Amiga Angel Posted March 23, 2023 since SCF got 2 maps then I think I can justify to ask for map slot E3M8 (assuming you have opened up for claiming multiple slots and it isnt claimed yet, its free according to the spreadsheet) also if I get this map slot, should I place the masterrmind? in the real map the map ends when the mastermind is shot 1 Quote Share this post Link to post
ViolentBeetle Posted March 23, 2023 Just now, Amiga Angel said: also if I get this map slot, should I place the masterrmind? in the real map the map ends when the mastermind is shot Yeah, you should place the mastermind, though the map won't end when she gets shot. 1 Quote Share this post Link to post
Amiga Angel Posted March 23, 2023 33 minutes ago, ViolentBeetle said: Yeah, you should place the mastermind, though the map won't end when she gets shot. done.. screenshot: download: https://doomshack.org/uploads/dis-e3m8-tribute-amiga-angel.wad 1 Quote Share this post Link to post
DrinkyBird Posted March 23, 2023 On 3/22/2023 at 7:58 PM, ViolentBeetle said: Accepted. I was always bad with the secrets in Doom, was platform raising to soul sphere with no way to call it down like that originally? Yep. The room to right of spawn also originally had a one-way platform, which I changed to a repeatable lift because of the secret I added. 1 Quote Share this post Link to post
Faceman2000 Posted March 23, 2023 I went ahead and figured out a way to modify the map without needing custom textures: https://drive.google.com/file/d/1azDdwoImtT02mkHPH2YH0aM0iWQzXNSK/view?usp=sharing Perhaps not AS visually striking as it was previously, but that's my fault for not paying attention to the instructions when I built the map. 1 Quote Share this post Link to post
The Fabulous Cube Posted March 24, 2023 (edited) Hey, when it rains, it pours! Here's a rough draft for E2M6. I tried to include the most iconic things about this map. At least the things I always remember/like. The fake exit is usually considered one of the worst traps in the whole game. I thought it was too tough so removed a Cacodemon and moved stuff around. Now I'm thinking it's a little too easy. I'd like to hear some opinions before a final submission. I wasn't really sure what to do with the wood area, either. There should be a Baron of Hell trap in there. quilt-E2M6.zip Edited March 24, 2023 by The Fabulous Cube 2 Quote Share this post Link to post
Egregor Posted March 24, 2023 (edited) JK_E1M6_v05.rar E1M6 tribute Feel free to change anything about this. This bit mimics the northern section of the E1M6 map of Doom. All 4 connections have been left available, but the East and the West function as drop-offs into damage-slime. I thought this could create some inter-quilt level flow intrigue. This level was tested from the southern entrance and I left player1/shotgun/chaingun at southern entrance, so make sure to remove those. No difficulties implemented. Hope this works well for the project. Thanks! Edit: map is in E1M1, sorry! This map doesn't attempt to cram the entire E1M6 into 1024, instead I chose the area that I felt was the most iconic and dynamic. It was a hard toss between this and the final monster closet room, but I snuck a monster closet (textured like E1M6 finale) and some lowering pillars in for good measure. As is this map's final fight is quite a squeeze, but if there is another quilt to the north the player should do fine. Edited March 24, 2023 by Egregor 1 Quote Share this post Link to post
Amiga Angel Posted March 24, 2023 10 hours ago, Amiga Angel said: done.. screenshot: download: https://doomshack.org/uploads/dis-e3m8-tribute-amiga-angel.wad let me know if the doors needs fixing... they are like in the original level... they have a tag but only the inside linedefs are tagged and the doors have a door open line action without a tag because iD used this trick to have multiple actions on the same doors.. does this count as an illegal tag 0 action? it seems to work in crispydoom 0 Quote Share this post Link to post
ViolentBeetle Posted March 24, 2023 6 minutes ago, Amiga Angel said: let me know if the doors needs fixing... they are like in the original level... they have a tag but only the inside linedefs are tagged and the doors have a door open line action without a tag because iD used this trick to have multiple actions on the same doors.. does this count as an illegal tag 0 action? it seems to work in crispydoom D-actions ignore tags entirely, that's how it's supposed to work. Box is deliberately set up to open one door from outside and every door once you enter. 1 Quote Share this post Link to post
