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[Community Project] 666CRETS - A CP about secrets (PRIVATE ALPHA 0.2 )


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6 hours ago, DFF said:

Going to try and push myself to do active work on the map up to the deadline. an unpopulated and less detailed map should hopefully be ready by then, at least for the easy no-monster difficulty. I'll add the other skills and pizazz afterwards. Sadly my vision is a bit grander than originally time lined and I've let my earlier mapping time either slip or get devoted to other earlier projects.


No problem, thanks for the update.

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5 hours ago, Fadri said:


Good thing I decided to go against adding pain elementals to the final battle at the end as I first intended. XD

I added a pair of small blue... "pillars", I guess, that appear when the trapdoor is opened, so that should be it now!

666crets-MAP21.zip

Well, @Fadri. I'll keep this version as the final one.
If you decide to make any other change let me know.
Here's the credit texture.
let me know if that's ok or if you want any changes.
T_CRED21.png.1765ec4582d8cd487154337053027c4b.png 

 

thanks for your work

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4 hours ago, RileyXY1 said:

666S26 v2.zip

 

Here's a new version of my map. Notably four new rooms were added, one right between the first and second secrets, two between the fifth and sixth secrets, and one right before the exit. I also increased the size of the outdoor courtyard area. This new version of the map notably ties with "A Wasted Imp", a map I recently submitted for "Booked" for the most amount of sector tags I have ever put in a single map, at 10.


Hey, @RileyXY1 Sadly is mostly the same thing. plus have some glitches.

For you to have  an idea of what I mean:
-you did not use any of the custom textures provided
-there's no difficulty to find any of the secrets (some of them just trigger without you doing anything.)
-The rooms are the most simple squares and the progression is totally linear.
-visually is not interesting.
-combat is just very random.

I really don't mean to disrespect you, But I think there's a lot of practice you have ahead, at least for the standard I aimed for this project.
Sorry if that's too harsh but I don't think this map will make the cut.
 

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Hey, @RED77, if Riley is dropping MAP25 and no one has claimed it yet, could I have a shot at it? If not, then please put me on some kind of waitlist for the next map or project. I can't believe I missed this thread for this long!

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greetings. some news on here@RED77 

by the end of the month I'll be sent to the borderline to do some governmental work lol.

long story short I'll be missing from being online so I'll get my level ready real soon. no more time to waste.

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7 hours ago, RED77 said:

Hey @Niloquì, I have no further notes. Thanks @purple_ruberoid for testing and your find.
If that's ok, I'll wait for that fix to give this map a wrap!.

Great stuff

 

10 hours ago, purple_ruberoid said:
  Hide contents

That's the safest way - after this sequence the last bar is lowered so player won't be softlocked after grabbing yellow card:
Press 1, 4, and 5, (in any order) - that's the set up. Now you can press 4th again and run QUICKLY on the 2nd bar: that way I appeared on top :) Timing for this is just enough

 

 

Thanks for the feedback!

I've put a red lowering bar before going on the bridge and it should be enough for blocking the player. Maybe if you are incredibly fast you can still go through, but I wasn't able to do it.

Anyway, changing the sky in that room also broke two traps, so I fixed those too.

 

Download v1.1

Edited by Niloquì

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7 hours ago, RED77 said:

Well, @Fadri. I'll keep this version as the final one.
If you decide to make any other change let me know.
Here's the credit texture.
let me know if that's ok or if you want any changes.
T_CRED21.png.1765ec4582d8cd487154337053027c4b.png 

 

thanks for your work 

Awesome, thanks!
The texture works perfectly. XD

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40 minutes ago, Niloquì said:

I've put a red lowering bar before going on the bridge and it should be enough for blocking the player. Maybe if you are incredibly fast you can still go through, but I wasn't able to do it.

 

Download v1.1

 

Nice, now my hack doesn't work :)

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10 hours ago, RED77 said:


Hey @Soulinus, I think this is almost done. simple but enjoyable. A little on the easy side, but that's fine by me.
I only have three notes:
1) There are several texture misalignments
2) on the cavern fight I would let the player pass the door before starting it, because you can just start shooting and not enter.
3)there's no custom music?

that's about it. Great job!

