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[Community Project] THE HALLS SPEAK TO ME: A tribute to Underhalls and single-level PWADs


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Just now, openxt said:

Put me with map29 and map20

MAP20 is taken, is it alright if I shift your other map to MAP23 instead?

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19 minutes ago, DiR said:

MAP20 is taken, is it alright if I shift your other map to MAP23 instead?

 

You can move me around, too. I just picked an open slot at random and I don't really care where it falls.

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3 minutes ago, aRottenKomquat said:

 

You can move me around, too. I just picked an open slot at random and I don't really care where it falls.

Alright, I'll give MAP20 to @openxt and I'll move your slot to MAP19 instead.

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I made a discord server regarding project discussion that you can join at this link (also updated the main post to include it)
https://discord.gg/HWMkAY27AM

If you don't have discord, that's okay! Just reach out to me on Doomworld and I'm still going to respond when I can.

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1 hour ago, DiR said:

MAP20 is taken, is it alright if I shift your other map to MAP23 instead?

Sure

 

Wait that wasn't for me

Edited by openxt

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1 hour ago, Christophine Place said:

Could I have map27 and call it "The Thunder Calls"? <:)

Sure thing, looks like we already got some puns going on!

Edited by DiR

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Just now, aRottenKomquat said:

Part of me wants to make "Under the Hall of Mirrors" and have tons and tons of missing textures...

 

But I'll refrain.

Aw man, that's going to cause some sore eyes lol

Spoiler

wow.wad CP coming soon to stores near you

 

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Ok, here's a little tease for my concept for map 10.
It will be called "Rounded halls"

 

Spoiler

tease.png.838a4f50d7f25b47dba8e0a7981efdbb.png

 

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This was a lot of fun to map for!

 

Title: Vilehalls

Slot: MAP19

Author: aRottenKomquat

Ports Tested: GZDoom and Crispy Doom

Known Bugs:

Additional Comments: Ammo may be a bit scarce in source ports that don't fix the blockmap bug. But it's still beatable. And it's a little dark if you're not using GZDoom.

 

Downloads:

19_Vilehalls.zip

19_VilehallsV2.zip

 

Screenshots:

Spoiler

 

vile5.jpg.192a6a65a3b548fd77790a712f2208cc.jpgvile1.jpg.59ef011da7551fbeb0a12468ba26c8a7.jpgvile2.jpg.7fc6ab72d1a142901199cccf6397d9a0.jpgvile3.jpg.c82a94cd69288ad7c652acc61f34687f.jpgvile4.jpg.6f8e491ec3d6498651fcf1e1bac8826b.jpg

 

 

Edited by aRottenKomquat

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3 hours ago, aRottenKomquat said:

This was a lot of fun to map for!

 

Title: Vilehalls

Slot: MAP19

Author: aRottenKomquat

Ports Tested: GZDoom and Crispy Doom

Known Bugs:

Additional Comments: Ammo may be a bit scarce in source ports that don't fix the blockmap bug. But it's still beatable. And it's a little dark if you're not using GZDoom.

 

Download: 19_Vilehalls.zip

 

Screenshots:

  Reveal hidden contents

 

vile5.jpg.192a6a65a3b548fd77790a712f2208cc.jpgvile1.jpg.59ef011da7551fbeb0a12468ba26c8a7.jpgvile2.jpg.7fc6ab72d1a142901199cccf6397d9a0.jpgvile3.jpg.c82a94cd69288ad7c652acc61f34687f.jpgvile4.jpg.6f8e491ec3d6498651fcf1e1bac8826b.jpg

 

 

I'll give it a playthrough sometime later today. That was fast!

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3 hours ago, aRottenKomquat said:

This was a lot of fun to map for!

 

Title: Vilehalls

Slot: MAP19

Author: aRottenKomquat

Ports Tested: GZDoom and Crispy Doom

Known Bugs:

Additional Comments: Ammo may be a bit scarce in source ports that don't fix the blockmap bug. But it's still beatable. And it's a little dark if you're not using GZDoom.

 

Download: 19_Vilehalls.zip

 

Screenshots:

  Reveal hidden contents

 

vile5.jpg.192a6a65a3b548fd77790a712f2208cc.jpgvile1.jpg.59ef011da7551fbeb0a12468ba26c8a7.jpgvile2.jpg.7fc6ab72d1a142901199cccf6397d9a0.jpgvile3.jpg.c82a94cd69288ad7c652acc61f34687f.jpgvile4.jpg.6f8e491ec3d6498651fcf1e1bac8826b.jpg

 

 

I played through it just now. Really fun! I think it's spot at MAP19 checks out with the amount of difficulty the level has, i can feel the ammo scarcity a little bit with the blockmap causing me to whiff almost all of my SSG pellets, but I think that it's not too unfair. Admittedly, I killed myself a couple times with facerockets on top of that.