SCF Posted March 24, 2023 @ViolentBeetle: Do radsuits count as treasures, or is it ok to place them? The centerpoint of E4M6 is the lava pit you're forced to traverse, so I'd like to have a radsuit down there like in the original. 0 Quote Share this post Link to post
Amiga Angel Posted March 24, 2023 (edited) I cant wait to try the completed map! There are so many cool areas already. Edited March 24, 2023 by Amiga Angel 1 Quote Share this post Link to post
ViolentBeetle Posted March 24, 2023 3 hours ago, SCF said: @ViolentBeetle: Do radsuits count as treasures, or is it ok to place them? The centerpoint of E4M6 is the lava pit you're forced to traverse, so I'd like to have a radsuit down there like in the original. Radsuits are fine. 1 Quote Share this post Link to post
Faceman2000 Posted March 24, 2023 (edited) 13 hours ago, The Fabulous Cube said: Hey, when it rains, it pours! Here's a rough draft for E2M6. I tried to include the most iconic things about this map. At least the things I always remember/like. The fake exit is usually considered one of the worst traps in the whole game. I thought it was too tough so removed a Cacodemon and moved stuff around. Now I'm thinking it's a little too easy. I'd like to hear some opinions before a final submission. I wasn't really sure what to do with the wood area, either. There should be a Baron of Hell trap in there. quilt-E2M6.zip Hey there! I've been avoiding most of the entries because I want to be surprised when I play the final product, but since you were asking for feedback I figured I'd give it a spin. Overall, I enjoyed it. I think the fake exit trap was pretty nasty as-is, especially with how few health pickups there are throughout. Overall, the level is VERY cramped, but I'm not sure what I would remove to open it up at all. Even making the hallways eight units wider where possible would be nice - I felt like I was constantly bumping off walls haha, and there is zero room to dodge when fighting the Baron, so that turns the fight into a kind of tedious game of peek-a-boo. On the flip side, the original level is also pretty cramped, and if the player has the plasma gun (this would even be a good level to get it!) then it won't be as bad. Now, by way of suggestion - and that's all this, feel free to ignore it - the fake exit trap doesn't really have any surprise to it anymore. We've all played the level, we all know about the fake exit, and in this format we know it can't be a real exit so it HAS to be the fake exit, which robs it of the intended effect. What I would do personally is make that room look like the original yellow key room, maybe even having the key visible, but then when you walk in the floor lowers into the original trap. That way there's still the surprise of the original but the trap (and therefore the tribute to the original) will be instantly recognizable. I can provide a mockup of what I mean if you'd like! As far as other little things I noticed, one of the "tracks" on the fake exit is missing a texture, and the one-way door leading from the gold key room is so thin that monsters walking by it on the opposite side can open it. EDIT: I want ahead and made the mockup with my suggested edits so you can take a look and see if you like any of them. Feel free to use or ignore as much of this as you want! :) https://drive.google.com/file/d/1t5dmK1XGIBXqaXwAR15EGQ2KnU01Bns5/view?usp=sharing Edited March 24, 2023 by Faceman2000 1 Quote Share this post Link to post
ViolentBeetle Posted March 24, 2023 On 3/23/2023 at 10:36 PM, Amiga Angel said: done.. screenshot: download: https://doomshack.org/uploads/dis-e3m8-tribute-amiga-angel.wad Accepted. Not like there's anything to comment on in such a simple setup. 23 hours ago, Faceman2000 said: I went ahead and figured out a way to modify the map without needing custom textures: https://drive.google.com/file/d/1azDdwoImtT02mkHPH2YH0aM0iWQzXNSK/view?usp=sharing Perhaps not AS visually striking as it was previously, but that's my fault for not paying attention to the instructions when I built the map. I was going to suggest pushing teleports further into the corners but cut of a bit of edge, but this works too. Pehaps diagonal teleport line should be moved outside of the platform, seems like this would be more intuitive to teleport on approach? What do you think? 