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[Ultimate Doom Community Project] Tribute Quilt - let's make a map out of 36 segments to celebrate Doom's anniversary [Beta v3, updated 08.06]


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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 by ViolentBeetle

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I'd like to claim E2M2. Time to make crate mazes.

 

Spoiler

Note: the tags must be 120-129. Right?

 

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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.

 

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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.

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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:

 

e1m1mini-complete2.png
e1m1mini-complete1.png

Edited by Amiga Angel

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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 by DRON12261

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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:

 

e1m1mini-complete2.png
e1m1mini-complete1.png

Compact but recognizable, I like this.

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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 by Amiga Angel

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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.

 

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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 by ViolentBeetle

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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 by Amiga Angel

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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 by ViolentBeetle

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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?

 

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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.

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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 by SuyaSS

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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.

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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

 

 

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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.

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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?

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It will be ready tomorrow.


Is it possible to use service sectors with monsters to teleport beyond the 1024x1024 chunk?

 

image.png.977654cbe9a6f3fcf608f802b318c455.png

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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

E1M8_Re77.png.b9ee037205f678a91b070925430e0e5a.png

 

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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.

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