At the moment, the map is shaping up pretty good! I've just got a couple of suggestions:
- I agree on it being a little dark, maybe take the dark areas and brighten them up by about 16 or 32.

- The small area with elevated barons (the room where you get the BFG) is a tad bit too high for my liking but it's otherwise fine.
- The Blue Skull Bars over the exit are a little misleading if the player never ventured down the lift in the Rocket Launcher area, probably just put regular bars over then and mark the blue switch with exit door-related imagery to get the message across

- The ending is brutal! I died about two times after getting lucky on my third attempt and making it out with 1HP. I think some more health placed around non-secret areas would help a little bit but it's beatable without any secrets (I didn't manage to find any besides that one archvile hidden in a closet) so it ticks that box.
 

Otherwise, good map! Fits the name, you can update your map later if you'd like but at the moment I think it's already doing really well.

Also, I was thinking of taking up composing some music for the map, are you alright with that if I make a MIDI for it? Or do you have something else in mind?

 

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Thanks for the feedback. I've posted a revised version. And you can do whatever you want with MIDI on this one; I have nothing in mind.

 

Link: 19_VilehallsV2.zip

 

Changes:

  • Brightened up a few areas and generally tweaked lighting. There are still a few significantly dark places, on purpose.
  • Made the stairway into the exit area shallower, so it's easier to fire rockets down there.
  • Replaced blue skull bars by the exit door with blood bars. I added blue torches nearby, and replaced all candelabras near the blue switch with blue torches, to help hint to the player that those areas are related.
  • Promoted two stimpacks to medikits in the four-revenant room leading to the blue key.
  • Added some more blood pillars for more cover and architectural consistency.

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8 hours ago, R0rque. said:

Good evening. Are you still looking for a composer ? If the answer is "yes", can I try to be a part of the OST please ? 

Sure thing! At the moment it's just me and a couple mappers making MIDIs for their own maps but over on the discord server I'll be keeping track of most of the music stuff since it would be kinda spammy to post every little MIDI update on here.

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Title: Underfalls

Slot: 11

Author: Razza

Ports Tested: DSDA-doom, Crispy Doom

Known Bugs: Nope :)

Additional Comments: This is still a WIP, there aren't any difficulties implemented yet, and i haven't chosen a midi to go with the map yet either. What's there is intended for UV.

Razza_map11_Underfalls.zip

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3 hours ago, Razza said:

Title: Underfalls

Slot: 11

Author: Razza

Ports Tested: DSDA-doom, Crispy Doom

Known Bugs: Nope :)

Additional Comments: This is still a WIP, there aren't any difficulties implemented yet, and i haven't chosen a midi to go with the map yet either. What's there is intended for UV.

Razza_map11_Underfalls.zip

I played through it just now, nice take on extending the water segments of underhalls, I got a little lost in the maze but that's just me being a bad navigator because a lot of the areas of the map have different features in their tunnels to distinguish where you were. For the MAP11 Slot this feels about fair for the difficulty, but I somehow missed 30% of the monsters somewhere, I might've missed an encounter entirely? Or maybe they're inside a secret since I couldn't find the secret either.

 

Not that many suggestions here besides of course implementing the lower difficulties, but I'll just name a couple:

- Some minor texturing things, such as a couple of the metal wall features still having water textures on top. I didn't take a picture of all of them but they're the metal panels with electrical symbols on top for most of the times I saw it.

Spoiler

Screenshot_20230225_094420.png.0ca90891f4f8b607c51882439799c106.png

- I saw some cell packs at the end room right before the exit on the ground but I didn't get a plasma rifle yet, although this just might be me missing an entire segment of level and I suspect it's where the other few remaining kills were.

 

Everything else as far as UV goes seems about in order ammo/health wise, not too much, not too little I think. Gameplay-wise it feels like it's good to go.

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Basing, map 29 ( Which I guess is the last map in the community project? ) off of Go 2 It, feel like it would be fitting for a variation.

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(how the hell did someone reply to this thread as I was typing this???)

 

I would unfortunately like to drop my MAP05 slot for this project. School is getting in the way at the moment and spring break is too close to the deadline for me to feel comfortable relying on that time to build the map. I curse ancient Rome and Greece for the Latin language and chemistry, and good luck to whoever takes the slot.

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2 hours ago, Biz! said:

Could I drop map20 and instead just do map29?

Alright, I'll update the map slots.

 

2 hours ago, spineapple tea said:

(how the hell did someone reply to this thread as I was typing this???)

 

I would unfortunately like to drop my MAP05 slot for this project. School is getting in the way at the moment and spring break is too close to the deadline for me to feel comfortable relying on that time to build the map. I curse ancient Rome and Greece for the Latin language and chemistry, and good luck to whoever takes the slot.

I'm sad to see you go. Best of luck in your studies.

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