18 hours ago, The Fabulous Cube said: Hey, when it rains, it pours! Here's a rough draft for E2M6. I tried to include the most iconic things about this map. At least the things I always remember/like. The fake exit is usually considered one of the worst traps in the whole game. I thought it was too tough so removed a Cacodemon and moved stuff around. Now I'm thinking it's a little too easy. I'd like to hear some opinions before a final submission. I wasn't really sure what to do with the wood area, either. There should be a Baron of Hell trap in there. quilt-E2M6.zip This looks good enough for me, do you want to change anything before it's official? 15 hours ago, Egregor said: JK_E1M6_v05.rar E1M6 tribute Feel free to change anything about this. This bit mimics the northern section of the E1M6 map of Doom. All 4 connections have been left available, but the East and the West function as drop-offs into damage-slime. I thought this could create some inter-quilt level flow intrigue. This level was tested from the southern entrance and I left player1/shotgun/chaingun at southern entrance, so make sure to remove those. No difficulties implemented. Hope this works well for the project. Thanks! Edit: map is in E1M1, sorry! This map doesn't attempt to cram the entire E1M6 into 1024, instead I chose the area that I felt was the most iconic and dynamic. It was a hard toss between this and the final monster closet room, but I snuck a monster closet (textured like E1M6 finale) and some lowering pillars in for good measure. As is this map's final fight is quite a squeeze, but if there is another quilt to the north the player should do fine. I see the similarities with the room, but I don't think original map had brown patch in green wall as a secret. It however does have alcoves in nukage. What if you were to create a nukage alcove and dark passage inside it that is open by default? Or just darken the nukage to disguise the open passage. 0 Quote Share this post Link to post
Egregor Posted March 24, 2023 1 hour ago, ViolentBeetle said: Accepted. Not like there's anything to comment on in such a simple setup. I was going to suggest pushing teleports further into the corners but cut of a bit of edge, but this works too. Pehaps diagonal teleport line should be moved outside of the platform, seems like this would be more intuitive to teleport on approach? What do you think? This looks good enough for me, do you want to change anything before it's official? I see the similarities with the room, but I don't think original map had brown patch in green wall as a secret. It however does have alcoves in nukage. What if you were to create a nukage alcove and dark passage inside it that is open by default? Or just darken the nukage to disguise the open passage. Okay, I'll give it another pass and try to emulate this suggestion. 0 Quote Share this post Link to post
The Fabulous Cube Posted March 24, 2023 7 hours ago, Faceman2000 said: Hey there! I've been avoiding most of the entries because I want to be surprised when I play the final product, but since you were asking for feedback I figured I'd give it a spin. Overall, I enjoyed it. I think the fake exit trap was pretty nasty as-is, especially with how few health pickups there are throughout. Overall, the level is VERY cramped, but I'm not sure what I would remove to open it up at all. Even making the hallways eight units wider where possible would be nice - I felt like I was constantly bumping off walls haha, and there is zero room to dodge when fighting the Baron, so that turns the fight into a kind of tedious game of peek-a-boo. On the flip side, the original level is also pretty cramped, and if the player has the plasma gun (this would even be a good level to get it!) then it won't be as bad. Now, by way of suggestion - and that's all this, feel free to ignore it - the fake exit trap doesn't really have any surprise to it anymore. We've all played the level, we all know about the fake exit, and in this format we know it can't be a real exit so it HAS to be the fake exit, which robs it of the intended effect. What I would do personally is make that room look like the original yellow key room, maybe even having the key visible, but then when you walk in the floor lowers into the original trap. That way there's still the surprise of the original but the trap (and therefore the tribute to the original) will be instantly recognizable. I can provide a mockup of what I mean if you'd like! As far as other little things I noticed, one of the "tracks" on the fake exit is missing a texture, and the one-way door leading from the gold key room is so thin