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[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing


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Nearly finished my submission for J (AKA "Juxtaposition"). Hope you like the idea I am presenting for this map.

Here's some photos of the progress made, and from my perspective, it's pretty decent for my first map (However it's probably too hard, might need to nerf it)

 

Spoiler

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13 hours ago, Ar_e_en said:

I also decided to make a title graphic and logo for this project! If the project lead likes them - I might make more graphics for this project!

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M_DOOM.png.210e6484db42acda900a0bb861837db5.png

TITLEPIC.png.643faca3a45053054870259e12f2cebe.png

 

 

yes

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20 hours ago, Ar_e_en said:

I made a small little update to my map (turned on the ambush flags for some enemies and removed some sound blocking lines to fix a small bug).

MAP_20_by_Ar_e_en_(Trickier_and_Trapier)_VERSION_2.zip

 

I also decided to make a title graphic and logo for this project! If the project lead likes them - I might make more graphics for this project!

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M_DOOM.png.210e6484db42acda900a0bb861837db5.png

TITLEPIC.png.643faca3a45053054870259e12f2cebe.png

 

 

Looks good to me! I'll definitely use it!

 

I think I'll have time to properly catch up on this thread and do some playtesting tomorrow evening. I know I've been almost silent the past week or two, but thanks for everyone's patience.

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On 2/27/2023 at 5:00 PM, Andrea Rovenski said:

here's a map05/map26 post. They're both pretty simple but each has a gameplay twist-ish. both maps should have doom 2 map23's music (them bones)

 

let me know what, if any, changes you'd recommend (@ everyone)

 

MAP05: Emergency Explosive Entitlement

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MAP26: Zerburk

alphabetdoommaps.zip

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Finally getting caught up a bit. Map05 is very strange, but I like it. Difficulty is pretty RNG-heavy with all the hitscanners, but I think it's fine. It took me a few tries to survive to the locked doors, and the surprise inside the locked doors was VERY unexpected and effective, which is a good thing.

 

Map26 is a blast. Very fun, very challenging, and the difficulty will be a good fit for being one of the final levels. The only thing I don't like is that continuous players who have old weapons and ammo will breeze right through it and miss the point. Hopefully the map name and the powerup at the start will be a clue to them on how to play if they want to experience it in the intended manner...

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On 3/10/2023 at 12:25 PM, Vladguy said:

Okay finally this is done. this map is mid i apologize in advance

Map Slot: 12
Map Name: Lowly Limbo
Mapper Name: Vladguy

 

MIDI: Intermission From Doom (HQ)

(also included a replacement midi in case og author doesn't want it - "AC/DC - Cover You in Oil")


Screenshots:

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Screenshot_Doom_20230310_201151.png.678c49977949f1d6acb57355c88a79eb.png

 

DOWNLOAD LINK

 

Nice homage to E3M1. This map made me nostalgic.

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On 3/10/2023 at 11:28 PM, Engired said:

Map Slot: 09

Map Name: Ignited Irony

Mapper Name: Engired

Screenshots:

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Midi: Necrofantasy

Notes:

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I probably should have submitted this a little earlier, but it's all done now. Hopefully it plays okay, especially since it's just a straight line. It's also quite an abstract 'i', so I hope that's okay.

Download: 9IEngired

 

Very difficult and challenging. I continually got hung up in the room where the switch releases the teleport traps and triggers the slow-opening door. Not sure I beat it in the intended way, but I eventually got it done.

 

Visually it looks mostly-okay. I think it could benefit from some additional divider textures or other clues to help the wood doors stand out, but I am pretty anal about divider textures in my own mapping, so take that for what it's worth.

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Map Slot: 23

Map Name: Wit's wicked doom

Mapper name: Bunnytummy

Tested with: Crispy Doom


Screenshots:

Spoiler

 

WitMap.png.2416308007d517b9fbc5fb8a4b56407d.pngWit5.png.0c20fd3224de0a35e203b8d04ab6ceaa.pngWit4.png.88cf98b535f48a457288b6bde0fa0f0c.pngWit2.png.8c18e663a2ceec49a99ab7eb17187973.pngWit1.png.3667d794f4d1372e6a5bada5697a981b.png

 

 

 

Your occasional large map, with just some hours a week to work on this I finally finished it, I implemented difficulty settings too so playing on easy is pretty easy, hurt me plenty has it's challenges and ultra violence is pretty tough, did not test on nightmare difficulty because I suck.

Feedback is appreciated as always.

 

Download: 

WitsWickedDoom_23.rar

 

Edited by bunnytummy
typo

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37 minutes ago, bunnytummy said:

Map Slot: 23

Map Name: Wit's wicked doom

Mapper name: Bunnytummy

Tested with: Crispy Doom


Screenshots:

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WitMap.png.2416308007d517b9fbc5fb8a4b56407d.pngWit5.png.0c20fd3224de0a35e203b8d04ab6ceaa.pngWit4.png.88cf98b535f48a457288b6bde0fa0f0c.pngWit2.png.8c18e663a2ceec49a99ab7eb17187973.pngWit1.png.3667d794f4d1372e6a5bada5697a981b.png

 

 

 

 

Your occasional large map, with just some hours a week to work on this I finally finished it, I implemented dificculty settings too so playing on easy is pretty easy, hurt me plenty has it's challenges and ultra violence is pretty tough, did not test on nightmare difficulty because I suck.

