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Doomworld Maximum Project 2023 - Uploaded!


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On 10/5/2023 at 4:16 AM, Dewzan said:

If nobody minds, I've got my level here I'd like to share. It's an experimental map based on a Mario Kart track. Either run through it like a race track, or play it the traditional Doom style.

 

If any issues are found before January 1st, I'd love to have it brought to my attention.

 

Name : SNES Cyberdemon's Castle

Format : Boom Format

Build Time : A week, with some finishing touches over the past few days.

Midi : Bowser's Castle from MK Super Circuit in Midi Format (Found at https://themushroomkingdom.net/media/mksc/mid)

Difficulty : 6-7/10. A tough challenge on UV, but extra power-ups and less enemies are provided on easier difficulties)

Play Time : About 20-40 minutes depending on the difficulty, or around 2 minutes if you treat it as a race track.

Tested in : PRBoom 2.1.1, GZDoom 3.5.0. (Boom did have slight rendering issues, but hardly noticeable.)

Textures used : Vanilla Doom II textures plus sky texture ripped from Ultimate Doom E2M8.

 

Download : snes_cyberdemons_castle.zip

 

Screenshots :

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i really enjoyed this one

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@eltiolavara9 Thanks!

 

I've been playing through some of the other submissions, including yours. Unfortunately, 100% kills is definitely impossible, even with maximum use of melee damage/infighting. Only 1 cyber can potentially be killed with all the ammo in the level (2 cybers on ITYTD). For the sake of completionists like myself, activating a crusher for the unkillable cybers would be helpful. Additionally, if multiple sectors are crushing a cyber at once, it will speed up the process.

 

Overall, very interesting map, and a fun challenge.

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Howdy, I just realized I have not posted any screenshots of my map here yet. So I'm here to fix that :) I still have a fair bit of work to do but I hope to "finish" it this month or at least before the end of the year ;) As always I'm going to keep poking it with a stick until the deadline is up :)
Name: The Abhorration Beneath Taintborne Keep

Format: GZDoom UDMF

Midi: "My First Midi" by Aaron Russell Bowtell (JaySmithen)
Play Time: About half an hour

Tested In: GZDoom 4.10

Resources: OTEX1.1 - Yellow torches and a green skull key from Realm667

Download: https://drive.google.com/file/d/1bfqVOSqq-9hOPYDP5HiMp8qdyZAYJrzy/view?usp=drive_link

 

Screenshots:

Edited by JaySmithen
Added Version two of the map :)

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8 hours ago, JaySmithen said:

Howdy, I just realized I have not posted any screenshots of my map here yet. So I'm here to fix that :) I still have a fair bit of work to do but I hope to "finish" it this month or at least before the end of the year ;) As always I'm going to keep poking it with a stick until the deadline is up :)
Name: The Abhorration Beneath Taintborne Keep

Format: GZDoom UDMF

Midi: TBD
Play Time: It takes me 22 mins at the moment, may be longer later

Tested In: GZDoom 4.10

Resources: OTEX1.1 - Yellow torches and a green skull key from Realm667 (not sure if I'll keep the key, we'll see)

Download: Coming Soon!™

 

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Absolutely gorgeous looking map. Looking forward to playing it. 

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15 hours ago, JaySmithen said:

Howdy, I just realized I have not posted any screenshots of my map here yet. So I'm here to fix that :) I still have a fair bit of work to do but I hope to "finish" it this month or at least before the end of the year ;) As always I'm going to keep poking it with a stick until the deadline is up :)
Name: The Abhorration Beneath Taintborne Keep

Format: GZDoom UDMF

Midi: TBD
Play Time: It takes me 22 mins at the moment, may be longer later

Tested In: GZDoom 4.10

Resources: OTEX1.1 - Yellow torches and a green skull key from Realm667 (not sure if I'll keep the key, we'll see)

Download: Coming Soon!™

 

Screenshots:

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god damn!!!! that looks sick!

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Some progress screenshots to keep me motivated...

I'll hopefully release a version that can be playtested soon (with some very rough texturing in the areas not shown here :D).

Spoiler

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Edited by WindbagJacket
Correction

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okay admittedly, I kinda forgot about this project for a bit. I do have a completed map that just needs some tweaking and monsters.  Ever since my first post I've added a huge hell Island that the player teleports to to get the blue skull key. This is probably thge most work I've ever put into a single doom map and I'm quite happy with the results so far! (Huh how funny, two pirate ships in two separate maps, what a coincidence!)

Spoiler

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Edited by StarSpun5000

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On 10/6/2023 at 9:16 PM, Dewzan said:

@eltiolavara9 Thanks!

