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


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johnny, can you set the intermission music for the secret level 2, to Jimmy Paddocks interpretation of Oye o como va, from doom 2 in spain only? do we have the rights to that?

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5 hours ago, LoatharMDPhD said:

johnny, can you set the intermission music for the secret level 2, to Jimmy Paddocks interpretation of Oye o como va, from doom 2 in spain only? do we have the rights to that?

nah we're keeping the intermission music the same

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Alright, my map is done-ish! I just need to add a few last touches and then I'll let it get playtested and all that jazz.

Question about the deadline, do the maps have to be 100% completed on August 1st, or do we just have to hand it in then, i.e. they can still be tweaked here and there?

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22 hours ago, GermanPeter said:

Alright, my map is done-ish! I just need to add a few last touches and then I'll let it get playtested and all that jazz.

Question about the deadline, do the maps have to be 100% completed on August 1st, or do we just have to hand it in then, i.e. they can still be tweaked here and there?

 

22 hours ago, GermanPeter said:

Alright, my map is done-ish! I just need to add a few last touches and then I'll let it get playtested and all that jazz.

Question about the deadline, do the maps have to be 100% completed on August 1st, or do we just have to hand it in then, i.e. they can still be tweaked here and there?

hmmm I might extend the deadline... even though it has good progress being made, we aren't finished

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2 hours ago, Johnny Cruelty said:

 

hmmm I might extend the deadline... even though it has good progress being made, we aren't finished

That's cool, I can wait. My map is fully complete, there's just a few kinks to iron out and I'll do that tomorrow. Nothing major at all however.

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Alright, here's the link, I think all the bugs should be fixed. I didn't test it using the Doom (Strict) compatibility option, but I think it should work.
Lemme know if there's any problems, bugs or misaligned textures. Also I didn't know how to change the music for the level specifically, but that shouldn't matter right now anyway, because we haven't even decided on the slot yet.
https://mega.nz/file/UfBwTBCI#_0MhpaddX9j9FiBVhUl-Qi8tqVctulwUdkkOX85e1eY

Edited by GermanPeter

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7 hours ago, GermanPeter said:

Alright, here's the link, I think all the bugs should be fixed. I didn't test it using the Doom (Strict) compatibility option, but I think it should work.
Lemme know if there's any problems, bugs or misaligned textures. Also I didn't know how to change the music for the level specifically, but that shouldn't matter right now anyway, because we haven't even decided on the slot yet.
https://mega.nz/file/UfBwTBCI#_0MhpaddX9j9FiBVhUl-Qi8tqVctulwUdkkOX85e1eY

good stuff!

you in!

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18 maps already done, cool! I wonder if in 9 days this megawad will be completed in time... Or not.

What are you going to do after the deadline is taken? And when it happens? August 1st, 5th? Or a completely new one?

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@Johnny Cruelty I have a suggestion, I think that GermanPeter's map should be moved to the unclaimed MAP17 slot (so it can match Tenements with "The Healer Stalks"), and MAP21 should be changed back to the DOOM 2 text screen music from Plutonia's MAP21. That way you also won't have two instances of At Doom's Gate - I always thought it was a little strange to have two of those (and only one Running from Evil) in a Doom 2-centered project!

 

@GermanPeter I played the map on UV and I thought it was very neat! The Archvile wall gimmick was interesting, and I liked all the little throwbacks to the various stages. Plus the ending was super interesting too, with the trippy switch puzzle and Archvile battle (I gotta ask, was it really a single Archvile that stalked us throughout the entire map? :p). I played it in GZDOOM and have no bugs or major confusion to report.

Edited by sq. Tiramisu

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46 minutes ago, sq. Tiramisu said:

@Johnny Cruelty I have a suggestion, I think that GermanPeter's map should be moved to the unclaimed MAP17 slot (so it can match Tenements with "The Healer Stalks"), and MAP21 should be changed back to the DOOM 2 text screen music from Plutonia's MAP21. That way you also won't have two instances of At Doom's Gate - I always thought it was a little strange to have two of those (and only one Running from Evil) in a Doom 2-centered project!

