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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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2 minutes ago, DRON12261 said:

I'll take E1M2 and E4M7 and, if no one wants it later, E4M8.
But it might take me a week.

 

cool! I will give up my claim to E1M2 then... I already made 2 maps for this CP anyway :)

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2 hours ago, Amiga Angel said:

we need this done... I am claiming E1M2

Ok, fine. I'll be letting the third claim too, since we are running out of people.

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5 minutes ago, ViolentBeetle said:

Ok, fine. I'll be letting the third claim too, since we are running out of people.

DRON12261 claimed E1M2, E4M7 and E4M8 after I claimed E1M2 but I decided to give up my claim on E1M2 because I only claimed it in order to help the project be completed...if DRON12261 decides to give up E1M2 again then I will re-claim it.

 

I have something almost complete for E1M2 that I can quickly complete if need be.

 

Edited by Amiga Angel

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2 hours ago, DRON12261 said:

I'll take E1M2 and E4M7 and, if no one wants it later, E4M8.
But it might take me a week.

 

Please pick one for now.

 

@Amiga Angel Oops, missed the post, but I would prefer to not hand out all at once. But let's let DRON pick one.

 

 

Edited by ViolentBeetle

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16 hours ago, ChippiHeppu said:

One of the nukage sectors wasn't tagged as damaging.

 

TributeQuilt_E1M5_v2.zip

Looks all good to me. Not entirely sure about windows pointing outside, but why not have a little non-equcledian moment, right? It's doom and skyhacks are fun.

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32 minutes ago, ViolentBeetle said:

Please pick one for now.

 

@Amiga Angel Oops, missed the post, but I would prefer to not hand out all at once. But let's let DRON pick one.

 

 

Okay, then I'll leave E1M2 for @Amiga Angel. I take E4M7 and if no one takes E4M8 by the time I post the finished E4M7, I automatically take it.

Edited by DRON12261

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2 minutes ago, DRON12261 said:

Okay, then I'll leave E1M2 for @Amiga Angel. I take E4M7 and if no one takes E4M8 by the time I post the finished E4M7, I automatically take it.

Ok... I will continue working on E1M2 then

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3 minutes ago, mr-around said:

May I claim E3M6? (really, don't want to be greedy after deadline)

Sure, why not? It's not greedy to help us finish it.

Edited by ViolentBeetle

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I *also* made an E1M2 mock-up on Friday that’s 90% done, I was just waiting to hear that it was open for a third submission haha. So if Amiga Angel and Dron both fall through, I’ll submit mine. XD

 

Is E4M8 required to have a Momma Spider? I’ve got an idea for it but it’d be hard to fit a Spider in there.

Edited by Faceman2000

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I guess E3M6 was claimed?

 

So I'll take E4M3

 

By the way, if we make it Boom we can use sky transfer to give each episode the correct sky.

Just a thought 

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2 minutes ago, Pistoolkip said:

I guess E3M6 was claimed?

 

So I'll take E4M3

 

By the way, if we make it Boom we can use sky transfer to give each episode the correct sky.

Just a thought 

Even without doing Boom, we could do it - most ports besides Chocolate Doom have sky transfer support for vanilla-format maps.

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I think I'll do another map for this. Seems like e4m8 is the only one left

Edited by SuyaSS

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1 minute ago, ViolentBeetle said:

I instantly recognized it, very iconic. Is this all you want it to be or is it work in progress?

Thanks. Well... I have no further plans for it atm .. but I am open to suggestions

Edited by Amiga Angel

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16 minutes ago, Amiga Angel said:

Thanks. Well... I have no further plans for it atm .. but I am open to suggestions

You have bricks turn into startan without divider, is this an oversight? I don't remember all the details, but I don't think Romero would do that.

The sky in the secret area is impossible to see, which is kinda lame. Any reason why the ceiling is this high, and also why the window is this high?

It could probably also use a few more enemies, I compared to original, it has more than four.

 

This is a strong contender for the starting segment right now, so no need to go overboard with population, but it could use a few more.

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42 minutes ago, ViolentBeetle said:

You have bricks turn into startan without divider, is this an oversight? I don't remember all the details, but I don't think Romero would do that.

The sky in the secret area is impossible to see, which is kinda lame. Any reason why the ceiling is this high, and also why the window is this high?

It could probably also use a few more enemies, I compared to original, it has more than four.

 

This is a strong contender for the starting segment right now, so no need to go overboard with population, but it could use a few more.

thanks for the feedback... I will look into it

 

EDIT: the heights for the sky and window were taken directly from the original map

Edited by Amiga Angel

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2 hours ago, Amiga Angel said:

so many good maps in ultimate doom... I cant wait to play the final version of this

We need the same format for a community project for Doom 2, Plutonia, and TNT))

 

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E2M5 rough draft  E2M5quilt.zip

This has player start/testing items, I'll remove them for the final submission.

image.png.faeeb8967b47e417213d5c8e8fd15b29.png

In the big boss room, I had trouble getting the Barons & Cacodemons to infight on hard mode.  There should be enough ammo to take them down, but I expect a player that chooses  Ultra-Violent to know how to do that.

 

Same room, the Cacodemon pits were death-traps.  I made the retaining walls Impassable, but that locks the Cacodemons in the pit.  I tried a teleporter, but the Cacodemons use it (duh!).  I ended up making the retaining walls 25 px high so the player couldn't walk over them and fall in.  (You could still jump in, but I figure if you jump into a pit of nukage, you get what you deserve). 

   

If you can get the Barons to follow you through the secret teleport, they are locked on the Yellow Key platform.  I think that's OK since the real map has a Baron trapped in a cage.

image.png.138f5a623aeef5dfc841a22b2bd1a765.png

 

I had to play with the floor height to make sure you couldn't strafe run to get the skull key, from either side.  The Imps on the far wall are locked there, they can go back and forth, but not around the circle.  I'm OK with that since I know they'll be there when the player gets the prize and haven't wandered off somewhere.

 

265694412_Impsgaurdingtheprize.png.a519ee06954706c760814d6dca0c77d9.png

 

 

I'd like to hear suggestions from anyone that has time to test it out.

 

 

E2M5quilt at 2023.04.09 15-05-50.955 [R4042].jpg

 

Edited by The Fabulous Cube
duplicated images

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20 minutes ago, ViolentBeetle said:

You have bricks turn into startan without divider, is this an oversight? I don't remember all the details, but I don't think Romero would do that.

The sky in the secret area is impossible to see, which is kinda lame. Any reason why the ceiling is this high, and also why the window is this high?

It could probably also use a few more enemies, I compared to original, it has more than four.

 

This is a strong contender for the starting segment right now, so no need to go overboard with population, but it could use a few more.

I have implemented the changes you mentioned... let me know if you spot anything else :)

 

https://doomshack.org/uploads/e1m2-aa.wad

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29 minutes ago, DRON12261 said:

We need the same format for a community project for Doom 2, Plutonia, and TNT))

 

could happen I guess :)

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55 minutes ago, The Fabulous Cube said:

This has player start/testing items, I'll remove them for the final submission. 

I didn't see anything that would bother me. Beside the pickups, do you want to adjust anything?

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