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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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39 minutes ago, ViolentBeetle said:

I think this is fine by me. If you are done, I'll write it down as such.

I dont think I have more to add to it so just mark it as done.

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3 hours ago, ViolentBeetle said:

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

You mean the stuff in the red sectors outside of the samplemap.wad bounds, right?  I'll just remove those sectors.  

I've actually gone to the trouble to calculate monster health for each level and provide enough ammo to finish.  (Again, I would expect UV players to utilize punch and infighting, HMP players not so much, and ITYTD players not at all).  Everything inside the bounds is supposed to be there.

 

Player health is much more difficult, but we're allowed to use stim/Medpacks, right?

That, said, yeah, I've still got some adjusting to do anyway.

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Here's my E2M3 segment - quilt-e2m3-rxn-v1.zip

 

I tried to cram as many memorable and recognizable locations and visuals as I could into a 1024x1024 box. I generally attempted to be as faithful as I could be so you'll see some funky stuff like flat change to nukage with no change in height which I feel just adds to the tribute.

 

image.png.bffa80edafbd6b0e7e878de3057df8de.png


I've got 5 connectors, @ViolentBeetle if you need me to move any let me know and I can probably figure it out.

Edited by reaction

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1 minute ago, reaction said:

Here's my E2M3 segment - quilt-e2m3-rxn-v1.zip

 

I tried to cram as many memorable and recognizable locations and visuals as I could into a 1024x1024 box. I generally attempted to be as faithful as I could be so you'll see some funky stuff like flat change to nukage with no change in height which I feel just adds to the tribute.

 

image.png.bffa80edafbd6b0e7e878de3057df8de.png


I've got 5 connectors, @ViolentBeetle if you need me to move any let me know and I can probably figure it out.

Gonna tell you right now, you’re gonna have to move the North and East entrance, and delete the Southwest one. They have to be centered on relative to the center of your square, so they line up with the other quilts - see the example map he posted or, well, most the other maps in the thread.

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19 minutes ago, reaction said:

Sweet, so all 4 cardinal directions need one? @ViolentBeetle Can you confirm and I can make the change without much hassle.

No, only two directions need one, but everywhere there is one it needs to be centered. Sorry, I wasn’t clear.

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1 hour ago, reaction said:

Sweet, so all 4 cardinal directions need one? @ViolentBeetle Can you confirm and I can make the change without much hassle.

Yeah, exits needs to be aligned with the middle or to not exist. You have left and bottom which should be enough, move the other two or delete them - at your discretion.

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UbQcOop.png

 

e4m8 tribute

Only includes the final fight since the Spider Mastermind is such a big guy. 

 

The staircase area is misaligned on purpose

Edited by SuyaSS

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  Great!  Here you go:  E2M5quilt.zip

  • Easy, Medium, Hard levels implemented
  • Tested in Crispy Doom
  • All 4 exits, and aligned as given
  • Only used Medikits, stimpacks, small ammo pickups, and armor bonus (Rad Suit also doesn't count)
  • Yellow Skull key is on the platform you can only reach after raising the platform with the switch on the opposite side of the map,
  • OR using the secret teleport in the back the Baron Of Hells/Cacodemon room (requires raising the steps using the switch in the traditional opening room)

 

This was fun.  I learned a LOT!

I can see why they say to never publish your first map, I'm almost afraid to look back at E2M6 now.

I tried to follow Romero's design principles, but I can already tell a novice mistake is overusing SUPPORT3, because I did it.

On a map this small, sound propagation became very important, too!

And I spent about an hour researching strafe running because I noticed you could pop in the East door, grab the prize and go.  But you can bypass 90% of the map in E1M4 by making a similar jump, I just didn't want to repeat that.

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10 hours ago, SuyaSS said:

UbQcOop.png

 

e4m8 tribute

Only includes the final fight since the Spider Mastermind is such a big guy. 

 

The staircase area is misaligned on purpose

This looks good enough for me. Very tough, someone's going to have to bring the whole arsenal in from elsewhere, probably.

