stridertech Posted March 3 (edited) @janiform hey, i was the dude who submitted evil hidden in plain sight (map17). when this gets released could u make it so the credits shows my current username instead of the one i originally published it as? or maybe make the credit be somethin like "scientifikgenius/stridertech" or smthn like that? do lmk Edited March 3 by stridertech 0 Quote Share this post Link to post
Anarkzie Posted March 4 On 2/13/2024 at 5:53 PM, janiform said: @SilverMinerLooking good! That's a good sector tree. @EmoLevelDesignerThanks for playing @Eon Toad's map! I agree that it's a good one. Okay, this is my last try to contact @Anarkzie, @NeedHealth, and @Fryuko. Please tell me if you're still planning to submit a map for the slot you signed up for! If not, I'll open up those slots again on Friday, 2/16. Sorry I'm just seeing this now, did not mean to blank you. If the slot has not been taken i will contact you tomorrow with a progress update. 0 Quote Share this post Link to post
janiform Posted March 5 @Rorix Great map! I love the interconnectedness and the moody lighting. Great use of the Doom 2 texture set - especially those small crates, which are a use of the textures I've never seen before! The secrets also use the textures well. I noticed a missing lower texture inside a mancubus closet early on - it's linedef 2255. Thanks for your three submissions to this project - they're high quality and each one maintains an individual identity. @stridertech No problem, I've updated the main post with your new username. @Anarkzie MAP06 isn't available anymore, but if you think your map could work for a MAP16 (city episode), it's all yours! 2 Quote Share this post Link to post
Demonic Meatball Posted March 5 (edited) On 2/27/2024 at 8:37 PM, Rorix said: it has to have a crusher, doesn't it? You realise the OP said maps shouldn't be remakes of the OG maps, right ? Anyway, once again a pretty good map. janiform made a good summary of my thoughts. One small thing though, the secret outside can be reached by strafe-running, without raising the bridge. Anyway, here's the midi. It's about as reminiscent of In the Dark as your map is reminiscent of the Chasm Crusher (I am very stupid). Much less long tho. Willits Whispers Edited March 9 by Demonic Meatball 1 Quote Share this post Link to post
Rorix Posted March 5 Map 06 is done. I fixed the outdoor secret, and added some extra armor at the start; the map felt a little too difficult for map 6. 1 Quote Share this post Link to post
stridertech Posted March 5 (edited) On 1/14/2023 at 9:44 AM, BluePineapple72 said: 2. For mapper's ease I'd create a texture resource that replaces all of the Doom 1 textures and flats with pink. It'd be fairly easy to pull off. All you'd need to do would be to duplicate the 'void' texture in slade and rename it to every single texture you don't want used. That way when you open up builder the doom 1 textures will be replaced by the placeholder. @janiform kinda too late into the project to re-suggest this old idea from early on, but i want to lift this back up just in case you might consider it. it would be easier for people to help fix mistakes or for new additions to build without doom 1 tex. i could try and make the placeholder texture for you if you want :) it's a good idea and would help for convenience. Edited March 5 by stridertech 0 Quote Share this post Link to post
Pegleg Posted March 6 I already notified janiform about this, but I am relinquishing my claim to the Map 22 slot. With family and work commitments this month, I won't be able to spend much time on my map, and with the deadline less than 4 weeks away, I wanted to give someone else the chance to claim the slot and make a map for this project. I wish everyone good luck with the project. This concept behind this project intrigued me and I am interested to see the finished product. Best wishes everyone! 1 Quote Share this post Link to post
stridertech Posted March 6 (edited) D2MD-Map17-Evil_Hidden_In_Plain_Sight_upd.zip@janiform new build. some much needed detail/balance updates. lmk what u think, might be last update. mark as done Edited March 6 by stridertech 0 Quote Share this post Link to post
Forgotten Soul Posted March 6 Oh,I see one slot open.if no one wants, I take this map. 0 Quote Share this post Link to post
Anarkzie Posted March 7 @janiform ah no hard feelings, I've got nothing that will work for a city map. Look forward to seeing how the project turns out though. 0 Quote Share this post Link to post
janiform Posted March 7 (edited) @Rorix @stridertechThanks! I haven't had time to test these updates yet, but I've updated the OP to mark them complete/update the links. @Forgotten SoulIt's yours! Also, I've updated the OP to mark your MAP12 complete. @Demonic MeatballGreat track, tasetfully minimal, very Princesque. @AnarkzieWell, "city map" really just means a map that conceivably fits with RSKY2 - it doesn't need to be a map like Downtown or whatever. Either way, I don't think I'll have time this month to finish a map, so the MAP16 slot is open. @SilverMinerHave you seen Forgotten Soul's post on page 13 of this thread? I think they've figured out the issue with the sector in your map. Edited March 7 by janiform 0 Quote Share this post Link to post