Regarding the difficulty, I didn't really know if the levels were supposed to have a gradual difficulty increase, or if every map would be just a single challenge (disregarding continuous play), and since this was for a MAP11 spot, I didn't really want to go full potato, but I can prolly make it harder, if the later does not apply, I would be more than happy to do so.

1) I didn't really notice any, but when I do the detailing I will do a pass and see what I can find.
2) Didn't think of that, I can do that most likely
3) I haven't implemented it yet as I will most likely need to some help for that, prolly from a youtube video or something, but I was gonna leave that for a last step.

Edited by Soulinus

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8 hours ago, Moustachio said:

Hey, @RED77, if Riley is dropping MAP25 and no one has claimed it yet, could I have a shot at it? If not, then please put me on some kind of waitlist for the next map or project. I can't believe I missed this thread for this long!


Hey @Moustachio. thanks for your interest in the project. 
Sadly, we are really close to the deadline for this, so If it's Ok I'll reach out for future projects!
 

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6 hours ago, senyaiv said:

greetings. some news on here@RED77 

by the end of the month I'll be sent to the borderline to do some governmental work lol.

long story short I'll be missing from being online so I'll get my level ready real soon. no more time to waste.


No problem, thanks for the update. 

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4 hours ago, Niloquì said:

 

 

Thanks for the feedback!

I've put a red lowering bar before going on the bridge and it should be enough for blocking the player. Maybe if you are incredibly fast you can still go through, but I wasn't able to do it.

Anyway, changing the sky in that room also broke two traps, so I fixed those too.

 

Download v1.1


Hey @Niloquì. I'll keep this version as the final one. If you make any change please let me know.
Also, I was not able to find the submission form for your map on any of your posts.
can you please fill it out so I have the data to make the credit texture and Read me?

 

🔸 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)

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2 hours ago, Soulinus said:

Regarding the difficulty, I didn't really know if the levels were supposed to have a gradual difficulty increase, or if every map would be just a single challenge (disregarding continuous play), and since this was for a MAP11 spot, I didn't really want to go full potato, but I can prolly make it harder, if the later does not apply, I would be more than happy to do so.

1) I didn't really notice any, but when I do the detailing I will do a pass and see what I can find.
2) Didn't think of that, I can do that most likely
3) I haven't implemented it yet as I will most likely need to some help for that, prolly from a youtube video or something, but I was gonna leave that for a last step.


Hey @Soulinus

Don't worry about the difficulty, I'll rearrange the maps for the Beta.

About the music, you just need to choose a MIDI you like and add it to the map on SLADE. You can assign it to the map by renaming the file to the corresponding music spot or by MAPINFO.

If you want you just can send me the MIDI and WAD separated and I merge them.
 

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3 hours ago, RED77 said:


Hey @Soulinus

Don't worry about the difficulty, I'll rearrange the maps for the Beta.

About the music, you just need to choose a MIDI you like and add it to the map on SLADE. You can assign it to the map by renaming the file to the corresponding music spot or by MAPINFO.

If you want you just can send me the MIDI and WAD separated and I merge them.
 

@RED77

I think it's about done.

I added some more enemies in certain areas to make the combat slightly more challenging, and added more ammo as well (depending on the order you ran the rooms you could end up out of ammo).
Added some detailing to the rooms to make them look less bland.

I managed to add the MIDI file by changing the name of it in SLADE. (Check if it's well done, just in case).
Made it so that you can't backtrack out of the cavern fight (thanks for the tip).
Also looked around and found the misaligned textures you were talking about (I used to have a bigger room, and cut some of it, and forgot to align them back up afterwards).

One thing I do not know is, do I have to add the jimmytex.wad to the map as well, or is that part on you?

