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[Community Project] Doom 2 Minus Doom (30 maps complete!))


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On 1/19/2023 at 11:49 PM, Walter confetti said:

More areas to my map, including a "animated" mud fall made from 1-pixel wide ASHWALL3 textures.

DOOM0003.png

DOOM0004.png
fakefall.gif

Wait, you did that mud fall without custom textures? How does that work?

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On 1/21/2023 at 11:55 AM, OceanMadman said:

Wait, you did that mud fall without custom textures? How does that work?

It's all made by 1-pixel wide scrolling walls, i used ASHWALL3 here.

Edited by Walter confetti

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On 1/19/2023 at 11:18 PM, scientifikgenius said:

make sure to also rename the levels in dehacked so they show up when you look at the map 

Also MAPINFO. Dehacked has a character limit for map titles, Mapinfo lets you call it whatever.

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Layout is done, buildings and geology, currently trying to balance monsters for map09 appropriateness...

 

KxRRA26.png

 

Have worked in Deathmatch for the central area and created some generic co-op starts.

 

 

 

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Trying something alternative to the usual 'depths of Hell' IoS level. As an extra challenge, I'm also limiting myself to seven textures and five flats. We'll see how it goes. 

 

image.png

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13 hours ago, Sneezy McGlassFace said:

Also MAPINFO. Dehacked has a character limit for map titles, Mapinfo lets you call it whatever.

that's true, use that lol

Edited by scientifikgenius

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@janiform first version:

Map Name:
Author: NeedHealth

Music: The Devils Riff by Crunchynut44

Difficulty Settings: Token.

 

No clue if the deathmatch only area works as it should.

 

-e1: please record a demo of some kind if you play this map.

 

-e2: to fix for next version:

soft lock infront of blue amour (flip linedef that lowers the lift).

move rad suits so that they are not behind the player.

 

e3 - old, see here for the latest version ->>> https://www.doomworld.com/forum/post/2653544

Edited by NeedHealth

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42 minutes ago, NeedHealth said:

Map Name:
Author: NeedHealth

Music: The Devils Riff by Crunchynut44

Difficulty Settings: Token.

 

 

 

I like it, it's tough on health (especially if you don't see the rad suits) and ammo balance was likewise tight.

 

There's a soft lock area behind the lowering platform in front of the blue armour, I think the sector line is flipped the wrong way because you can lower the platform by pushing on the metal5 wall above it when it's elevated...

 

ctb4Vog.png

 

 

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More progress on MAP03:

 

CCENTRE-edit-area-at-2023-01-22-11-38-54

 

Its pretty small but I tend to run out of patience and ideas with bigger maps. 

Edited by Somniac

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i have the evil idea of a map full of archviles

 

can i take slot 15?

Edited by Sixty-nine
edittt

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8Kee5rs.png


MAP09 Akuji Blood Pit

 

==Overview==

Difficulty: Implemented. Lower skills have fewer monsters, of easier types and more powerups and earlier weapons
Monsters: 66-107 

Playing time: ~12-15 minutes single segment

Co-op: 4 starts implemented and about 40 exclusive monsters

Deathmatch: Multiple starts placed in the main map, no separate arena
Music: Plutonia MIDI Pack project - MAP07 "Seasons of Insanity" by @Jimmy

The Pit: I kept the starting cross and blue armour and also included a milder version of that chaingunner ambush. Lost 150 imps/shotgunners but a similar level of pain elemental usage. 


==Mapper Notes==
As per one of my earlier posts, not quite got my eye in with techbases yet, so this is more outpost with blast doors in feeling, becoming more of an outdoors exploration excursion. I think i've been rigorous with the permitted textures.

 

Any feedback greatly appreciated on any aspect of this map.

 

Additional Screenshots:

 

Spoiler

RSRUA3T.png

OO8u5xf.png

315Tngl.png

 

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@RED77Added!
@Bochnik Chleba Added!
@Sixty-nineSorry, but Red77 called it first. If someone unclaims their slot I can contact you if you'd like.


@scientifikgenius Will do!

@Thelokk That looks cool - it's like you're exploring the aftermath of the original MAP30 after the Icon of Sin explodes.

@Somniac It looks good! There's no reason MAP03 shouldn't be small. I've been replaying Doom 2 recently and finding it remarkable just how small most of the first episode maps are.

 

@Eon ToadAwesome! I look forward to testing it.
@NeedHealth Looks great! Just looking at the map view, you've really captured that clean American McGee style.

@Lorcav Nice use of the Wolf3d textures in a Doom context! I'm not sure if I'll have time to test these all today, but if not I should be able to sometime tomorrow.

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3 minutes ago, Maya said:

@Lorcav Cacodemons are Doom 1 monsters. 

 

 

 

What a rookie error! I've fixed that and the other issue you noted.

Thanks for the feedback!

