RED77 Posted January 15, 2023 (edited) /////////////////////////////////////////// OFFICIAL TRAILER/////////////////////////////////////////// /////////////////////////////////////////// OFFICIAL TRAILER/////////////////////////////////////////// Spoiler Spoiler Spoiler JAN 15-2023 Project launch JAN 29-2023 Check day* READ HERE FEB 12-2023 Check day* READ HERE FEB 26-2023 Check day* READ HERE MAR 12-2023 Check day*READ HERE MAR 26-2023 Check day* + Midpoint Update READ HERE APR 09-2023 Check day* READ HERE APR 23-2023 Check day* READ HERE MAY 07-2023 Check day* + Closed Spots (No new mappers will be allowed at this point)READ HERE MAY 21-2023 Check day*READ HERE JUN 11-2023 Check day* READ HERE JUN 25-2023 SOFT DEADLINE (If you do not publish your map at this point, the Slot will be dropped) READ HERE JULY 16-2023 HARD DEADLINE (No more revisions at this point) OCT 01-2023 Tentative OPEN BETA PUBLICATION *NOTE: Each check day, all mappers will receive a notice requiring information about their progress. if the mapper fails to answer 1 time the slot will be put on PAUSE. if the mapper fails to answer 2 times the slot will be DROPPED. if the map it's already finished this notice will not be sent. Spoiler RESOURSES: jimmytex.wad by @Jimmy Spoiler BASE: 🔸 Map Name: (Give your creature a name) 🔸 Author: (Exactly how you want to be credited) 🔸 Music: (Name of the track and composer) 🔸 Ports Tested: (Target "DSDA-Doom" -Complevel 9) 🔸 Difficulty Settings: (Read Rules) 🔹 Description: (Optional) 🔹 Notes: (Optional) EXAMPLE:BEHIND_CLOSED_DOORS_BY_RED77.wad 🔸 Map Name: BEHIND CLOSED DOORS 🔸 Author: RED77 🔸 Music: "Atrapado en el Laberinto" by Facundo Avila Corsini 🔸 Ports Tested: DSDA-Doom 0.24 / GZDoom 4.10 🔸 Difficulty Settings: YES 🔹 Description: Collect all 6 keys to gain access to the exit Spoiler MAP01 - @RED77 - BEHIND_CLOSED_DOORSMAP02 - DROPPED MAP03 - @Angry Saint - SECRETS_IN_MY_TECHBASE_LIKE_GRAINS_OF_SAND MAP04 - @knifeworld MAP05 - @RataUnderground -IT'S_4_AM_AND_YOU'RE_ALONE_IN_ODAMEX MAP06 - @Rabbid MAP07 - @Thelokk - GOODNIGHT,_ANGELINA MAP08 - @RastaManGames - LET_ME_OUT!!! MAP09 - @HUNdebLeonidasX -DESSERT SEARCH FOR TECHNO BAAL MAP10 - @SoulinusMAP11 - DROPPED MAP12 - @Pegleg MAP13 - @DRON12261 - HOTEL_OF_THE_DEAD MAP14 - DROPPED MAP15 - @Jakub Majewski MAP16 - @Azafran MAP17 - @Worm318 MAP18 - DROPPED MAP19 - @Niloquì - TIME_ENOUGH_AT_LAST MAP20 - @Fadri - I_AM_IN_YOUR_WALLS MAP21 - @exl - WITT'S_END MAP22 - @CblBOPOTKA - CONTAMINATED_BASE MAP23 - @purple_ruberoid - TRANSITION_LABS MAP24 - @JacaCaca - STRONGHOLD_SQUARED MAP25 - DROPPED MAP26 - @senyaiv MAP27 - @JacaCaca -THE_VILE_VILLA MAP28 - RESERVED EDIT 1/29/23--------------------------------------------------------------------------------------------------------------------- Spoiler Can I post my MAP outside the project? The map is yours, so I have no problem if you want to publish the same or another version as a stand-alone. That being said, if you do so, and want to give a Shout-out to this project, I'll be more than thankful. Can I have more than six (6) secrets on my map? You can have all the hidden areas you want. But for a matter of consistency, it is important that the only sectors marked as secret are the six which allow the player to progress on the map. Other "secrets" should be not required to finish the level. Armor and health bonuses are now allowed on Easy skill for that goal (Please be reasonable, Is not fun to have to find 50 hidden items to get the 100%) Can I use Monsters and Barrells on Easy skill? Originally no, but If you design a setup that makes it impossible for the player to get harmed in any way (not even by accident). and be aware of possible soft blocks. Is it possible to add environmental damage to higher difficulties? yes, as long as the map layout is the same. Here's a quick demo I made with a concept if you want to have a reference:Skill option.rar Can I have custom Sky? UMAPINFO is now allowed, be sure to point out which SKY you want if you have some preference, ad attach it if is a custom one. The Rule of 50 Ammobox for maps with shootable switches can affect the balance of the combat on harder skills, is necessary? The goal of that rule is to prevent soft blocks, I've tried to fix an infinite ammo pistol, but it keeps glitching the ammo counter. So, you can change that if you be sure there's a way to supply the player with the resources to finish the level. FINAL MAP LIST. Edited August 25, 2023 by RED77 44 Quote Share this post Link to post