Forgotten Soul Posted March 8 (edited) Map22 is done! Name:Your Wishes Can't Be Real MAP22.zip Cool screenshot for release screenshots Edited March 16 by Forgotten Soul 1 Quote Share this post Link to post
Anarkzie Posted March 9 On 3/7/2024 at 8:27 PM, janiform said: @AnarkzieWell, "city map" really just means a map that conceivably fits with RSKY2 - it doesn't need to be a map like Downtown or whatever. Either way, I don't think I'll have time this month to finish a map, so the MAP16 slot is open. I'll give slot 16 a try and let you know how I get along. 1 Quote Share this post Link to post
janiform Posted March 9 @AnarkzieMAP16 is yours! @Forgotten SoulGreat! I'll test this out and get back to you ASAP. 0 Quote Share this post Link to post
DoctorNuriel Posted March 13 Hi, I'm afraid I'm stepping out of the project - life priorities at the moment have changed. Good luck to all! 0 Quote Share this post Link to post
PasokonDeacon Posted March 13 6 hours ago, DoctorNuriel said: Hi, I'm afraid I'm stepping out of the project - life priorities at the moment have changed. Good luck to all! Don't mind if I sub in for MAP26, then? I've got some ideas for Library Hell. 1 Quote Share this post Link to post
janiform Posted March 14 @DoctorNurielno problem, take care of yourself! @PasokonDeaconMAP26 is yours! 1 Quote Share this post Link to post
janiform Posted March 15 (edited) We're 16 days from the deadline! Just a quick update request for the following mappers who have either submitted WIPs or haven't submitted anything yet: MAP05 - @Kuro_mahoh MAP11- @big smoke MAP16 - @Anarkzie MAP18 - @GamingGargoyle You posted a great WIP in December: https://www.doomworld.com/forum/post/2740020 Any updates? MAP25 - @RileyXY1 Have you had a chance to check Demonic Meatball's feedback re: doors in your map?: https://www.doomworld.com/forum/post/2692735 MAP26 - @PasokonDeacon MAP28 - @Andrea Rovenski MAP31 (secret exit to MAP32) - @Bochnik Chleba MAP32 - @SilverMiner Did you see this post from Forgotten Soul? I think they figured out the sector issue in your map: https://www.doomworld.com/forum/post/2772363 Regarding @Forgotten Soul's MAP22: This is a really fun map with a definite Sandy vibe! It feels like an epic journey, with spaces that are transformed as you go. The secrets are well-integrated and fun, especially the secret key. Great texturing and surreal visuals. Good work integrating the Wolf3D textures. Two things I noticed: Can you please add some courtesy DM starts? Linedef 1841 is misaligned but that may be intentional. Edited March 15 by janiform 3 Quote Share this post Link to post
RileyXY1 Posted March 15 On 8/27/2023 at 2:43 PM, Demonic Meatball said: I was in a bit of a hurry last time, so I didn't mention everything : @RileyXY1 MAP 25 : I get what you're trying to avoid here with those big blocs over the doors, Reveal hidden contents but the usual trick for this is to put the door inside the wall, like here. Reveal hidden contents @Generic Doomer MAP 29 : - I notice you love your pop-up monsters. Here's a trick to get them to pop up even faster : Using a linedef that lowers the floor to the highest neighbouring floor in these situations basically confuses the engine into instantly raising the floor ! - For some reason the damaging floor surrounding the central island is mud, and man does it feel wierd to take 20 damage from walking in mud. Could you maybe put that as lava ? - The final fight doesn't start as intended : when you move nothing happens. flipping the lindefs seems to solve the problem. - I don't understand why or how, but the revenant ledges are broken : they don't lower, like ever. I would need to rebuild the entire map. 0 Quote Share this post Link to post
RileyXY1 Posted March 15 D2MD25 v6.zip This is a new version of my map. Now monsters can no longer open the blue key door from the other side and a second Arch-Vile was added to the Yellow Skull room in UV and Nightmare. Two extra medkits have also been added for UV and Nightmare as well in the same area. 1 Quote Share this post Link to post