Feedback is appreciated as always.

 

Download: 

WitsWickedDoom_23.rar

 


That was a blast. Love this level

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6 hours ago, bunnytummy said:

Map Slot: 23

Map Name: Wit's wicked doom

Mapper name: Bunnytummy

Tested with: Crispy Doom


Screenshots:

  Reveal hidden contents

 

WitMap.png.2416308007d517b9fbc5fb8a4b56407d.pngWit5.png.0c20fd3224de0a35e203b8d04ab6ceaa.pngWit4.png.88cf98b535f48a457288b6bde0fa0f0c.pngWit2.png.8c18e663a2ceec49a99ab7eb17187973.pngWit1.png.3667d794f4d1372e6a5bada5697a981b.png

 

 

 

Your occasional large map, with just some hours a week to work on this I finally finished it, I implemented difficulty settings too so playing on easy is pretty easy, hurt me plenty has it's challenges and ultra violence is pretty tough, did not test on nightmare difficulty because I suck.

Feedback is appreciated as always.

 

Download: 

WitsWickedDoom_23.rar

 

 

Currently playing. I might have found a softlock, I fell into this pit and this teleporter doesn't seem to work. For now, I just idclip'd out so I could continue.

 

w_broken_teleporter.jpg.a7179ce40cbeb25f6fe0e82cc3e8dad3.jpg

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1 hour ago, aRottenKomquat said:

 

Currently playing. I might have found a softlock, I fell into this pit and this teleporter doesn't seem to work. For now, I just idclip'd out so I could continue.

 

 

You are right, there was a monster that teleported there but I deleted the enemy... and the teleport destination lol.

I'll upload a new version here so anyone else can play it without the softlock.

WitsWickedDoom_23_v2.rar

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Hey, I'm sorry to do this so late in the project but I'm afraid I'm going to have to dip out of the project. I've been having to push all my effort on classes and it's left me little to no time or motivation to sit down and work on any projects, let alone maps. Plus, all of the maps preceding and following mine are all of high quality, it wouldn't sit right with me if I submitted something subpar at best.  I'm sure the community can pull through, and I'm greatly interested in seeing how the project ends up!

 

If anything I could send what I have and let someone else finish it if they'd like to not slow down the project too much if that'd make it easier

Edited by JustAthel

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AD19.zip

 

It's official. Silent Castle is done and now available to play. This level notably features a custom sky texture, which is the Episode 3 sky from the original game.

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  • 2 weeks later...

Finally started work on my map, Since It's in the secret map slot I decided to do a Question mark.

Originally it was going to be the vowels AEIOU, but scrapped it when I realized it would be impossible to make a map set on the moon with the stock doom 2 textures.

Here's a very early look at it, It'll be done by the end of the week. :)

 

Screenshit:

Spoiler

WIP1.png.f76a57b3b0019006d001ad8c889b2758.png

 

Edited by PRO-RC
Changed its to it's, makes me sound smarter. also added smile :)

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This map turned out alright, being my first ever map i've made with the stock textures.

I'm glad this is finally finished, took a while to get a whole idea out of my head.

Just a heads up that UV is very tough. I did add lower difficulties for those who are not up for the challenge.

If any of you suggest this to be nerfed, I can nerf it, however it would be after the deadline since I will be inactive for a week

Enjoy it regardless!

 

Map Slot: Map10

Map Name: Juxtaposition

Mapper Name: D0M0

Screenshots:

Spoiler

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Download File: MAP10JUXTAPOSITION.wad.zip

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something's uuuuuuuuu-ing

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Fs6kwPlWcAEHEJ1?format=jpg&name=large

 

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21 hours ago, D0M0 said:

This map turned out alright, being my first ever map i've made with the stock textures.

I'm glad this is finally finished, took a while to get a whole idea out of my head.

Just a heads up that UV is very tough. I did add lower difficulties for those who are not up for the challenge.

If any of you suggest this to be nerfed, I can nerf it, however it would be after the deadline since I will be inactive for a week

Enjoy it regardless!

 

Map Slot: Map10

Map Name: Juxtaposition

Mapper Name: D0M0

Screenshots:

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91655519_Screenshot2023-04-05at00_27_45.png.473ee06503d40e7dc322ab6105612e75.png

659202053_Screenshot2023-04-05at00_28_06.png.38f7d64978baa32e21a24bd8aceeaa5c.png

546561167_Screenshot2023-04-05at00_29_27.png.7bcecb285b0a9427e72f93567224227a.png

 

Download File: MAP10JUXTAPOSITION.wad.zip

 

that was cool

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H is ready for release! Difficulty levels implemented. Enjoy!