Bri0che Posted January 15, 2023 I already had a though about a similar concept ! I'm in :) I'm not charged at all and have surely a lot of time for mapping. I'll take slot MAP02 If you want :) 1 Quote Share this post Link to post
RED77 Posted January 15, 2023 12 minutes ago, Bri0che said: I already had a though about a similar concept ! I'm in :) I'm not charged at all and have surely a lot of time for mapping. I'll take slot MAP02 If you want :) Amazing! Thanks for joining 1 Quote Share this post Link to post
Thelokk Posted January 15, 2023 (edited) Now this is a project that checks my boxes. Claiming map07 (don't worry, no Dead Simple clone pinky promise). Edited January 15, 2023 by Thelokk 2 Quote Share this post Link to post
FEDEX Posted January 15, 2023 @Thelokk i really like Dead Simple alternative versions very much.. 2 Quote Share this post Link to post
RED77 Posted January 15, 2023 35 minutes ago, Thelokk said: Now this is a project that checks by boxes. Claiming map07 (don't worry, no Dead Simple clone pinky promise). Great news! Map 07 it is! 2 Quote Share this post Link to post
RED77 Posted January 15, 2023 (edited) 7 minutes ago, Angry Saint said: I am... interested Sure, you like some specific map number? Edited January 15, 2023 by RED77 1 Quote Share this post Link to post
ChippiHeppu Posted January 15, 2023 Yo, this is a really cool idea! Looking forward to checking this out. 1 Quote Share this post Link to post
General Rainbow Bacon Posted January 15, 2023 This looks really good. 666ecrets implies that you want 666 secrets in total when the project is done though. Which you should go for! 2 Quote Share this post Link to post
knifeworld Posted January 15, 2023 Trying not to join too many new projects but the deadline here is super reasonable and I'll probably make a small map, so sign me up for MAP4! 1 Quote Share this post Link to post
Pure Hellspawn Posted January 15, 2023 In b4 Map30 is called "The Sinful Secrets". But anyways I thought of an idea - heavily inspired by Shai'Tan Map30 and CC2 Map30. The map starts with 8 (ITYTD/HNTR/UV) or 6 (HMP) Spawners, activated on start. Every secret you find, a door opens (similar to Map30 in CC2). When all the doors are open, the Icon of Sin gets telefragged by a voodoo doll ending the level. Keep in mind the easier levels have 8 because they spawn at half the speed, so they'd actually have the equivalent of 4. In addition, this level could also have three hard to reach switches or keys that are not marked as secrets. Hitting these switches or the switches associated with the keys will cause some of the spawn spots to be covered by a wall, which slows down the rate monsters come in. 1 Quote Share this post Link to post
RED77 Posted January 15, 2023 2 hours ago, General Rainbow Bacon said: This looks really good. 666ecrets implies that you want 666 secrets in total when the project is done though. Which you should go for! I considered that at first, but It was a super ambitious goal, So I've decided to leave it to 6 per map. 4 hours ago, ChippiHeppu said: Yo, this is a really cool idea! Looking forward to checking this out. Thanks for the hipe. I'll work hard to publish this on the best way possible. 1 hour ago, knifeworld said: Trying not to join too many new projects but the deadline here is super reasonable and I'll probably make a small map, so sign me up for MAP4! Wellcome aboard! 1 hour ago, RataUnderground said: Give me map 05 then : ) Yours it is! 1 hour ago, Pure Hellspawn said: In b4 Map30 is called "The Sinful Secrets". But anyways I thought of an idea - heavily inspired by Shai'Tan Map30 and CC2 Map30. The map starts with 8 (ITYTD/HNTR/UV) or 6 (HMP) Spawners, activated on start. Every secret you find, a door opens (similar to Map30 in CC2). When all the doors are open, the Icon of Sin gets telefragged by a voodoo doll ending the level. Keep in mind the easier levels have 8 because they spawn at half the speed, so they'd actually have the equivalent of 4. In addition, this level could also have three hard to reach switches or keys that are not marked as secrets. Hitting these switches or the switches associated with the keys will cause some of the spawn spots to be covered by a wall, which slows down the rate monsters come in. Interesting. Does this imply combat as mandatory? 42 minutes ago, Rabbid said: thats cool Thanks man! 2 Quote Share this post Link to post