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5 hours ago, The Fabulous Cube said:

  Great!  Here you go:  E2M5quilt.zip

  • Easy, Medium, Hard levels implemented
  • Tested in Crispy Doom
  • All 4 exits, and aligned as given
  • Only used Medikits, stimpacks, small ammo pickups, and armor bonus (Rad Suit also doesn't count)
  • Yellow Skull key is on the platform you can only reach after raising the platform with the switch on the opposite side of the map,
  • OR using the secret teleport in the back the Baron Of Hells/Cacodemon room (requires raising the steps using the switch in the traditional opening room)

 

This was fun.  I learned a LOT!

I can see why they say to never publish your first map, I'm almost afraid to look back at E2M6 now.

I tried to follow Romero's design principles, but I can already tell a novice mistake is overusing SUPPORT3, because I did it.

On a map this small, sound propagation became very important, too!

And I spent about an hour researching strafe running because I noticed you could pop in the East door, grab the prize and go.  But you can bypass 90% of the map in E1M4 by making a similar jump, I just didn't want to repeat that.

Definitely recognize a lot of elements, I guess I'm marking it as done too.

 

We are getting close.

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It's still the holiday weekend!

 

quilt_e4m1_dac.wad

 

The near entire level fits in there. Nothing too fancy, but the NIN room is there (and has the yellow key!) and more importantly, I kept the E4M1 staple of no health pickups on UV. Level should be traversable from any point.

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20 minutes ago, dac said:

It's still the holiday weekend!

 

quilt_e4m1_dac.wad

 

The near entire level fits in there. Nothing too fancy, but the NIN room is there (and has the yellow key!) and more importantly, I kept the E4M1 staple of no health pickups on UV. Level should be traversable from any point.


You're missing some textures:
977743950_Builder2023-04-1110-55-43-502.png.faa0f58b6ad7d4f628b681ec116cc9b3.png1116707147_Builder2023-04-1110-56-22-879.png.2e8d6c2cdd5658a6adb6d5c72ee1b890.png

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...God damnit I need sleep. Anyway, should be fixed now.

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  Ultimate Doom Builder has a "Map Analysis" mode (hot key F4).  You can select a lot of things you do or don't want to check, one of them is "Check missing textures".  It gives you a list and selects them on the map for you.

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@ViolentBeetle here's my submission

Mapslot: E4M3
Author: Pistoolkip
Version: 1
Download

Notes:
The blue corridor is for playtest purposes only. Please delete it and anything in it before adding my segment to the quilt. I also put in some sound blocking lines at the entrances, it's best if these are preserved to prevent monsters from waking up across the map and start wandering. 

The invulnerability is iconic, but if you feel it needs to be removed, feel free to do so. The RL can also be removed or moved elsewhere. 

I tried to keep monster placement, item placement, and texture usage close to the original, but I did add some additional detailing. 

 

Screenshot & Map

Spoiler

TQ E4M3.pngScreenshot_Doom_20230411_143108.png

Edited by Pistoolkip

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1 hour ago, Pistoolkip said:

@ViolentBeetle here's my submission

Mapslot: E4M3
Author: Pistoolkip
Version: 1
Download

Notes:
The blue corridor is for playtest purposes only. Please delete it and anything in it before adding my segment to the quilt. I also put in some sound blocking lines at the entrances, it's best if these are preserved to prevent monsters from waking up across the map and start wandering. 

The invulnerability is iconic, but if you feel it needs to be removed, feel free to do so. The RL can also be removed or moved elsewhere. 

I tried to keep monster placement, item placement, and texture usage close to the original, but I did add some additional detailing. 

 

Screenshot & Map

  Hide contents

TQ E4M3.pngScreenshot_Doom_20230411_143108.png

Looking great.

 

You'll probably have to remove both spheres, though. I think a large part of this project is to only include one major 'treasure' per segment. Perhaps replace the invulnerability with the yellow skull and ViolentBeetle can then set it to be an invulnerability in the final version.

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I'm still around, but a little tired to check recent submissions today. I'll give feedback tomorrow.
@reaction did it come across that I'm waiting for you to adjust your door placement and possibly delete those who can't be adjusted?

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Yup, understood. Sorry, didn't have a chance yesterday, I'll do it today in a couple hours time and post here.