that monsters walking by it on the opposite side can open it. EDIT: I want ahead and made the mockup with my suggested edits so you can take a look and see if you like any of them. Feel free to use or ignore as much of this as you want! :) https://drive.google.com/file/d/1t5dmK1XGIBXqaXwAR15EGQ2KnU01Bns5/view?usp=sharing Thanks for testing it out, I really appreciate the feedback and suggestions! Things I love about your update: Combining the mechanics of the Fake Exit with the Yellow Key room (which I ignored completely) The extra space going through the halls - I didn't realize we could go that far out. and things not so much: The yellow skull key won't actually be the yellow skull key - Quote Segments should have a treasure in them, represented by a yellow skull key, located in the most difficult to reach place or inside a secret. In the final version treasures will be replaced with: new weapons, armor, boxes of shell, cell packs, berserks, soul spheres, possibly teleports and switches for remote doors, if necessary, and an exit. This makes it not so recognizable. I still bump around a bit at the entryways, I think I can fix that. I didn't even notice if you fixed the track, I'll certainly do that. A lot of the doors are thin, monsters that are loose pretty much have free reign to wander wherever they will. That's a bad place for it and I'll fix it, but one of the things I like about the full E2M6 is the closets are so far from the trigger, by the time you get back, they've wandered all over the place. If you take too long in the central hub, the Barons will wander into the 'No Humans Allowed' area. Quite the surprise when you're leaving! Without an actual yellow skull key, I'm going to leave the fake exit like it is. I thought I removed the yellow key texture from the door, though. I found the trap challenging even though I know it's there. I can definitely claim some extra space in the halls! They were originally too narrow for the Barons to wander past the entryways. I kinda liked that since they're stuck guarding the (real) exit doors, but with the long hallways it's like fish in a barrel. Thank, again! (I really like the way you did mechanics of the yellow skull key trap!) 0 Quote Share this post Link to post
Egregor Posted March 25, 2023 EG_E1M6_v08.rar changes: -darkened nukage alcove added via Violent Beetle's request -monster closet added to NE courtyard to make usage of available real-estate after adding the darkened nukage alcove -small tree removed from NE courtyard -slight ammo/enemy rebalance/gameplay improvement -minor textural visual improvements -map moved to E1M6 -map renamed to use EG (short for Egregor) instead of my personal initials FYI: this map still includes player1 start with a shotgun and chaingun so you can quickly test it, but they should be removed before/during quilt integration 0 Quote Share this post Link to post
The Fabulous Cube Posted March 25, 2023 Alright, E2M6, final answer. -widened the halls (Thanks to Faceman2000's suggestion!) -buffed the health in hard mode (just a little) -nerfed the health & ammo in medium mode -added a couple of cell charges quilt-E2M6.zip Map is in E1M1 slot. Easy medium and hard settings. Player and testing stuff in the west hall is to be removed. The yellow skull key is in the northwest fake exit room. I'd like to request that when you change it out, it should be a plasma rifle. In that case, please switch out one or two of the shotgun shells in that room for cell charges, at least on hard mode. Thanks for the opportunity! This was fun. I can't wait to see it all together! 1 Quote Share this post Link to post
ViolentBeetle Posted March 25, 2023 8 hours ago, Egregor said: EG_E1M6_v08.rar changes: -darkened nukage alcove added via Violent Beetle's request -monster closet added to NE courtyard to make usage of available real-estate after adding the darkened nukage alcove -small tree removed from NE courtyard -slight ammo/enemy rebalance/gameplay improvement -minor textural visual improvements -map moved to E1M6 -map renamed to use EG (short for Egregor) instead of my personal initials FYI: this map still includes player1 start with a shotgun and chaingun so you can quickly test it, but they should be removed before/during quilt integration 6 hours ago, The Fabulous Cube said: Alright, E2M6, final answer. -widened the halls (Thanks to Faceman2000's suggestion!) -buffed the health in hard mode (just a little) -nerfed the health & ammo in medium mode -added a couple of cell charges quilt-E2M6.zip Map is in E1M1 slot. Easy medium and hard settings. Player and testing stuff in the west hall is to be removed. The yellow skull key is in the northwest fake exit room. I'd like to request that when you change it out, it should be a plasma rifle. In that case, please switch out one or two of the shotgun shells in that room for cell charges, at least on hard mode. Thanks for the opportunity! This was fun. I can't wait to see it all together! Taking both in, both work. 0 Quote Share this post Link to post