Map info:
🔸 Map Name: Knee-Deep In Conspiracies

🔸 Author: Soulinus

🔸 Music: Coal by Jimmy

🔸 Ports Tested: DSDA-Doom -Complevel 9 / GZDoom 4.10.0 Default Compatibility

🔸 Difficulty Settings: Yes

🔹 Description: Find all the hidden switches to open the exit doors and leave this place.

🔹 Notes: This was my first attempt at making a full DOOM map. I had dabbled with UDB before, but never finished any projects. Hope you at least enjoy my first foray into Doom mapping, I sure had some fun. Will try to do better next time.

MAP11_666CRETS.7z

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3 minutes ago, Soulinus said:

@RED77

I think it's about done.

I added some more enemies in certain areas to make the combat slightly more challenging, and added more ammo as well (depending on the order you ran the rooms you could end up out of ammo).
Added some detailing to the rooms to make them look less bland.

I managed to add the MIDI file by changing the name of it in SLADE. (Check if it's well done, just in case).
Made it so that you can't backtrack out of the cavern fight (thanks for the tip).
Also looked around and found the misaligned textures you were talking about (I used to have a bigger room, and cut some of it, and forgot to align them back up afterwards).

One thing I do not know is, do I have to add the jimmytex.wad to the map as well, or is that part on you?

Map info:
🔸 Map Name: Knee-Deep In Conspiracies

🔸 Author: Soulinus

🔸 Music: Coal by Jimmy

🔸 Ports Tested: DSDA-Doom -Complevel 9 / GZDoom 4.10.0 Default Compatibility

🔸 Difficulty Settings: Yes

🔹 Description: Find all the hidden switches to open the exit doors and leave this place.

🔹 Notes: This was my first attempt at making a full DOOM map. I had dabbled with UDB before, but never finished any projects. Hope you at least enjoy my first foray into Doom mapping, I sure had some fun. Will try to do better next time.

MAP11_666CRETS.7z


Amazing. I'll check it ASAP. 
No need to add the texturepack. I'll merge everything on the final wad

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5 hours ago, RED77 said:

Also, I was not able to find the submission form for your map on any of your posts.

I made the submission form yesterday. Anyway, I'll copy it here

 

🔸 Map Name: Time Enough at Last

🔸 Author: Niloquì

🔸 Music: Moonstruck by James Paddock

🔸 Ports Tested: DSDA-Doom v0.25.6, GZDoom v4.10.0

🔸 Difficulty Settings: Yes

🔹 Description: Collect the 6 keys in the library to exit

🔹 Notes: This map needs SKY2

 

Download v1.1

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2 hours ago, Niloquì said:

I made the submission form yesterday. Anyway, I'll copy it here

 

🔸 Map Name: Time Enough at Last

🔸 Author: Niloquì

🔸 Music: Moonstruck by James Paddock

🔸 Ports Tested: DSDA-Doom v0.25.6, GZDoom v4.10.0

🔸 Difficulty Settings: Yes

🔹 Description: Collect the 6 keys in the library to exit

🔹 Notes: This map needs SKY2

 

Download v1.1


Damn, I'm blind. lol
thanks. 
Here's the credit texture.
Let me know if that's ok
 

T_CRED20.png

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17 hours ago, Soulinus said:

@RED77

I think it's about done.

I added some more enemies in certain areas to make the combat slightly more challenging, and added more ammo as well (depending on the order you ran the rooms you could end up out of ammo).
Added some detailing to the rooms to make them look less bland.

I managed to add the MIDI file by changing the name of it in SLADE. (Check if it's well done, just in case).
Made it so that you can't backtrack out of the cavern fight (thanks for the tip).
Also looked around and found the misaligned textures you were talking about (I used to have a bigger room, and cut some of it, and forgot to align them back up afterwards).

One thing I do not know is, do I have to add the jimmytex.wad to the map as well, or is that part on you?

Map info:
🔸 Map Name: Knee-Deep In Conspiracies

🔸 Author: Soulinus

🔸 Music: Coal by Jimmy

🔸 Ports Tested: DSDA-Doom -Complevel 9 / GZDoom 4.10.0 Default Compatibility

🔸 Difficulty Settings: Yes

🔹 Description: Find all the hidden switches to open the exit doors and leave this place.

