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Recreate Plutonia from Memory! (CP) (Completed)


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As far as MAP23 goes, I'm stuck essentially having to retexture everything he did because he put a lot of STARTAN2 on the walls which is way too generic and doesn't fit the aesthetic of Plutonia. This is gonna take a while.

 

Edit: Turns out the Find and Replace Mode exists. What I thought would take several hours only took a few seconds.

Edited by RileyXY1

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15 hours ago, ViolentBeetle said:

How close we are on this thing? I can probably help with another map, if someone's dropping out.

Ill get an update out in a few hours. We still have quite a few maps I'm waiting on, and a lot of music if I remember correctly. I dont think there's any open maps though. 

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I'm still waiting for someone to light a bonfire under my ass, I think that the fact that this project is not very close to completion has me feeling like I'm in no rush to finish my MIDI.

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I'm open to claiming dropped slots aswell if mapping interest has waned. I find the restraints very entertaining and helps keep my creativity flowing

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Alright, very sorry for being a bit absent for a while now. 2 months I believe? Here's an update: PLEXRM

 

In terms of slots, there's only open text and midi slots. It should all be up to date though!

For mappers: @SilverMiner@mr-around@ThatWeNGuy@noob_killer012345678@Bagellio@RileyXY1@Large Cat@Skronkidonk@Ludi

For composers: @stupid (tsocheff)@StalkerZHS@EPICALLL@Large Cat

Sorry if I've made it a mistake, just let me know. We're getting quite close to wrapping this up!

 

The new deadline is the end of August. I do not want to extend it beyond this! (even though I know I probably will)

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I've never done this before, but here's a public spreadsheet with feedback for all the submitted levels. It's currently not 100% finished, but I hope to get to finishing it over the next day and a bit.

 

https://docs.google.com/spreadsheets/d/12T44ot0iG96cwbBc20m9lV-ZMyCVeQ_P3obQb0eo9hM/edit?usp=sharing

 

If you don't have the time or you simply can't update your level (or you don't update it before the deadline) I can fix it up myself. However you will need to extract the map from the release wad, so I would recommend trying your best to update it yourself.

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1 hour ago, Engired said:

I've never done this before, but here's a public spreadsheet with feedback for all the submitted levels. It's currently not 100% finished, but I hope to get to finishing it over the next day and a bit.

 

https://docs.google.com/spreadsheets/d/12T44ot0iG96cwbBc20m9lV-ZMyCVeQ_P3obQb0eo9hM/edit?usp=sharing

 

If you don't have the time or you simply can't update your level (or you don't update it before the deadline) I can fix it up myself. However you will need to extract the map from the release wad, so I would recommend trying your best to update it yourself.

Alright, an update to MAP01 as a response to the feedback: PL01-LOD42v2.zip

- Fixed the unpegged door, that's actually a lift lol, now I'm not sure I fixed the right door..
- I've been able to collect the green armor just fine in my testing, so I simply adjusted the armor to have its hitbox more exposed so it's easier to collect.
- I'm not sure if I understood the key-type inconsistency problem correctly, I just made all 2 of the keys skulls.

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14 hours ago, Engired said:

I've never done this before, but here's a public spreadsheet with feedback for all the submitted levels.

 

Here's an updated version fixing the texture alignment issues (I hope). I can also swap out the flat I used in that area if you'd like it to be something that looks less out of place but if the misalignment there doesn't bother you I'd like to keep it.

 

PTTWRI_MAP04_v2.zip

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Updated map08

I replayed map08 to get a feel for the difficulty difference and check the final trap. A lot of the difficulty difference lies in what i had forgotten, such as completely forgetting the revenant trap as part of the vile trap. I also realized that I had forgotten that the "revenants and Chaingunners" stereotype of plutonia definitely applied to this map, as many chaingunners i had replaced with zombiemen, and likely had only 2/3rds of the revenants.

 

As for the vile platforms themselves, I had the right line action and design for it, as in the original it also raises 8 above the floor surrounding, but never realized that the line edges above ground were textured to avoid that bleeding effect. Added textures to this.

I added the rev trap at the exit, which maybe goes against a little of the "how I remember" part of the map but in hindsight two archviles in a big room with pillars isn't exactly hard. I also added a few to the 2nd half of the sewer tunnels and changed the zombiemen in the blue key bridge to chaingunners on hard. Added some more cells to compensate.

Edited by DFF

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6 hours ago, stupid (tsocheff) said:

@Engired what sourceport are you using? because for me the spidermaster mind room is fine

just updated the ammo count so its not impossible to beat

ghostbv2.zip

Woof v1.8 (its in the spreadsheet if I got it wrong!). It may be a bug with the sourceport, but I'll check it with prboom sometime later today.

 

13 hours ago, sincity2100 said:

About my map19 , the W1 imp closet was made just like the original ..

It'll be fine as it is then.

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All the feedback is currently finished, so I may recommend checking that your map does feature all the difficulty settings, and a new name if you haven't done that already. I'll spend some time collecting all the names for the maps, and I may even release another update in a few days.

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oh jeez, i completely forgot about this project. i started my map back in like march, but took a bit of a break from doom for a while. I am going to be quite busy in the coming weeks, so I am gonna have to drop out of this project.

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If you would like, I can send my MIDI in to be completed by somebody who will (with guarantee) have it done before the 31st, if not, I'll keep procrastinating about it until the last 3 hours where I will inevitably end up doing it.

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6 hours ago, Bagellio said:

oh jeez, i completely forgot about this project. i started my map back in like march, but took a bit of a break from doom for a while. I am going to be quite busy in the coming weeks, so I am gonna have to drop out of this project.


I can take over map17 if that's alright then.

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Hey, @Engired, I noticed that not many people have been on top of the MIDI making for the Plutonia MIDI pack so far, and it's been several months since this thread's release. I could fill in a decent bit of those slots, if you'd be okay with that. I've been making music for years before I got into DOOM, so I'm good on that front. :)

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Here's my MAP26 submission. Sorry for the absence of my presence, I've been pretty busy with some things going on, but I didn't forget about this little project!

Anyways
I replayed this map 3 times and with only looking at it in the editor a hand few of times to understand how the map works, I finished it.
Everything should work properly, but if there are any problems that occur let me know.

There are difficulty, deathmatch, and multiplayer placement as well.
(EDIT - I forgot to mention that it needs to be loaded with Plutonia and is in the Map26 slot, whoops.)

PRFMP_26.zip

Edited by Skronkidonk

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Map 17 - ChemPlant

Here's my recreation of map17. Once again tried to go for a more genuine 'from complete memory' but did a couple references towards the end just to help where i was getting a bit more lost, like with layout and how to fit the rooms i remember or not.

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