 

@GermanPeter I played the map on UV and I thought it was very neat! The Archvile wall gimmick was interesting, and I liked all the little throwbacks to the various stages. Plus the ending was super interesting too, with the trippy switch puzzle and Archvile battle (I gotta ask, was it really a single Archvile that stalked us throughout the entire map? :p). I played it in GZDOOM and have no bugs or major confusion to report.

alriht ill change to map 17

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4 hours ago, Walter confetti said:

18 maps already done, cool! I wonder if in 9 days this megawad will be completed in time... Or not.

What are you going to do after the deadline is taken? And when it happens? August 1st, 5th? Or a completely new one?

im probably gonna extend it

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1 hour ago, sq. Tiramisu said:

 

@GermanPeter I played the map on UV and I thought it was very neat! The Archvile wall gimmick was interesting, and I liked all the little throwbacks to the various stages. Plus the ending was super interesting too, with the trippy switch puzzle and Archvile battle (I gotta ask, was it really a single Archvile that stalked us throughout the entire map? :p). I played it in GZDOOM and have no bugs or major confusion to report.


Yes, it's a single Arch-Vile, the same one you meet at the start! In fact, if you kill it right there, you'd be safe from the rest of the level (but you have to crouch to be able to do it, because it's able to attack through a 1-pixel tall gap in the wall).
The puzzle at the end where you get teleported around actually serves a different purpose, it makes it so the Arch-Vile walks through the entire main hall and resurrects all the enemies you've killed up until that point :P I exploited the enemy AI a bit to lure it to different corners of the room by teleporting you across the map repeatedly!
Also good to see there's no bugs.

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18 minutes ago, GermanPeter said:

The puzzle at the end where you get teleported around actually serves a different purpose, it makes it so the Arch-Vile walks through the entire main hall and resurrects all the enemies you've killed up until that point

 

Ohhhhhh, I see, that's really clever! I thought that puzzle seemed a bit suspicious when I first played it, as in it was a bit disconnected from the rest of the map, but I thought it was just a cool random idea thrown in good measure. Then afterwards I did notice that the Archvile revived all the monster waves, and I thought that was clever too - but it would never have occurred to me that these two moments were in fact connected in such a way! :)

Edited by sq. Tiramisu

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15 minutes ago, sq. Tiramisu said:

 

Ohhhhhh, I see, that's really clever! I thought that puzzle seemed a bit suspicious when I first played it, as in it was a bit disconnected from the rest of the map, but I thought it was just a cool random idea thrown in good measure. Then afterwards I did notice that the Archvile revived all the monster waves, and I thought that was clever too - but it would never have occurred to me that these two moments were in fact connected in such a way! :)

If I had had more freedom with how the "the Arch-Vile can hit you but you can't hit it"-mechanic worked, I'd have made it so you actually teleport to the Rooms that the Arch-Vile was in previously. So now YOU are the one teleporting all over the place. But that was a bit too difficult to implement for too little payoff, so I axed the idea.

Edited by GermanPeter

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I'm curious, what's happening to this project now? You said the deadline was August 1st, which was two days ago. I can see that more than half the maps are finished, but that's about it, no word on the others. Could we get a quick update on what the new deadline is or what you want to do next, because I'm assuming you want to finish this project?
I'm really excited to see what everyone's contributions are and I'm sure people have a lot of interesting ideas. Maybe try pinging the ones that aren't done to check how far they are?

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On 8/3/2023 at 9:21 AM, Scileboi said:

I would be willing to make a second or third maps if the no-shows are removed.

sure, but lemme ping everyone first

On 8/3/2023 at 1:01 AM, GermanPeter said:

I'm curious, what's happening to this project now? You said the deadline was August 1st, which was two days ago. I can see that more than half the maps are finished, but that's about it, no word on the others. Could we get a quick update on what the new deadline is or what you want to do next, because I'm assuming you want to finish this project?
I'm really excited to see what everyone's contributions are and I'm sure people have a lot of interesting ideas. Maybe try pinging the ones that aren't done to check how far they are?

 deadline is extended to 2024 due to good progress

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28 minutes ago, Johnny Cruelty said:

sure, but lemme ping everyone first

 deadline is extended to 2024 due to good progress

I hope the 2024 line was a joke... I don't think people need four more months of time :D

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