🔹 Notes: This was my first attempt at making a full DOOM map. I had dabbled with UDB before, but never finished any projects. Hope you at least enjoy my first foray into Doom mapping, I sure had some fun. Will try to do better next time.

MAP11_666CRETS.7z

 

Hey @Soulinus. This is it. I'll keep this version as the final one. If you make any changes, please let me know.

here's the credit texture (the doom palette is not very friendly with light blue and violet tones, so if you want to change the image, let me know)
T_CRED11.png.8cace160ca87cdad2d5ef0b95fe48ed5.png

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Here is my map.

 

6scrtpeg_v1.zip

 

🔸 Map Name: Skulls and Hidden Pursuits

🔸 Author: Pegleg

🔸 Music: "Dream Haze" by Paul Corfiatis

🔸 Ports Tested: PrBoom+ 2.5.1.4 (complevel 9), ZDoom 2.8.1 (Boom(strict)), GZDoom 4.7.1

🔸 Difficulty Settings: Implemented

 

🔹 Description: You must find all 6 secrets to exit, some of which allow you to reach one of the 3 keys scattered around, others which allow you to reach switches or opens doors.

 

🔹 Notes: This was my attempt to implement secrets in a variety of ways, including some that I thought weren't immediately straightforward.

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5 hours ago, RED77 said:

 

Hey @Soulinus. This is it. I'll keep this version as the final one. If you make any changes, please let me know.

here's the credit texture (the doom palette is not very friendly with light blue and violet tones, so if you want to change the image, let me know)
T_CRED11.png.8cace160ca87cdad2d5ef0b95fe48ed5.png

Keep it, it's fine.

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@RED77
Just noticed the map above mine (Moonstruck) is also using music by James Paddock, but I gave you the name Jimmy (that was the name that came in the wad file that I got the midi from), not sure if you want to change it to James Paddock in the credit picture for the sake of consistency or not, up to you.

Also noticed that in the mappers credits in the first page, I show up in slot 10, even though you gave me slot 11, not sure if it's a typo, or if someone gave up and you moved me up, just thought it was worth mentioning just in case.

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(probably) final version of my wad, with player-friendly improvements and design-logic addition 
https://drive.google.com/file/d/1wi40QVS-r_RCgDvRKUlTf8fVmz8szmPb/view?usp=sharing
🔸 Map Name: Signs Of Love (formerly Break 'Em Targetz)

🔸 Author: senyaiv

🔸 Music: "johnwhoisbon.mid" and "crazyinthehell.mid" by senyaiv (optionally breaktar.mid (originally by nintendo!) is included, just not sure if it's copyright safe)

🔸 Ports Tested: PrBoom+, Crispy Doom (alternatively suitable for vanilla play)

🔸 Difficulty Settings: hell yea (all of them)

🔹 Description: You suddenly find yourself right next to an exit... unless it's locked. Solve all the puzzles in order to Relax In Red

Edited by senyaiv

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3 hours ago, Pegleg said:

Here is my map.

 

6scrtpeg_v1.zip

 

🔸 Map Name: Skulls and Hidden Pursuits

🔸 Author: Pegleg

🔸 Music: "Dream Haze" by Paul Corfiatis

🔸 Ports Tested: PrBoom+ 2.5.1.4 (complevel 9), ZDoom 2.8.1 (Boom(strict)), GZDoom 4.7.1

🔸 Difficulty Settings: Implemented

 

🔹 Description: You must find all 6 secrets to exit, some of which allow you to reach one of the 3 keys scattered around, others which allow you to reach switches or opens doors.

 

🔹 Notes: This was my attempt to implement secrets in a variety of ways, including some that I thought weren't immediately straightforward.


Hey @Pegleg.
this is just perfect.
Simple but effective.
I especially love the use of light and shadows. really well crafted.

So I'll keep this one as the final version. let me know if you make any changes

About the Credit texture, do you have to use any particular image for your avatar or the "P" you use here is ok?

