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Doom 2 In Song Only -[SUBMISSIONS CLOSED] A Community Experiment Megawad


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2 hours ago, Johnny Cruelty said:

also.... I guess I COULD change one of the song names in the slots to countdown to death or the healer stalks.. since I changed some levels ong names to the songs used in plutonia.. gimmie a sec

 

yeah, I can change map21 ENDGAME to, Countdown to Death.. since CTD played in map21 doom 2, would that be ok?

Hey, that'd be really great, but I actually can't promise anything. Steam summer sale just dropped and so there's a lot of games I wanna play :P
Maybe proceed as intended for now, and if I get around to making a map about either of those, I'll send it to you, is that okay? You could just add it as a secret map or something if the slots are already taken, that's what they did with my map for "Doom 2 The Way We Remember It". Just lemme know!
Also thanks for being a fan, appreciate it :)

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4 minutes ago, GermanPeter said:

Hey, that'd be really great, but I actually can't promise anything. Steam summer sale just dropped and so there's a lot of games I wanna play :P
Maybe proceed as intended for now, and if I get around to making a map about either of those, I'll send it to you, is that okay? You could just add it as a secret map or something if the slots are already taken, that's what they did with my map for "Doom 2 The Way We Remember It". Just lemme know!
Also thanks for being a fan, appreciate it :)

yeah totally fine!

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DootMyRev: please don't make the secret exit too cryptic; I don't want my pair of secret levels to be de-facto warp only. Happy mapping amigos!

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20 minutes ago, LoatharMDPhD said:

DootMyRev: please don't make the secret exit too cryptic; I don't want my pair of secret levels to be de-facto warp only. Happy mapping amigos!

I'll make sure that it isn't too enigmatic then. If you'd like, I can send you the map via DM before I release it so you can review the secret exit.

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2 hours ago, DootMyRev said:

I'll make sure that it isn't too enigmatic then. If you'd like, I can send you the map via DM before I release it so you can review the secret exit.

send away only for critique and playtesting purposes, but when it comes to the design of your map, it is entirely up to you and your creativity/moral compass... i still can't make head's from tits with what romero did in industrial zone and iv'e watched mig bac davis' walkthrough... do you amigo. happy mappping. happy canada day!

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Finally, i finished a first draft of "Untitled"! No difficulty settings expect for a pair of things, tell me what do you think, honest feedback.

 

https://www.mediafire.com/file/ofqbe5nbkzcwmrn/d2imoa-wa.wad/file

 

Title: Untitled

Author: Walter

Slot: MAP16

Build time: 4 months, mostly by pausing the map progress for completing other maps in the meantime

Description: With a title like "Untitled" that means everything and nothing, a map that means everything and nothing. A kinda large simple slaughtermap where you start in a "human" museum of sorts to reach a mysterious land where nothing is like it seems... Every room tend to have it's own feel and structure that is strongly different from the previous, from psychedelic floating FIREBLU to phobos techbases, passing thought hellish courtyard, caverns and other things.

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27 minutes ago, Walter confetti said:

Finally, i finished a first draft of "Untitled"! No difficulty settings expect for a pair of things, tell me what do you think, honest feedback.

 

https://www.mediafire.com/file/ofqbe5nbkzcwmrn/d2imoa-wa.wad/file

 

Title: Untitled

Author: Walter

Slot: MAP16

Build time: 4 months, mostly by pausing the map progress for completing other maps in the meantime

Description: With a title like "Untitled" that means everything and nothing, a map that means everything and nothing. A kinda large simple slaughtermap where you start in a "human" museum of sorts to reach a mysterious land where nothing is like it seems... Every room tend to have it's own feel and structure that is strongly different from the previous, from psychedelic floating FIREBLU to phobos techbases, passing thought hellish courtyard, caverns and other things.

nice map! I dig it, very mazey yet still doesn't make you feel lost

my only complaints are the rare then and there texture misalignment but other than that it's groovy!