 

Edit: @ViolentBeetle quilt-e2m3-rxn-v1.1.zip

Spoiler

image.png.157bc6d8866d5c9a4ed4f87615627be2.png


Connectors fixed - there's 3 total and I can add a North connector if needed but I'd prefer not to.

Edited by reaction

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Phew, I finally got to Builder today. Here's what I did, geometry and lighting are ready, the design is also inspired by ADO2022.
It remains to implement the gameplay later and send it to release.
This piece will be linear with 2 passes (entrance on the pits side, exit on the icon side) and I assume it will lead from the E4M6 piece directly to the final E4M8 piece.
Screenshot-Doom-20230413-011618.png
Screenshot-Doom-20230413-011604.png
Screenshot-Doom-20230413-011557.png
Screenshot-Doom-20230413-011550.png
Screenshot-Doom-20230413-011543.png

I recreated this location (E4M7):
photo-2023-04-13-01-19-02.jpg
photo-2023-04-13-01-19-03.jpg

Edited by DRON12261

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Oh nice! Is this like Angry Quilt and all of that? I made the music for AQ3, so I'll see if I can cook up a track. If not, I will happily playtest.

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On 4/11/2023 at 3:38 AM, dac said:

It's still the holiday weekend!

 

quilt_e4m1_dac.wad

 

The near entire level fits in there. Nothing too fancy, but the NIN room is there (and has the yellow key!) and more importantly, I kept the E4M1 staple of no health pickups on UV. Level should be traversable from any point.

Your teleport pad flat got misaligned because you mapped off-grid, but there's no reason why it can't be moved. And also some pickups are not supposed to be, but I'll fix both of those on assembly, so no need to do anything for you. Accepted.

 

On 4/11/2023 at 3:42 PM, Pistoolkip said:

@ViolentBeetle here's my submission

Mapslot: E4M3
Author: Pistoolkip
Version: 1
Download

Notes:
The blue corridor is for playtest purposes only. Please delete it and anything in it before adding my segment to the quilt. I also put in some sound blocking lines at the entrances, it's best if these are preserved to prevent monsters from waking up across the map and start wandering. 

The invulnerability is iconic, but if you feel it needs to be removed, feel free to do so. The RL can also be removed or moved elsewhere. 

I tried to keep monster placement, item placement, and texture usage close to the original, but I did add some additional detailing. 

 

Screenshot & Map

  Reveal hidden contents

TQ E4M3.pngScreenshot_Doom_20230411_143108.png

I'll probably treat invulnerability as the prize here. I'll also probably be adding sound blockers between segments. Teleport lines on entrance are part of your intentional design? Overall, everything seems fine.

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45 minutes ago, ViolentBeetle said:

Your teleport pad flat got misaligned because you mapped off-grid, but there's no reason why it can't be moved. And also some pickups are not supposed to be, but I'll fix both of those on assembly, so no need to do anything for you. Accepted.

 

I'll probably treat invulnerability as the prize here. I'll also probably be adding sound blockers between segments. Teleport lines on entrance are part of your intentional design? Overall, everything seems fine.

 

Yeah, the TPs are intentional, moving you to the start location of the original map really brings out the challenge in this little arena.

 

The invul as prize would be fine. I just hope it doesn't ruin any of my neighbours segments

Edited by Pistoolkip

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E4M7 Ready!
 

Implemented levels of difficulty, the requirements are met, though on Chocolate Doom does not run, but we agreed to -complevel Ultimate Doom in DSDA.
 

The piece is linear, there is a clear entry and exit. The entry is supposed to be from E4M(1-6) and my E4M7 will lead directly to the final piece of E4M8.

Screenshot (duplicated from a previous post):

Spoiler

Screenshot-Doom-20230413-011618.png
Screenshot-Doom-20230413-011604.png
Screenshot-Doom-20230413-011557.png
Screenshot-Doom-20230413-011550.png
Screenshot-Doom-20230413-011543.png


Gameplay:


Map:
 

Tribute Quilt E4M7.zip

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1 minute ago, reaction said:

@ViolentBeetle I see my map is still marked as 'Doors in wrong place' on Sheets, do you need me to further adjust the doors?

No, sorry, I haven't had time and/or energy to go through all the submissions, including yours. I'll doing that tomorrow and I will tell you about the doors.

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