edited December 1, 2022 by BluePineapple72 2 Quote Share this post Link to post
El Jeff Posted December 1, 2022 1 hour ago, BluePineapple72 said: Seeing that time is a contentious issue (not just here, on discord as well), I decided to bring it up to the folks in the event headquarters to which they started screaming at me: 3 HOURS ARE YOU INSANE????!!! i didnt say it as a bad think i think it's quite nice 1 Quote Share this post Link to post
Anarkzie Posted December 1, 2022 39 minutes ago, BluePineapple72 said: I like to think of them as biome specific versions of the demons we all know and love in a world devoid of fire. That's cool, kind mixing evolution with super natural Demon stuff. 1 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 (edited) 50 minutes ago, Thatonespymain said: i didnt say it as a bad think i think it's quite nice It’s all cool. My bad on misreading. I’ve been wanting to slowly translation from hard time limits for some time now so this new event rule thing works out nicely. Should allow for folks to speedmap to their hearts content while also allowing other folks to go slower (while still under a limit). My hopes are that this change of rules should act as a pressure release to encourage more people to try their hands at participating in the project while still constraining them to somewhat of a challenge in order to grow their mapping skills. Restraint and limits are best friends to creativity and productivity, but too much pressure and too little freedom often prevent good art from being made. Edited December 1, 2022 by BluePineapple72 0 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 Another important rule addendum I forgot about: 1. There’s an additional staircase rule I edited in (basically to glue together map continuity sloppily). Read the OP again if you read it before the edit. 2. map balancing: generally speaking every map should be balanced for pistol start, but keep in mind that continuous play will a thing; I’m not forcing pistol starts on ZDoom. So the health/ammo you leave with on your map will carry over into the next one. A medkit by the exit won’t hurt. Giving the player too much ammo too may also skew the balance of the following map. Just something to keep in mind. 0 Quote Share this post Link to post
MemeMind Posted December 1, 2022 I cannot believe how much polish of hot soapy water the resources have. 3 Quote Share this post Link to post
Silhouette 03 Posted December 1, 2022 Regarding the stairs, must the stairs be natural i.e. icy, or man-made? 1 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 (edited) 10 minutes ago, Silhouette 03 said: Regarding the stairs, must the stairs be natural i.e. icy, or man-made? Your discretion. Only caveat is that they get darker the further from the playable space they get. Just a visual thing. Check the end of MAP01 to see what I mean. The start of each map doesn’t need to begin on the ‘entrance’ staircase either. That staircase can be behind the player (inaccessible even) as a visual “you just walked down that and now you’re here” continuity thing. They’re fine to fit any aesthetic as long is it’s thematically appropriate, i.e. no techbase stuffs. Edited December 1, 2022 by BluePineapple72 1 Quote Share this post Link to post
Omniarch Posted December 1, 2022 This is an absolutely fascinating theme. It's not every day a totally original resource pack of this caliber appears, that's for sure. I'm tempted to submit something myself... (no promises, mind: post-cacoward Doom burnout is a thing!). Regardless, I am very interested to see what the participants come up with! 2 Quote Share this post Link to post
United VirusX Posted December 1, 2022 6 hours I deff can make a decent map I'm deff joining in now. 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 1, 2022 (edited) Name: tbd Map by: Peccatum Mihzamiz Music: placeholder track by @Napsalm . I'm looking for another one. Difficulty settings: yes, implemented, plus some co-op. Sky: not applicable Format: complevel 9 Time: 2:55 hours Comments: This was a lot of fun. These resources are insane! This map was finished when the time limit was 3 hours. I might go and tinker with it a bit in a few days. Known issues: none Screenshots: File (updated to version 2 on the 3rd of December because of voodoo doll closet start) Edited December 3, 2022 by Peccatum Mihzamiz version 2 with quick fix 5 Quote Share this post Link to post
nickxcom Posted December 1, 2022 I've always loved the saying "Cold as hell" and soon I'll be able to play through it in doom form :) Good looking stuff- can't wait to see what people make! 1 Quote Share this post Link to post
RedBoule Posted December 1, 2022 Sounds incredibly cool, I might make a map for this! 1 Quote Share this post Link to post
BluePineapple72 Posted December 1, 2022 (edited) I've updated the resource to contain rot textures requested by a user on my server and a new sprite to replace the skull cake New skull cake is temporary for now Edited December 1, 2022 by BluePineapple72 0 Quote Share this post Link to post
Andromeda Posted December 1, 2022 18 hours ago, BluePineapple72 said: OPTIONAL - Give your map a long winded ridiculously edgy dramatic name. Something like "ENDLESS TORTURE IN THE BLACKENED HALLS OF SADNESS" or "SUFFERING BLIND IN THE FROZEN DARK" or "MY TOES HAVE TURNED PURPLE IN THE SNOW!" If Imperfect Hatred was Thrash Metal and XIII was Death Metal, then The Chilling Winds of Dis is Black Metal! The emotional second cousin of Heavy Metal! Pump up the drama and turn down the hope! The "\m/ Unholy Hateful Black Metal songtitle-O-matic \m/" might come in handy for this:https://web.archive.org/web/20030212021439/http://www.nocturnalemissary.com/bm-o-matic/ 3 Quote Share this post Link to post
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