 

I've been playing through some of the other submissions, including yours. Unfortunately, 100% kills is definitely impossible, even with maximum use of melee damage/infighting. Only 1 cyber can potentially be killed with all the ammo in the level (2 cybers on ITYTD). For the sake of completionists like myself, activating a crusher for the unkillable cybers would be helpful. Additionally, if multiple sectors are crushing a cyber at once, it will speed up the process.

 

Overall, very interesting map, and a fun challenge.

alright i'll add something that kills them when they're no longer a threat, thanks for playing!

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Here is a beta of my entry, in case anyone is able to try it.

Functionality and combat is in place but the visuals are not final.

Difficulties are implemented but only tested on UV.

 

Name: <no name yet>

Format: Boom

Midi: "Hangar 7" by Jimmy (which isn't final either, just a track I've used before, thrown in so no one has to listen to D_RUNNIN.)
Play Time: Takes me about 30 minutes.

Tested In: GZDoom

Resources: OTEX 1.1 (not included in the wad).

WBJ_DMAX23_b1.zip

 

Screenshots here:

On 10/11/2023 at 6:19 PM, WindbagJacket said:

Some progress screenshots to keep me motivated...

I'll hopefully release a version that can be playtested soon (with some very rough texturing in the areas not shown here :D).

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Hi, couple of additional questions having read the OP (sorry if asked already):

 

- I take the map is submitted by posting it here correct?

- dehacked was not allowed but is map title change only via dehacked okay?

- are published maps accepted as in ones that have been uploaded to idgames before?

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I found some time to play through a couple of the submissions, and decided to, as an amateur mapper and casual player, share some of my thoughts. 

@minimedals

Spoiler

Waste Treatment

Played on: ZDoom 

Compat: Boom 

 I like this one; it was quick to finish and bite sized. I thought the use of darkness was done well and in a way so that enemies almost always stood out despite the low lighting. 

 The jump from Hurt Me Plenty to Ultraviolent was quite jarring. On HMP, I was able to finish the map comfortably without breaking into the secret Berserk pack. On UV, I donated most of my ammo to the monsters at the start and had to brute force my way through. On subsequent UV runs, I found it more practical to run past the demons and specters at the start and pick them off after nabbing the Red Key. The teleporter ambush that springs up around the aforementioned keycard did always procure more than enough ammo to finish the remaining UV run. Also of note: the Demon and Seargent trio wading in the pool below the starting area on UV seem keen to box in players that have infinite height on. 

 Personally, I could have used a smidge more health, especially since there didn’t seem to be any armor in the map. I could have also used a bit more ammo at the start in UV, due mostly to the pinkies and specters. With that being said, I did find some appeal of the ammo tight, Berserker rage type gameplay.

 Overall, nice work. I look forward to seeing what else you come up with.

 

@CrazedCleric 

Spoiler

Played on: ZDoom 

Compatibility: Doom (Strict)

 I love the vibe of this one. Something about the mystical sounding MIDI, the blue crystalline structures, and the vast ocean under the night sky. Good shit. 

 The absence of the chaingun on UV is a small but notable change. It certainly made a difference when taking out those initial hit scanners, made all the more dangerous in the wider areas. The free Berserk pack was a fun addition and seemed necessary for chewing through the initial hordes of pink meat and the first Archvile. 

 The ambush following that first Archie, a teleport trap with two Hell Knights, two Revenants, and a Mancubus, seemed a bit off to me. In their tight space, the group seemed too eager to infight. Any stragglers had to be picked off with the pump action or Berserk punched from the stairway. 

 It took me a couple of tries before I managed a decent strategy for the Cyberdemon at the end. I played like a fool on my initial runs, wasting the secret Invulnerability on a previous fight as well as the stash of rockets. 

 To close, I had a great time with this one. It was challenging yet rewarding. 

 

 

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3 hours ago, Finnisher said:

Hi, couple of additional questions having read the OP (sorry if asked already):

 

- I take the map is submitted by posting it here correct?

- dehacked was not allowed but is map title change only via dehacked okay?

- are published maps accepted as in ones that have been uploaded to idgames before?

 

  • Yep, submissions are made by just posting in the thread.
  • You can include a DeHackEd patch that changes the name of your map if you wish, but things like name changes will be taken care of by me during the compilation process anyway. One way or another, your map will have the name you want on it. :)
  • An interesting question, that. I encourage people to submit maps that they might have lying around unused and it's not uncommon for people to make maps for the DMP and then release them standalone as the year goes on, but generally people don't ask to submit maps that are already on the archives. Might I ask what the map is?