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1 hour ago, janiform said:

@RED77Added!
@Bochnik Chleba Added!
@Sixty-nineSorry, but Red77 called it first. If someone unclaims their slot I can contact you if you'd like.


@scientifikgenius Will do!

@Thelokk That looks cool - it's like you're exploring the aftermath of the original MAP30 after the Icon of Sin explodes.

@Somniac It looks good! There's no reason MAP03 shouldn't be small. I've been replaying Doom 2 recently and finding it remarkable just how small most of the first episode maps are.

 

@Eon ToadAwesome! I look forward to testing it.
@NeedHealth Looks great! Just looking at the map view, you've really captured that clean American McGee style.

@Lorcav Nice use of the Wolf3d textures in a Doom context! I'm not sure if I'll have time to test these all today, but if not I should be able to sometime tomorrow.


Amazing.
I'll get to work

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9 hours ago, janiform said:

@Sixty-nineSorry, but Red77 called it first. If someone unclaims their slot I can contact you if you'd like.

aw man (if someone unclaims their slot contact me because i'd like)

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Ok. Here's the first version.

MAP 15
Name: Bibliophobia

Author: RED77
Music: "Sage Fields" by dial-up
Tested: Dsda DOOM - complevel2

All skill levels + multiplayer and coop implemented. (multiplayer and Coop not texted)
Note: Secret exit implemented.

Download: MAP15_BIBLIOPHOBIA_BY_RED77

Let me know what you think!

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11 hours ago, Sixty-nine said:

aw man (if someone unclaims their slot contact me because i'd like)

I have an idea. If collaborations on a map are allowed and you're interested in designing a multiplayer arena, I could give you the multiplayer part of mine.

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@Eon Toad I had a lot of fun with this map! I especially like the big brutalist architecture in the final areas. The secrets are clever. I look forward to the next version.
@NeedHealth Beautiful McGee style map. The moody lighting and metal/wood/brick theme is really evocative. Very tricky secrets - I still haven't figured out how to get the blue armor. I think it might be worth toning down the easy difficulty - this is only MAP04!
@Lorcav This was a really fun map! I enjoyed the outdoor exploration and thought the natural scenery was rendered well. Difficulty was nicely balanced. Good use of Doom 2 textures, including the Wolf3D red brick!
@RED77Really cool map! The secrets and secret exit were well-designed, and I enjoyed the doomcute library stuff. The regular exit vista is a great touch, as is the oculus. Difficulty was well implemented.

 

In general, I didn't notice any visible forbidden textures anywhere, and everyone is doing great work using the Doom 2 textures and bestiary to its fullest.

 

@Eon Toad @Sixty-nineCollaborations are fine! My other idea was that we could do a sequel if enough people are interested - we could call it "Doom 2 Minus Doom 2".

Edited by janiform

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5 minutes ago, janiform said:

@Eon Toad I had a lot of fun with this map! I especially like the big brutalist architecture in the final areas. The secrets are clever. I look forward to the next version.
@NeedHealth Beautiful McGee style map. The moody lighting and metal/wood/brick theme is really evocative. Very tricky secrets - I still haven't figured out how to get the blue armor. I think it might be worth toning down the easy difficulty - this is only MAP04!
@Lorcav This was a really fun map! I enjoyed the outdoor exploration and thought the natural scenery was rendered well. Difficulty was nicely balanced. Good use of Doom 2 textures, including the Wolf3D red brick!
@RED77Really cool map! The secrets and secret exit were well-designed, and I enjoyed the doomcute library stuff. The regular exit vista is a great touch, as is the oculus. Difficulty was well implemented.

 

In general, I didn't notice any visible forbidden textures anywhere, and everyone is doing great work using the Doom 2 textures and bestiary to its fullest.

 

@Eon Toad @Sixty-nineCollaborations are fine! My other idea was that we could do a sequel if enough people are interested - we could call it "Doom 2 Minus Doom 2".


So glad you like it. I have a ton of fun doing it

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2 hours ago, janiform said:


@Lorcav This was a really fun map! I enjoyed the outdoor exploration and thought the natural scenery was rendered well. Difficulty was nicely balanced. Good use of Doom 2 textures, including the Wolf3D red brick! 

 

Thanks, I had a few false starts, but once I got going it was a fun little project to work on.

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A first draft of the map is complete!

 

d2md-wa2.zip

Title: Toxic Disposal

Author: Walter

Slot: MAP02

Build time: some days on and off

Music: "Evil on Parade" by @Alfonzo - from .MID the way ID did

Tested with: Crispy Doom 5.10.1

Difficulty Settings: Yes, includes some monsters for coop play as well too (but for coop is untested)

Description: A simple sewer structure, tributing "The Crusher", "The Pit" and "Circle of Death". Sorry for the overabundance of SS nazi here like it's 1995 again.

 

Enjoy and have fun! Feedback is highly appreciated as always!

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