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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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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

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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.

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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.

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Hey, when it rains, it pours!  Here's a rough draft for E2M6.

E2M6 - Halls of the Damned

I tried to include the most iconic things about this map.  At least the things I always remember/like.

No Humans AllowedSwitch to trigger trapFake Exit

 

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 by The Fabulous Cube

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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 by Egregor

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10 hours 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

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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.

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@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.

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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.

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13 hours ago, The Fabulous Cube said:

Hey, when it rains, it pours!  Here's a rough draft for E2M6.

E2M6 - Halls of the Damned

I tried to include the most iconic things about this map.  At least the things I always remember/like.

No Humans AllowedSwitch to trigger trapFake Exit

 

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 by Faceman2000

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On 3/23/2023 at 10:36 PM, Amiga Angel said:

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.

E2M6 - Halls of the Damned

I tried to include the most iconic things about this map.  At least the things I always remember/like.

No Humans AllowedSwitch to trigger trapFake Exit

 

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.

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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. 

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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!)

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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

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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!

 

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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.

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Here's E4M6:

 

tributequilt_scf_e4m6.zip

ghRsqO2.png

 

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.

 

 

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3 hours ago, SCF said:

Here's E4M6:

 

tributequilt_scf_e4m6.zip

ghRsqO2.png

 

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.

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6 hours ago, mr-around said:

E3M1  (mr-around E3M1 (Tribute Quilt).zip )

  Reveal hidden contents

E3M1.PNG.ea28b4c09bb8fb966f721303d13a3c49.PNG

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.

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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

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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 by Faceman2000

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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.

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