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4 hours ago, Obsidian said:

 

  • Yep, submissions are made by just posting in the thread.
  • You can include a DeHackEd patch that changes the name of your map if you wish, but things like name changes will be taken care of by me during the compilation process anyway. One way or another, your map will have the name you want on it. :)
  • An interesting question, that. I encourage people to submit maps that they might have lying around unused and it's not uncommon for people to make maps for the DMP and then release them standalone as the year goes on, but generally people don't ask to submit maps that are already on the archives. Might I ask what the map is?

 

Of course it's this one actually (limit removing):

https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rrr

 

It's the first and so far only map I've made in 25 years or so, hence the question. Finished it abt a month ago so it has been made this year.

(That is to say I did mapping in the 90s and only now started mapping again, not that this map took 25 years to make, lol).

 

However I fully understand if published maps are against the "spirit" of this kind of project. I am making a second map atm but whether it will be finished by the deadline is up in the air, heh.

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On 9/20/2023 at 6:01 PM, minimedals said:

Alright, map's done! I had a few ideas bouncing around, but I made this and thought, "Yep, that's somewhat passable." Please tell me if anything goes wrong, breaks, or is just unfun. Details are below:

  • Map Name : Waste Treatment
  • Format Boom: Doom 2 (Doom Format)
  • Difficulty Settings : Yes. Keep in mind, they might not be balanced that well, as I'm complete dogshit.
  • Tested in : Prboom+, GZDoom
  • Build Time : I'd say about 12 hours at most. (Not accounting for all the scrapped maps.

Updated the map! I made UV less gruesome (I hope, I'm a HMP player) and modified the room with the waste vats. I attached the updated version to the original post and this one too. Enjoy!
Waste Treatment V2.rar

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Edit: added a few more maps.

 

I've recorded playthroughs of some of the submissions. I'll try and do the others when I have some time.
Tried on UV first. If I died I wanted to try and have another attempt or two, but sadly for some maps I do resort to resurrecting to save time.

Always nice to see such quality and variety and almost no bugs which is really nice work.

All tested in GZDoom.

 

Waste Treatment by @minimedals

Spoiler

(This is HMP as I forgot to start at UV.)

Pretty straightforward map, dark and atmospheric.
For the teleport trigger near the end, it takes a while for all the enemies to spawn in.
Maybe they could spawn to a couple of different locations so you aren't left with a straggler that pops in after fighting is done.
I died at the red door :( sneaky closet behind me.

BTW this was played before your latest update, so your latest changes aren't in this one.

 

 

 

Loathed Industry by @obake

Spoiler

Another spicy one. Not the kind of map I usually play, but I enjoyed it nonetheless. Died a couple of times in UV then tried in HMP and got to the end but decided to try and kill the cyber... big mistake.
I also got trapped behind the steps in the corner in the start room and somehow squeezed my way out.

 

 

 

Tribulation Facility by @Melodic Spaceship

Spoiler

I found 3 secrets and ammo always felt plentiful - maybe too plentiful, but it was nice to have options for how to dispatch enemies.
Very classic feel. I haven't played Final Doom much but did feel the influence.
Nice variation of texture themes while keeping things vanilla.
IMO too many Barons, especially in setups where they didn't challenge the player, just acting as bullet sponges in an already rather long map.
A few setups felt cheeseable by standing somewhere where it was unlikely you would take damage and shoot from safety.
Some of the switch hunting sections felt a bit too long but it was nice how they changed the previously visited rooms.

 

 

 

dreamer by @eltiolavara9

Spoiler

Fun gimmick with some interesting visuals. It felt a bit like a game show - especially with that midi. Maybe Takeshi's Castle... or maybe Squid Game is more appropriate.
I gave up after a few tries and after getting to the arachno+invisibility room. That bit felt a little too RNG for me.

Sorry some of the video is stuttery. May be because I was reencoding another video at the same time as recording.

 

 

 

The Forgotten Wilds by @Silhouette 03

Spoiler

Interesting mix of difficulty in the encounters. It starts a little hectic but that ends up fine when you find your feet.
Some of the map is fairly breezy, then bam you're hit with 2 archviles out of nowhere. That said, none of the encounters feel hugely unfair.

Bug: I got to the end with all secrets but missing some enemies which looked to be stuck in a closet.
Looking at the map in UDB, I think I hit the switch near the start without crossing the linedef that triggers the floor lowering in the closet. That looks easily doable.
Maybe that's why I thought that bit was breezy :D.

 

Sorry the first half of the video is stuttery. It's fine after about 7 minutes. May be because I was reencoding another video at the same time as recording.