 

Map Slot: MAP08

Map Name: Half & Half

Mapper Name: ChippiHeppu

MIDI: Guardhouse by Jimmy

Screenshots:

Spoiler

image.png.25f1236883cb6b271d5a34d0efd0ae19.pngdoom23.png.b7f245cced855d6aac3a9405834edd0d.pngdoom25.png.6ea9e9fd7cfabd2e609610a230e5f81b.pngdoom29.png.d6bde920ad819098d041564bff602cff.png

 

Download: AlphabetDoom_H.zip

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34 minutes ago, ChippiHeppu said:

H is ready for release! Difficulty levels implemented. Enjoy!

 

Map Slot: MAP08

Map Name: Half & Half

Mapper Name: ChippiHeppu

MIDI: Guardhouse by Jimmy

Screenshots:

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image.png.25f1236883cb6b271d5a34d0efd0ae19.pngdoom23.png.b7f245cced855d6aac3a9405834edd0d.pngdoom25.png.6ea9e9fd7cfabd2e609610a230e5f81b.pngdoom29.png.d6bde920ad819098d041564bff602cff.png

 

Download: AlphabetDoom_H.zip


Sick map! the 8 secrets were a delight 

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Working on my level right now, preparing a really beefy O for you. I think, it'll be completed by the end of the week, like PRO-RC's map.

 

The main idea was to create a segmented map with each segment representing one of Doom Hell's "biomes" - Lava, Rock, Flesh and Green Marble.

 

And in the center there wil be "the fifth element" - Tech Base/Laboratory (invisible on auto-map).988714253_bigdonut.jpg.556a09015bc91f2b1708a86c2dd439e4.jpg

 

 

Edited by EagerBeaver

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On 4/4/2023 at 6:43 PM, D0M0 said:

This map turned out alright, being my first ever map i've made with the stock textures.

I'm glad this is finally finished, took a while to get a whole idea out of my head.

Just a heads up that UV is very tough. I did add lower difficulties for those who are not up for the challenge.

If any of you suggest this to be nerfed, I can nerf it, however it would be after the deadline since I will be inactive for a week

Enjoy it regardless!

 

Map Slot: Map10

Map Name: Juxtaposition

Mapper Name: D0M0

Screenshots:

  Reveal hidden contents

91655519_Screenshot2023-04-05at00_27_45.png.473ee06503d40e7dc322ab6105612e75.png

659202053_Screenshot2023-04-05at00_28_06.png.38f7d64978baa32e21a24bd8aceeaa5c.png

546561167_Screenshot2023-04-05at00_29_27.png.7bcecb285b0a9427e72f93567224227a.png

 

Download File: MAP10JUXTAPOSITION.wad.zip

 

I don't have a clue how to beat this map. My average lifespan after the party gets started in the cyberdemon room is about 0.8 seconds. Is there a gimmick that I'm not recognizing?

Edited by aRottenKomquat

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On 4/5/2023 at 4:09 PM, ChippiHeppu said:

H is ready for release! Difficulty levels implemented. Enjoy!

 

Map Slot: MAP08

Map Name: Half & Half

Mapper Name: ChippiHeppu

MIDI: Guardhouse by Jimmy

Screenshots:

  Reveal hidden contents

image.png.25f1236883cb6b271d5a34d0efd0ae19.pngdoom23.png.b7f245cced855d6aac3a9405834edd0d.pngdoom25.png.6ea9e9fd7cfabd2e609610a230e5f81b.pngdoom29.png.d6bde920ad819098d041564bff602cff.png

 

Download: AlphabetDoom_H.zip

 

I love the visuals on this one, especially on the techbase side of things. The hell side is tough and I feel sorry for anyone who goes that way first...

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3 hours ago, aRottenKomquat said:

I don't have a clue how to beat this map. My average lifespan after the party gets started in the cyberdemon room is about 0.8 seconds. Is there a gimmick that I'm not recognizing?

 

What I intended was for the player to get a cyberdemon infight going by waking it up and getting it to blow up the barrels.

I was kinda worried about the second fight and how hard it would be, but surprisingly when I play tested it I beat it first try

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10 hours ago, D0M0 said:

 

What I intended was for the player to get a cyberdemon infight going by waking it up and getting it to blow up the barrels.

I was kinda worried about the second fight and how hard it would be, but surprisingly when I play tested it I beat it first try

 

That's what I was trying to accomplish, but I just could not get it to happen. Every attempt resulted in a rocket to the face and 1 - 2 Arch-Vile zaps occurring almost immediately before they started infighting.

 

Which source port were you using? I was in GZDoom. I know the RNG's act a little differently between source ports.

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1 hour ago, aRottenKomquat said:

Which source port were you using? I was in GZDoom. I know the RNG's act a little differently between source ports.

 

I used a fork of PrBoom+ for that specific map test I was on about, so there’s definitely a difference here. The monsters in any Boom port and GZDoom don’t behave in the same way either. 

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7 minutes ago, Vladguy said:

Hey, isn't today the deadline? I wonder where everybody else's maps are.

 

Yes, today is the deadline. I'll get things updated either today or tomorrow and ping everyone who still needs to submit a map. I don't plan to extend the deadline again, just the expectation that everyone finishes up their submissions Soon™ so we can move on to compiling and playtesting.

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