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All right, I finally sat down and finished my map (I Sawed the Demons). I kind of wish the song was named "I Berserk Packed the Demons" now, 'cause berserk is much less restrictive for a mapmaker than the chainsaw - but in the end I think I did pretty well with what I had. :p

 

The map turned out a bit longer than I had originally intended, but since it's in an endgame slot (MAP27) I don't think that's a bad thing. It features one new texture, "VINE1" - which is basically the transparent vine midtexture from DOOM 1, made using only the original patch (if that's not allowed then I'll remove it, it's not that important really).

 

Map tested in - DSDA-Doom, GZDOOM 4.10.0

 

map27_tiramisu_i_sawed_the_demons_v1_2.zip

 

Changelog:

 

Spoiler


v1.2

 

- Made it easier to notice the invulnerability sphere in the Baron room.
- Modified the staircase in the Baron room to make the way out more clear.

 

v1.1

 

- It should no longer be possible to get stuck in the secret armor room if you press the original door switch a second time.

 

Edited by sq. Tiramisu

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@LoatharMDPhD  

 

Very sorry to say I did not enjoy this experience. Your other maps have had a certain charm to them and have been playable but this one was extremely grating and annoying 

 

There's some cool stuff in here like that wacky door and stuff but yeah

 

I'm sure you know the map but you have to keep blind players in mind. Most people don't have the time to play things more than once and study things and figure out where pivotal hidden assets are. It seems like you have fallen in the same trap of hiding pivotal weapons in secrets exclusively 

 

You can never ever count on anybody to find even one secret and this will make for a miserable time. I tell people over and over again to make sure the map works without needing secrets as it should always be hopeful but not required. And this experience I was very under equipped and overwhelmed with monsters and that Archie fight was super annoying. Since I didn't know where the end was I was saving my shells and punching revenants until I mysteriously just won and decided to leave it at that

 

Sorry bud 

 

 

Edited by Clippy

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2 hours ago, sq. Tiramisu said:

All right, I finally sat down and finished my map (I Sawed the Demons). I kind of wish the song was named "I Berserk Packed the Demons" now, 'cause berserk is much less restrictive for a mapmaker than the chainsaw - but in the end I think I did pretty well with what I had. :p

 

The map turned out a bit longer than I had originally intended, but since it's in an endgame slot (MAP27) I don't think that's a bad thing. It features one new texture, "VINE1" - which is basically the transparent vine midtexture from DOOM 1, made using only the original patch (if that's not allowed then I'll remove it, it's not that important really).

 

Map tested in - DSDA-Doom, GZDOOM 4.10.0

 

map27_tiramisu_i_sawed_the_demons_v1_1.zip

 

Changelog:

 

  Reveal hidden contents

 

v1.1

 

- It should no longer be possible to get stuck in the secret armor room if you press the original door switch a second time.

 

I like it. The early part could actually use less ammo and weapons.

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8 hours ago, sq. Tiramisu said:

All right, I finally sat down and finished my map (I Sawed the Demons). I kind of wish the song was named "I Berserk Packed the Demons" now, 'cause berserk is much less restrictive for a mapmaker than the chainsaw - but in the end I think I did pretty well with what I had. :p

 

The map turned out a bit longer than I had originally intended, but since it's in an endgame slot (MAP27) I don't think that's a bad thing. It features one new texture, "VINE1" - which is basically the transparent vine midtexture from DOOM 1, made using only the original patch (if that's not allowed then I'll remove it, it's not that important really).

 

Map tested in - DSDA-Doom, GZDOOM 4.10.0

 

map27_tiramisu_i_sawed_the_demons_v1_1.zip

 

Changelog:

 

  Reveal hidden contents

 

v1.1

 

- It should no longer be possible to get stuck in the secret armor room if you press the original door switch a second time.

 

groovy map! I like it feels nice!

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6 hours ago, Scileboi said:

I like it. The early part could actually use less ammo and weapons.

 

Aside from the final stretch and secrets, there's actually zero ammo pickups in the stage that aren't single rockets! But I may have underestimated the amount of shells you can collect off the Shotgun Guys - I'll probably change some of them to Imps in the next version.

