Faceman2000 Posted March 10, 2023 16 minutes ago, SCF said: E2M9, a map that's guaranteed not to be anyone's favorite. It’s Sandy’s favorite! 1 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 (edited) I have migrated the claim list to google docs, would appreciate if you check to make sure I didn't screw something up. Link in the original post. Edited March 10, 2023 by ViolentBeetle 1 Quote Share this post Link to post
SuyaSSS Posted March 11, 2023 I'd like to claim E2M2. Time to make crate mazes. Spoiler Note: the tags must be 120-129. Right? 1 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 34 minutes ago, SuyaSS said: Note: the tags must be 120-129. Right? Yes. 0 Quote Share this post Link to post
Lorcav Posted March 11, 2023 I would like to write my name next to E3M9 if that's cool? 1 Quote Share this post Link to post
SCF Posted March 11, 2023 My submission for E2M9: tributequilt_scf_e2m9.zip 1024x1024 is smaller than I realized, so I combined both rooms into one smaller equivalent. Exits on all four sides. Any of them could easily be closed off if necessary. I added a plasma gun for testing, but I don't think it's a requirement since you don't have to fight The yellow key position references the supercharge in the original map, but feel free to replace it with anything else that works. 4 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 1 hour ago, SCF said: My submission for E2M9: tributequilt_scf_e2m9.zip 1024x1024 is smaller than I realized, so I combined both rooms into one smaller equivalent. Exits on all four sides. Any of them could easily be closed off if necessary. I added a plasma gun for testing, but I don't think it's a requirement since you don't have to fight The yellow key position references the supercharge in the original map, but feel free to replace it with anything else that works. Recognizable, good. 0 Quote Share this post Link to post
Amiga Angel Posted March 11, 2023 (edited) e1m1 done https://doomshack.org/uploads/samplemap-e1m1.wad edit.. screenshots... I tried to semi-faithfully recreate a scaled down version of e1m1 but the size restriction meant it is a bit warped since it needs to use the available space as best as possible... some textures were changed compared to the original but mostly its the same textures... it doesnt have any additional details that werent in the original and some stuff had to be cut due to size restrictions: Edited March 11, 2023 by Amiga Angel 2 Quote Share this post Link to post
DRON12261 Posted March 11, 2023 (edited) Sounds especially interesting, especially my favorite first doom, I'd like to get involved. I'll take E4M9 and try to stick to the level of detail as in ADO2022. And it would probably also be cool if all ExM9 segments were exclusively secret areas in the final map. Edited March 11, 2023 by DRON12261 1 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 2 hours ago, Amiga Angel said: e1m1 done https://doomshack.org/uploads/samplemap-e1m1.wad edit.. screenshots... I tried to semi-faithfully recreate a scaled down version of e1m1 but the size restriction meant it is a bit warped since it needs to use the available space as best as possible... some textures were changed compared to the original but mostly its the same textures... it doesnt have any additional details that werent in the original and some stuff had to be cut due to size restrictions: Compact but recognizable, I like this. 2 Quote Share this post Link to post
Amiga Angel Posted March 11, 2023 (edited) On 3/11/2023 at 3:18 PM, ViolentBeetle said: Compact but recognizable, I like this. Thanks. When I started doing the square, I started redoing the initial room in 25% scale exactly but in the end I had to become more creative with the scaling and room placement :D there is just one secret in my square and its the classic courtyard secret in a slightly modified version and the choice for using metal as the outer texture was to mask issues with getting textures to align above and below openings such as windows and doors... It will be very interesting to see the finished product! also... Most monsters from the real e1m1 are present and uses their original difficulty settings Exits on all four sides. Any of them could easily be closed off if necessary. I was able to complete the area with just a pistol on UV and I only lost a small amount of health (its e1m1 afterall). The yellow key position is the place I found was most in the center of the area when coming in from either of the 4 sides. Edited March 12, 2023 by Amiga Angel 0 Quote Share this post Link to post
SuyaSSS Posted March 11, 2023 E2M2 (somewhat complete) -Currently lacks difficulty settings but the layout is done. e2m2suyass.zip Spoiler Experience: I ran out of all the tags and had to remove some parts in the treasure area. 1024x1024 is much more stricter than I thought. I combined some areas like the chaingun donut floor and the berserk powerup. Obviously took tons of creative liberties. I assume that the player comes with a shotgun, chaingun and rocket launcher. 0 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 (edited) 1 hour ago, SuyaSS said: E2M2 (somewhat complete) Seems like you moved two exits, which isn't really going to work, but I'm fine with it being the dead end room. You can probably add a door to the nortnern wall as well. The raising bridge segment could feasibly be the treasure room or part of the path there. Additionally, some of your sectors end exactly at the line of the allowance, which means they'll stick into nearby sector which is also undesirable. Moving walls just slightly would fix that however. The last problem is that cacodemons from the north-western room can't descent into the pit and starts jerking up and down and I'm not sure why. Edited March 11, 2023 by ViolentBeetle 0 Quote Share this post Link to post