Forgotten Soul Posted March 16 (edited) On 3/15/2024 at 8:21 PM, janiform said: We're 16 days from the deadline! Just a quick update request for the following mappers who have either submitted WIPs or haven't submitted anything yet: MAP05 - @Kuro_mahoh MAP11- @big smoke MAP16 - @Anarkzie MAP18 - @GamingGargoyle You posted a great WIP in December: https://www.doomworld.com/forum/post/2740020 Any updates? MAP25 - @RileyXY1 Have you had a chance to check Demonic Meatball's feedback re: doors in your map?: https://www.doomworld.com/forum/post/2692735 MAP26 - @PasokonDeacon MAP28 - @Andrea Rovenski MAP31 (secret exit to MAP32) - @Bochnik Chleba MAP32 - @SilverMiner Did you see this post from Forgotten Soul? I think they figured out the sector issue in your map: https://www.doomworld.com/forum/post/2772363 Regarding @Forgotten Soul's MAP22: This is a really fun map with a definite Sandy vibe! It feels like an epic journey, with spaces that are transformed as you go. The secrets are well-integrated and fun, especially the secret key. Great texturing and surreal visuals. Good work integrating the Wolf3D textures. Two things I noticed: Can you please add some courtesy DM starts? Linedef 1841 is misaligned but that may be intentional. Fixed this bugs.I edited original post with new version of map. I love when someone likes my maps:) Edited March 17 by Forgotten Soul 0 Quote Share this post Link to post
big smoke Posted March 18 On 3/15/2024 at 8:51 PM, janiform said: We're 16 days from the deadline! Just a quick update request for the following mappers who have either submitted WIPs or haven't submitted anything yet: MAP05 - @Kuro_mahoh MAP11- @big smoke MAP16 - @Anarkzie MAP18 - @GamingGargoyle You posted a great WIP in December: https://www.doomworld.com/forum/post/2740020 Any updates? MAP25 - @RileyXY1 Have you had a chance to check Demonic Meatball's feedback re: doors in your map?: https://www.doomworld.com/forum/post/2692735 MAP26 - @PasokonDeacon MAP28 - @Andrea Rovenski MAP31 (secret exit to MAP32) - @Bochnik Chleba MAP32 - @SilverMiner Did you see this post from Forgotten Soul? I think they figured out the sector issue in your map: https://www.doomworld.com/forum/post/2772363 Regarding @Forgotten Soul's MAP22: This is a really fun map with a definite Sandy vibe! It feels like an epic journey, with spaces that are transformed as you go. The secrets are well-integrated and fun, especially the secret key. Great texturing and surreal visuals. Good work integrating the Wolf3D textures. Two things I noticed: Can you please add some courtesy DM starts? Linedef 1841 is misaligned but that may be intentional. still working on it... im trying to finally finish this map in the next few days 2 Quote Share this post Link to post
Forgotten Soul Posted March 18 10 hours ago, big smoke said: still working on it... im trying to finally finish this map in the next few days Damn,this looks good! 1 Quote Share this post Link to post
SilverMiner Posted March 18 On 3/7/2024 at 11:27 PM, janiform said: Have you seen Forgotten Soul's post on page 13 of this thread? I think they've figured out the issue with the sector in your map. okay, here's a V2, I expect this to be less buggy https://cdn.discordapp.com/attachments/569199065246728259/1219325313713045594/d2minusd32v2.wad?ex=660ae430&is=65f86f30&hm=04c068fae1578e739b69a57cdecb3c4f7ec0063b978ea25f7678c6273d98d1e8& 0 Quote Share this post Link to post
janiform Posted March 18 @RileyXY1 Thanks for the update! I'm going to go ahead and mark this complete, but feel free to post if you have any updates! @Forgotten Soul Thanks for the update! @big smoke Looking good! Very tasteful texturing and lighting. @SilverMiner Thanks for the update! I'm going to go ahead and mark this complete, but feel free to post if you have any updates! We're up to 25 completed maps! 2 Quote Share this post Link to post
Bochnik Chleba Posted March 18 Here's a quick update on my map: I will try to submit the finished map this week. 0 Quote Share this post Link to post
RileyXY1 Posted March 18 (edited) MAP25 is fully completed unless anyone discovers any additional exploits. Unfortunately the cubes above the doors will not be removed, as I can't do that without building a whole new map from scratch, as they're too ingrained into the level design for me to remove. Edited March 18 by RileyXY1 0 Quote Share this post Link to post
big smoke Posted March 21 MAP11 - dead battery here is my map name: dead battery (its a mostly abandoned power station with nukage everywhere) music: Always Watching -Lippeth (plutonia midi pack) co-op starts and difficulty balancing are implemented if any changes are needed let me know. 2 Quote Share this post Link to post
janiform Posted March 22 (edited) @Bochnik Chleba Looking good! @big smoke Really cool map! Great use of a variety of textures in a unified way. Combat is lively and the difficulty is just right for the map slot. I love the ruined structure at the center of the map, and the crate storage area Spoiler with the nested secrets. A few things: Please add some courtesy DM starts The single-barrel shotgun is not allowed in this project The forbidden texture MIDGRATE is used in a few places Sector 0 uses two forbidden flats, but given that it's an unopenable doorway with a length of 8 it's not a big deal Edited March 22 by janiform 1 Quote Share this post Link to post
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