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8 hours ago, Clippy said:

@LoatharMDPhD  

 

 

Thank you for playing this dungeon! Several points i learned; the beginning progression has 2 paths of entry to the same area (truly linear)

and I'm glad you went the complete opposite path of Lamp. I've spent some hours on really thinking about balancing here, So if you're in easy theres a distinct advantage with some perks and thing placement/ monster switches that will let the player run on by. on hmp it's a nice challenge and on UV, you asked for it (within reason). I have bulked up the initial bullet counts in the first third of the map, but shells are always to be on the scarce side here, seeing as how you are an escaped prisoner and all.

you missed a super shotgun and the secret secret in the beginning third, and I thought about that, so theres another 5 ssgs in the level, none of them secret, also you missed 2 non secret plasma rifles whilst fleeing from all the thoughtfully placed revs etc. also glad you found the secret normal exit, wouldn't ne a super secret level if you could just, waltz out the gate of a nazi science facility..

 

im a big fan of the dynamic lighting and high contrast visuals, that's something Im still worried about in the map; if the lighting is too fucking dark or just ambient enough. One thing im steadfast on is... normal ass looking walls that are absolutely needed for progression, a la OG Wolf.

 

Got to try her again when the MegaWad drops, got shout outs to some of you geezers hidden around. Happy friday Fried chickens...

 

P.S. Call Appogy, Say AARDWOLF

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So JC... I'm going to ship my map to you within the next week, with an extensive README file. Ill post to this thread , my 2 intermission texts to be displayed. As I have taken the Avant Garde portion of the project, I feel a duty to give some background for why MSgt. John "Doomguy" Doomingstien III is in a nazi science facility prison, dungeon a few seconds after he flipped that switch or walked into the sky... Get psyched! is not the 2001 a Space oddity i was aiming for.  Both my maternal grandparents were captured by ze Germans, and lived to tell the tale, so i fell an obligation, nay a duty to have any schmuck confident enough to play the secret levels"" and get me my 100 Nazi scalps. because i'm not going anywhere until i get my scalps.. I've had resolutions about my first community project, as a 35 year old American male, taking on the responsibility of all the peria (mispeld) of making the nazi levels, even thought he assignment is in song only. But then again, Sandy had the balls and ingenuity to reduce, reuse recycle, even though he was given at least 256 KB un compressed to fulfill his vision of a fum interlude map. If it 'aint fun, hit the bong, lower the (skill)-sic difficulty level and have fun, because if you're not having a good time, all the time, i've failed as a not for salary game designer. hope you enjoy the journey of Doom with me lads. Semper Fi Mother fuckers...

 

P.S the super secet level will be a blaze....

 

P.P.S. Call appogy, say AARDWoLf....

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P.P.P.S

PPK: PPsH

 

Shout out to Capellan, Lamp, Clippy, DubBag, JC, the other dismembers of the Doom community. I spent a Half hour or more of your life, so I could make others annoyed for a few seconds less. #HASHGRAM dreamjobisavideogametester....

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@Johnny Cruelty

 

I admit I was concerned a few times with tight ammo scenarios but I actually managed to get through it - some things do still feel rushed tho - some texture stuff and that stuck spider at the end. You seem excited and always in a hurry - be sure to give time and love to your maps with thorough testing - you get back what you put in

 

good luck in future

 

 

 

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9 hours ago, Scileboi said:

Nice. Just a few more things.

There are a few misaligned textures and switches weirdly high up.

Screenshot_Doom_20230709_084635.png.aea661309f6f16f3f0ba9915410d832a.pngScreenshot_Doom_20230709_085648.png.e723d960c9156dfe300ad95408734407.png

At the elevator it would be better to have the iron bars all the way down and make the button raise them so the player can actually see whats happening.Screenshot_Doom_20230709_090759.png.41fdbc1232dd1cccbf2d43be83a598fe.png

oh there is some fireblu bars, but n the ledge of the switch you can see two fireblu pillars symbolizing that the fireblu raised up on the elevator so you can go to the elevator

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