 

 

Through Water by @CrazedCleric

Spoiler

Keeps to a handful of textures but uses them well to create a good atmosphere, and quite fun gameplay.
You are forced to be careful with ammo and the map encourages infighting and a bit of strategy around which fights to go for first, which makes things interesting.
Although there were some cheeseable fights, especially punching out the demons through the pillars.
Some of the barons could probably have been hell knights instead, although they were useful to keep around for infighting.
I got a little lost at the end searching for what turned out to be a cyber demon. Luckily I saved enough ammo to deal with it without having to punch it out!

 

 

 

Corruption by @sincity2100

Spoiler

Awesome texture use and general atmosphere. Some really nice varied fight setups that felt dangerous but doable.
The spaces felt good to move around in and the fights are really satisfying.
I died a few times and I did start resurrecting just to save time, but this was good fun.

 

 

 

Standing Stones by @Salmon

Spoiler

Beautiful map with some great combat. Really nice use of vanilla resources. The cybers have enough visibility to keep you on your toes without being obnoxious.
I did this map a disservice by resurrecting after dying a few times to save time (I'm also not good enough to confidently UV maps like this),
but this was really great, with some cool secrets/optional area.

 

 

 

Citadel of the Blessed Rictus by @Obsidian

Spoiler

Spooky! Really nails the aesthetic, with enough subtle detail to add interest the environment without adding clutter. Kind of reminds me of liminal spaces.
Interesting gimmick - fun and unique, although I got stuck after hitting the blue switch. What was I missing?
I found the arrows on the floor and got the blue key but then kept going in circles until the tomatoes squashed me.
Also great midi choice!

 

 

 

Cliffside Assault by @Yousuf Anik

Spoiler

Hot opening. Some nice setups that force you to keep moving. I didn't get far on UV.
I faired better on HMP and then succumbed to the ambush next to exit. Even though I expected it, it caught me off guard and I got burned by the archie.
The Cyber felt a bit superfluous on HMP. I ignored it, planning to go back to it once I got to the end. But then I died.

 

 

Warehouse Grotto by @LoneAlpha2401

Spoiler

This looks like it has amazing potential but I ragequitted after a few tries at the opening.
I dropped down to HMP but I don't think it affects that area.
The main cause of anguish was the chaingunners, and ammo felt very tight given the amount of meat that teleported in after going up the lift.
I also kept finding it really awkward to pick up the shotgun after killing the shotgunner.
The visuals look awesome though, so I might revisit it. Maybe I need to git gud first.

 

 

SNES Cyberdemon's Castle by @Dewzan

Spoiler

Awesome fun gimmick. I'm afraid I didn't even try to max it; it felt like it would be more fun to try and blitz through it, and it was.
I did need the HMP invuln in the end though.

 

 

Edited by WindbagJacket
Added more maps

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1 hour ago, WindbagJacket said:

Citadel of the Blessed Rictus by @Obsidian

 

Awesome stuff, cheers for the video and the kind comments! :) The last key is a bit trickier to find than the others and involves saving a few rockets to take out a stationary Caco in a passageway: there's a similar Caco guarding some health near where you find the red key. There's two rocket launchers in the regular map progression and 2 more in secrets.

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On 10/17/2023 at 1:24 PM, WindbagJacket said:

Tribulation Facility by @Melodic Spaceship

Thanks for playing through my map! It looks like you found a way to grab the rockets from a secret area in an unintended way, so I'll have to fix that and an oversight regarding a damaging floor in a second version of my map. Though I might wait a bit longer to receive other feedback before I release it.

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updated my map

-added crushers for the 4 cyberdemons and a bunch of ammo at the end so you dont run out if you wanna do cleanup

-made the sky look way less JPEGy

-tried to make the midi sound a bit better

dreamer.zip

Edited by eltiolavara9

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  • 2 weeks later...

For any potential play-testers of my map: I still need to do significant sector/linedef cleanup - just haven't had time to do it lately, but should get to it in the coming weeks.

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  • 2 weeks later...

Woof. It's been a doozy, but I'm almost done! Just some kinks to iron out for visuals sake and I'm about ready to fully submit the map. If I could ask a favor of anyone in this thread, I could use some play testers to give the level a go and relay any bugs you found to me in whatever source port you're using (I'd specifically like to know how it runs on WOOF), as well as what you think of the map! :)

 

I've fully tested this level with GZDoom and PRBoom+ on every skill, and it's functional in both ports. However, on PRBoom+, I've found some visual bugs pertaining to my use of invisible bridges. Notably, there are two invisible bridge sections that disregard the sector trickery and present as unfinished, untextured walkways in PRBoom+ and I'm not quite sure how to fix it. Maybe it has something to do with the length of said bridges? If anyone here wants to take a look and try to help, it would be GREATLY APPRECIATED.