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1 hour ago, Soulinus said:

@RED77
Just noticed the map above mine (Moonstruck) is also using music by James Paddock, but I gave you the name Jimmy (that was the name that came in the wad file that I got the midi from), not sure if you want to change it to James Paddock in the credit picture for the sake of consistency or not, up to you.

Also noticed that in the mappers credits in the first page, I show up in slot 10, even though you gave me slot 11, not sure if it's a typo, or if someone gave up and you moved me up, just thought it was worth mentioning just in case.

 

oh! I'll fail to notice it was the same person. I'll change it later fur sure.

About the map slot, do not worry, I'll rearrange the maps for the final wad.


 

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2 hours ago, senyaiv said:

(probably) final version of my wad, with player-friendly improvements and design-logic addition 
https://drive.google.com/file/d/1wi40QVS-r_RCgDvRKUlTf8fVmz8szmPb/view?usp=sharing
🔸 Map Name: Signs Of Love (formerly Break 'Em Targetz)

🔸 Author: senyaiv

🔸 Music: "johnwhoisbon.mid" and "crazyinthehell.mid" by senyaiv (optionally breaktar.mid (originally by nintendo!) is included, just not sure if it's copyright safe)

🔸 Ports Tested: PrBoom+, Crispy Doom (alternatively suitable for vanilla play)

🔸 Difficulty Settings: hell yea (all of them)

🔹 Description: You suddenly find yourself right next to an exit... unless it's locked. Solve all the puzzles in order to Relax In Red


Hey @senyaiv. I Love the new stuff 
 

Spoiler

That karaoke room at the end is just perfect.

 

Ok, so. I find two things that do not break the level but maybe you want to change:

Spoiler

1) you can early acess the blue key if you lift the platforms in the right order and you are very quick.
as I've said, this do not break the map and maybe it can be left there as a plus for runners.

 

2) if you are quick you can get in the platform that let you access the soulsphere on the bookshelf on the three area.
this granted acess to a unreachable platform, but you can't scape the geometry of the level, so, is up tu you
 


I'll keep this version as the final one, let me know if you made any changes.

 

About the credit texture. I'm not sure which song is assigned as D_RUNNIN. Can you tell me and I credit that one?

thanks for your great work

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11 minutes ago, RED77 said:


Hey @senyaiv. I Love the new stuff 
 

  Reveal hidden contents

That karaoke room at the end is just perfect.

 

Ok, so. I find two things that do not break the level but maybe you want to change:

  Hide contents

1) you can early acess the blue key if you lift the platforms in the right order and you are very quick.
as I've said, this do not break the map and maybe it can be left there as a plus for runners.

 

2) if you are quick you can get in the platform that let you access the soulsphere on the bookshelf on the three area.
this granted acess to a unreachable platform, but you can't scape the geometry of the level, so, is up tu you
 


I'll keep this version as the final one, let me know if you made any changes.

 

About the credit texture. I'm not sure which song is assigned as D_RUNNIN. Can you tell me and I credit that one?

thanks for your great work

Thanks for your kind words. About the song, well, d_runnin in the wad is two midis merged together, and I wanted to call it like "dracula's desert" or something like that. you may use this name.

 

EDIT: About the second thing you suggest to fix... I did this in every test run lol. it just felt so much fun. 

Edited by senyaiv

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38 minutes ago, senyaiv said:

Thanks for your kind words. About the song, well, d_runnin in the wad is two midis merged together, and I wanted to call it like "dracula's desert" or something like that. you may use this name.

 

EDIT: About the second thing you suggest to fix... I did this in every test run lol. it just felt so much fun. 


I think so, too.

Here's the credit texture:
 

T_CRED26.png

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5 hours ago, RED77 said:

About the Credit texture, do you have to use any particular image for your avatar or the "P" you use here is ok?

 

The "P" is OK.

 

And thank you for the kind words. I'm fine with version 1 being the final version--I had only planned to make changes if someone found something broken/wrong.

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