SCF Posted March 25, 2023 Here's E4M6: tributequilt_scf_e4m6.zip Added difficulty settings and minor items. A powerful arsenal is probably required for this one. The cyberdemon in the original is already mean, but in these tight quarters it's even worse. The dead end in the south-east corner probably needs a better reward than a medikit, but I'll leave that up to you. 1 Quote Share this post Link to post
ViolentBeetle Posted March 25, 2023 3 hours ago, SCF said: Here's E4M6: tributequilt_scf_e4m6.zip Added difficulty settings and minor items. A powerful arsenal is probably required for this one. The cyberdemon in the original is already mean, but in these tight quarters it's even worse. The dead end in the south-east corner probably needs a better reward than a medikit, but I'll leave that up to you. Good stuff. I think this might be a strong contender for exit segment, but we'll see. 0 Quote Share this post Link to post
mr-around Posted March 26, 2023 E3M1 (mr-around E3M1 (Tribute Quilt).zip ) Spoiler 0 Quote Share this post Link to post
ViolentBeetle Posted March 26, 2023 6 hours ago, mr-around said: E3M1 (mr-around E3M1 (Tribute Quilt).zip ) Reveal hidden contents Lots of pickups that I'd have to remove on assembley, and what's the idea with the blue keycard. Is falling into blood a softlock? I don't quite remember the original pool of blood but even if it was a softlock, probably better to add step or something to escape to not screw the players on a big map. 2 Quote Share this post Link to post
Egregor Posted March 26, 2023 JK_E1M6_v10.rar update: -adds difficulties! -updated aesthetic and gameplay at NE monster closet -slight re-balancing due to update at NE monster closet -barrels added to function as a temporary block monster line for N imps AND to enhance NE monster closet should player choose not to explode barrels first -very slight aesthetic update to align textures better on exterior of buildings due to window mid-textures *feel free to remove barrels if you feel they don't flow with the quilt **feel free to make any changes you deem necessary ***again, player1/shotgun/chaingun left in for testing purposes 1 Quote Share this post Link to post
Pegleg Posted March 26, 2023 I would like to claim E3M3. I didn't see anything about the deadline for these maps. Do you have one in mind @ViolentBeetle? 1 Quote Share this post Link to post
ViolentBeetle Posted March 26, 2023 3 minutes ago, Pegleg said: I didn't see anything about the deadline for these maps. Do you have one in mind @ViolentBeetle? April 10th for now. 1 Quote Share this post Link to post
Faceman2000 Posted March 27, 2023 (edited) I updated E3M5 again with your recommendation of pushing the teleport pads out but cutting them off a little; the previous link will still work. E1M1 contains my final version of the map - you can ignore E1M2 and E1m3, as those are just the old revs saved for posterity. EDIT: E2M7 also has some minor edits - mostly just texture fixes. Again, the previous link is still good. Edited March 27, 2023 by Faceman2000 0 Quote Share this post Link to post
mr-around Posted March 27, 2023 E3M1 (rev2) mr-around E3M1 (Tribute Quilt) (rev2).zip On 3/26/2023 at 7:39 PM, ViolentBeetle said: Lots of pickups that I'd have to remove on assembley Removed On 3/26/2023 at 7:39 PM, ViolentBeetle said: I don't quite remember the original pool of blood but even if it was a softlock, probably better to add step or something to escape to not screw the players on a big map That's the shotgun room on bridge which sinks down when you step on it. Now softlock fixed. 0 Quote Share this post Link to post
ViolentBeetle Posted March 28, 2023 20 hours ago, mr-around said: E3M1 (rev2) mr-around E3M1 (Tribute Quilt) (rev2).zip Removed That's the shotgun room on bridge which sinks down when you step on it. Now softlock fixed. This works. 0 Quote Share this post Link to post
reaction Posted March 28, 2023 I'll grab E2M3 and start work on it today :) 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.