 

Here are some screenshots as well as a .zip file download. Any additional play info needed will be in the provided README.txt.

 

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download: Paradise up above.zip

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@lubba127 I gave the map a go on GZDoom, UV dfficulty, and I must say this looks visually quite impressive! (Nice Daisy Circuit midi too!)

 

 

List of my thoughts in detail.

Spoiler

Most of the enemy placement/item placement was pretty solid. Plenty of ammo, monsters felt fairly balanced aside from the fight with all of the cacos; I felt there wasn't enough space to deal with all of them.

 

I purposely tried breaking the map so I could report as much as I could. Most importantly, the map had lots of softlocks where you can get stuck out of bounds. The softlocks I found include the cave window by the supersecret, two of the gaps before the stationary archvile fight, and the windows in the blue key cyberdemon fight. There's even more ways to softlock with the use of jumping. More impassable linedefs will be necessary before the final version.

 

In the stationary archvile fight, if you don't kill the archvile within the time limit, he will lower down and become impossible to kill. If this gets fixed, then you'll have to account for a potential archvile jump you can do on the rocky section, which is another softlock.

 

The water secret by the pirate ship can become inaccessible if the pirate ships switch is flipped twice, once before the teleporter, and once after if you return to the area. Making the linedef that raises the platform back up repeatable would fix this.

 

The stationary cyberdemon in the blue key fight can be pushed off of his platform, using the plasma gun, which I assume is probably not intended.

 

Lastly, oh the humanity, these back-side fences.Screenshot_Doom_20231112_143739.png.3ddf09ddce08ae2885d9ec2caf7e5451.png

 

Aside from some current setbacks, this map has lots of potential to be a masterpiece! The community absolutely needs more heaven-style maps.

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@Dewzan amazing! Thank you so much for looking around for softlocks and stuff, with a map this open it'd be nearly impossible for me to get all of them on my own (in good time that is). I'm incredibly thankful for your playtesting, and I'm glad you enjoyed the map :)

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I have had to fight though hard drive failure, noisy neighbors, ignorant family members, unwelcome house guests and a job that seems to wait until I'm inspired to map before I get a shift. 😅 But it's ready for testing 👍

Name: The Abhorration Beneath Taintborne Keep

Format: GZDoom UDMF

Midi: "My First Midi" by Aaron Russell Bowtell (JaySmithen)
Play Time: About half an hour

Tested In: GZDoom 4.11.3

Resources: OTEX1.1 - Yellow torches and a green skull key from Realm667

Download: https://drive.google.com/file/d/1bfqVOSqq-9hOPYDP5HiMp8qdyZAYJrzy/view?usp=drive_link

 

Edit- The map has four secrets not six, I will have that fixed before the deadline. And a certain boss monster will have their gldefs in order + a more damaging attack 😁

Edited by JaySmithen
Added Version two of the map :)

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If you asked me even a month ago if I'd ever make another Doom map, I'd say "most likely no", but here we go. I made this in just a week. It's very short, but I didn't have many ideas to begin with.

 

Name: Bunker of Death

Format: limit-removing (might work in vanilla, but idk)

Midi: 煉獄庭園 - 悪魔崇拝者-AkumaSuhaisha- (very obscure Japanese royalty free midi music lol)

Play time: like, 3 minutes

Tested: Crispy Doom 6.0.0

Resources: Cage textures and Noir textures.

Time took to make: 7 days.

Screenshot:

Spoiler

DOOM0002.png?ex=656ca49a&is=655a2f9a&hm=

 

Download:

 

lil_bun2.zip

Edited by Li'l devil
updated the map

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@JaySmithen Peak map right here. Maybe bit too much ammo, but very engaging, superb atmosphere all throughout.

 

Spoiler

 

Two minor issues: In the nukage moat area, I saw the arachnotron that spawns in was on top of the fence, nearly floating over my head. Oddly enough, turns out enemies can climb over the fence.

 

And then there's 2 untaggable secrets, sectors 3190 and 2708, by the secret where you get a bunch of chainguns.

 

1494217723_Screenshot_Doom_20231119_213206(1).png.19522ecef71c4769a8618cd3d4ee2208.png

 

 

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@Dewzan Thank you for playing :) I'll block the enemies jumping over that fence, thank you for finding that👍I'm on top of the secrets bug too, Cheers 😊🍻 

Edit- Hmm, it seems that your version of GZDoom might be older than 4.7.0 because I'm using the Block Land Monsters flag to stop monsters climbing the crate to get onto the fence 👍😊

Edited by JaySmithen

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