Amiga Angel Posted March 11, 2023 (edited) 5 minutes ago, ViolentBeetle said: Seems like you moved two exits, which isn't really going to work, but I'm fine with it being the dead end room. You can probably add a door to the nortnern wall as well. Additionally, some of your sectors end exactly at the line of the allowance, which means they'll stick into nearby sector which is also undesirable. Moving walls just slightly would fix that however. The last problem is that cacodemons from the north-western room can't descent into the pit and starts jerking up and down and I'm not sure why. seems like SuyaSS placed items in the map... werent we supposed to not do that? do I need to go back and place items in my e1m1 square (not that it really needs it though)? Edited March 11, 2023 by Amiga Angel 0 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 (edited) 5 minutes ago, Amiga Angel said: seems like he placed items in the map... werent we supposed to not do that? do I need to go back and place items in my e1m1 square (not that it really needs it though)? I think armor is the only one item that shouldn't be placed, I forgot to say. Medikits, stimpacks and small ammo pickups are all acceptable however, there's a specific list of things that are treasure-only. Update: And berserk too. Thinking of it, it's not really a big deal, since I can remove them on assembly and they'll work fine during testing. Edited March 11, 2023 by ViolentBeetle 1 Quote Share this post Link to post
SuyaSSS Posted March 11, 2023 14 minutes ago, ViolentBeetle said: Seems like you moved two exits I originally thought of putting the end point in the treasure room, will that be ok? 0 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 Just now, SuyaSS said: I originally thought of putting the end point in the treasure room, will that be ok? Not sure what you mean. In any case, it's important that the doors are in the middle so segments can connect effortlessly. But if some don't fit to your segment, it's OK to have less than 4. Having just two, eastern and northern would probably make more sense on your map. 0 Quote Share this post Link to post
SuyaSSS Posted March 11, 2023 (edited) I meant that is it ok to put a end point in a secret area? (Because I moved the end point due to it being inside a secret) Edited March 11, 2023 by SuyaSS 0 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 1 minute ago, SuyaSS said: I meant that is it ok to put a door in a secret area? Probably better not, since it would either result in an entire sector hidden in a secret or create a backdoor into secret. 0 Quote Share this post Link to post
Amiga Angel Posted March 11, 2023 21 minutes ago, ViolentBeetle said: I think armor is the only one item that shouldn't be placed, I forgot to say. Medikits, stimpacks and small ammo pickups are all acceptable however, there's a specific list of things that are treasure-only. in that case... here is e1m1 with items placed (except multiplayer only stuff and coop and dm starts... let me know if those need to be placed or if you are gonna place them yourself at some point and feel free to delete the player 1 start if needed) https://doomshack.org/uploads/e1m1-amigaangel.wad 1 Quote Share this post Link to post
SuyaSSS Posted March 11, 2023 e2m2suyass_v2.2.zip How's this? I added an end point on the northern wall, moved the end point to match the sample map, replaced the berserk with some ammo and removed all the armors. It is possible to beat the map from any if the three sides but the treasure requires you to visit the whole segment. 0 Quote Share this post Link to post
ViolentBeetle Posted March 11, 2023 5 minutes ago, SuyaSS said: e2m2suyass_v2.2.zip How's this? I added an end point on the northern wall, moved the end point to match the sample map, replaced the berserk with some ammo and removed all the armors. It is possible to beat the map from any if the three sides but the treasure requires you to visit the whole segment. I think it works for me. There's a good chance I'll use western side as keyed door to progress, because I don't quite like how it will be to enter, but that depends on other submissions and how I feel by then. The blood room is a little confusing because trigger lines are in odd places. Do you think you could make it more intuitive? 0 Quote Share this post Link to post
DRON12261 Posted March 12, 2023 It will be ready tomorrow. Is it possible to use service sectors with monsters to teleport beyond the 1024x1024 chunk? 0 Quote Share this post Link to post
RED77 Posted March 12, 2023 Ok, here's a first version for E1M8. I try to capture the feel of it. Please let me know what you think.E1M8.rar Spoiler 2 Quote Share this post Link to post
ViolentBeetle Posted March 12, 2023 5 hours ago, DRON12261 said: Is it possible to use service sectors with monsters to teleport beyond the 1024x1024 chunk? Preferably not, since it'll make my job much harder. 0 Quote Share this post Link to post
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