Rabbid Posted January 15, 2023 yeh though idk if I would do it because i'm not good at puzzle based maps... I mean if there would be combat every now and then I could do it... but I usually focus on combat XD 1 Quote Share this post Link to post
RED77 Posted January 15, 2023 2 minutes ago, Rabbid said: yeh though idk if I would do it because i'm not good at puzzle based maps... I mean if there would be combat every now and then I could do it... but I usually focus on combat XD I know that rule would prevent many people for participate, but I think the project with that spirit in mind. Let me know if you decide to participate. Always cool to have more people. 1 Quote Share this post Link to post
Pure Hellspawn Posted January 15, 2023 (edited) 44 minutes ago, RED77 said: Interesting. Does this imply combat as mandatory? Some combat is mandatory, but you would be able to determine how much by choosing how many spawners there are. Obviously, the main concept is the secrets to damage the Icon, and solving puzzles to get the keys can slow down the Icon. But there will always be that sense of urgency when you hear the cube spitting. If the secrets are considered "hard to find", perhaps reducing to 1 or 2 spawners could account for that, plus there won't be too much combat. Edited January 15, 2023 by Pure Hellspawn 1 Quote Share this post Link to post
RED77 Posted January 15, 2023 3 minutes ago, Pure Hellspawn said: Some combat is mandatory, but you would be able to determine how much by choosing how many spawners there are. Obviously, the main concept is the secrets to damage the Icon, and solving puzzles to get the keys can slow down the Icon. But there will always be that sense of urgency when you hear the cube spitting. If the secrets are considered "hard to find", perhaps reducing to 1 or 2 spawners could account for that, plus there won't be too much combat. I do really like the concept, but I think the No-Harm difficult is a big part of this project. So Sadly It won't work for this. 1 Quote Share this post Link to post
RED77 Posted January 15, 2023 8 minutes ago, Rabbid said: I guess i'm in Wellcome to the project! 2 Quote Share this post Link to post
stridertech Posted January 16, 2023 (edited) i'll join in. seems interesting, taking map08 Edited January 16, 2023 by scientifikgenius 0 Quote Share this post Link to post
RED77 Posted January 16, 2023 3 hours ago, scientifikgenius said: i'll join in. seems interesting, taking map08 Amazing! 1 Quote Share this post Link to post
Thelokk Posted January 16, 2023 Question: can higher difficulties also be monsterless? 1 Quote Share this post Link to post
RastaManGames Posted January 16, 2023 @RED77 Please, count me in, lad! 1 Quote Share this post Link to post
RED77 Posted January 16, 2023 2 hours ago, Thelokk said: Question: can higher difficulties also be monsterless? I think it's better to have the option of a map that can kill you, even if the chances are low. So No, Fights on higher difficulties are required (but they can be simple/not that threatening) 1 hour ago, RastaManGames said: @RED77 Please, count me in, lad! Great to have you! 1 Quote Share this post Link to post
Rabbid Posted January 16, 2023 (edited) so just so I know... how would monsters technically work, do harder difficulties have ITYTD Monsters or can we really pick how hard it is... just as long as the secrets are just as hard? its kind of confusing... it does say they are technically allowed...also by stack x50 you literally mean to put 50 bullet boxes...don't you? XD totally removed the part of me forgetting its only 6 secrets. Edited January 16, 2023 by Rabbid 1 Quote Share this post Link to post
RED77 Posted January 16, 2023 4 minutes ago, Rabbid said: so just so I know... how would monsters technically work, do harder difficulties have ITYTD Monsters or can we really pick how hard it is... just as long as the secrets are just as hard? its kind of confusing... it does say they are technically allowed. totally removed the part of me forgetting its only 6 secrets. Easy should be harmless. Meaning the player should not have any possibility of dying. Medium: Now you can make the map with harm, so, monsters and barrels are ok, but the map should be accessible to the medium-skill player. So, think of a casual play. Hard: It's all allowed, but the map should be possible to beat. No absurd difficulty or resource deprivation. meaning: No 128x128 room with 2 cyberdemons and a berserk pack. think challenge, not for super pros/grinding players. 1 Quote Share this post Link to post
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