ViolentBeetle Posted March 12, 2023 5 hours ago, RED77 said: I try to capture the feel of it. Please let me know what you think. Works for me. Interesting concept. When assembling, I'll probably scatter boxes of shells around the segment into shell stashes because boxes are one of the "treasure" items, but it's not something you need to worry about. But if you want to edit something, I'd appreciate if you also done that. 0 Quote Share this post Link to post
RED77 Posted March 12, 2023 2 hours ago, ViolentBeetle said: Works for me. Interesting concept. When assembling, I'll probably scatter boxes of shells around the segment into shell stashes because boxes are one of the "treasure" items, but it's not something you need to worry about. But if you want to edit something, I'd appreciate if you also done that. E1M8.rar Updated! I've changed the box of shells for stacks and Also corrected a minor texture issue with one of the doors. 2 Quote Share this post Link to post
SuyaSSS Posted March 12, 2023 (edited) 12 hours ago, ViolentBeetle said: The blood room is a little confusing because trigger lines are in odd places. Do you think you could make it more intuitive? The trigger lines being confusing and placed in odd places is intentional as it is for the treasure. (and supposed to be an amped up version of the yellow keycard room from the original map) Spoiler You are supposed to use the automap to find the platform Also, take the yellow keycard as the treasure. Edited March 12, 2023 by SuyaSS 0 Quote Share this post Link to post
ViolentBeetle Posted March 12, 2023 8 minutes ago, SuyaSS said: The trigger lines being confusing and placed in odd places is intentional as it is for the treasure. (and supposed to be an amped up version of the yellow keycard room from the original map) Reveal hidden contents You are supposed to use the automap to find the platform Also, take the yellow keycard as the treasure. Ok, I suppose it'll work. 0 Quote Share this post Link to post
Walter confetti Posted March 12, 2023 Here, completed a first draft of my E2M4 remake: tribu24.zip No difficulty settings added 2 Quote Share this post Link to post
MoreMending Posted March 12, 2023 Also we should remove all keyed doors right? Since keyed doors would cause a bit of a mess when it comes to keys gained from previous segments 0 Quote Share this post Link to post
Faceman2000 Posted March 12, 2023 11 minutes ago, MoreMending said: Also we should remove all keyed doors right? Since keyed doors would cause a bit of a mess when it comes to keys gained from previous segments That’s correct - no keys are to be used besides the yellow skull key, and no locked doors should be tied to that. 0 Quote Share this post Link to post
DRON12261 Posted March 12, 2023 Done! Pretty good arena, with a reference to the starting location of E4M9. Funny thing is that it took me longer to think about what to create than directly make the map itself. Implemented all 3 levels of difficulty, all tested. I also used one service room for backup monsters, but you'll have absolutely no problem moving it to the final map, just Ctrl+C and Ctrl+V that room to any space outside the map, just not too far from the center. All tags are within 49x. E4M9.zip 2 Quote Share this post Link to post
MoreMending Posted March 12, 2023 (edited) What I have so far. It's not too much. I knew 1024x1024 would be pretty limiting but damn. Edited March 12, 2023 by MoreMending typo 2 Quote Share this post Link to post
ViolentBeetle Posted March 12, 2023 I'll probably take a look at submissions tomorrow, in a mean time, I'd lie to remind everyone that you don't REALLY have to fit entire level in, and can only put a one or two iconic rooms (Not copypasting, naturally) 1 Quote Share this post Link to post
Lorcav Posted March 12, 2023 Probably finish my first draft of E3M9 tonight, to avoid overlapping with E3M1 I've simply combined two of the extra areas, it's quite straightforward, but I think the vibe is right 0 Quote Share this post Link to post
ViolentBeetle Posted March 12, 2023 15 minutes ago, Lorcav said: Probably finish my first draft of E3M9 tonight, to avoid overlapping with E3M1 I've simply combined two of the extra areas, it's quite straightforward, but I think the vibe is right One of the rules, is that yours is the map with a cyberdemon. I think the (fake) exit room that opens up into cyber-arena might be the best option for E3M9. It'll be OK if it is a dead end, good place to hide a key. 0 Quote Share this post Link to post
MoreMending Posted March 12, 2023 Finished. Spot with plasma and baron was completely overhauled, and got rid of forgettable sections due to lack of space. I hope you like cramped fights? e4m5q.zip 3 Quote Share this post Link to post
Lorcav Posted March 12, 2023 1 hour ago, ViolentBeetle said: One of the rules, is that yours is the map with a cyberdemon. I think the (fake) exit room that opens up into cyber-arena might be the best option for E3M9. It'll be OK if it is a dead end, good place to hide a key. Yeah, it's a combo of the fake exit with the cyber and the caco/seargent area. Have four entrances built-in 0 Quote Share this post Link to post
Lorcav Posted March 12, 2023 E3M9 Tested in gzdoom and DSDA So as not to trample on the E3M1 toes, I've combined some of the more memorable additions, namely the fake exit and the Cacodemon/Seargent corridor. This map is beatable as is, with the weapons provided at the start and ammo pickups. I think it's a bit geometric, but I also think that fits with how the original is with its several long straight corridors and right-angle turns. I probably would have detailed more if there was more reference to the flesh and guts of the original. I don't know what you think @ViolentBeetle but for me the obvious treasure in an E3M9 is going to be an invulnerability seeing as there are two in the original. But that might dampen the encounter a bit? Happy to hear any feedback anyone has on this map 2 Quote Share this post Link to post
Blast_Brothers Posted March 13, 2023 TQ E1M3 V1.zip Featuring a 2/3 scale nukage pit! Uses all four openings, but some of the movement from one side of the map to the other is "one-way". Hopefully that makes the navigation between squares more interesting in the final map. 3 Quote Share this post Link to post
slowfade Posted March 13, 2023 (edited) Blast_Brothers, I don't like to sound nitpicking but I think your right-side exit is too far left or the rounded section above it is too far right. They're on the same vertical line if you look closely. The map looks pretty cool though. Edited March 13, 2023 by slowfade horizontal -> vertical 2 Quote Share this post Link to post
ViolentBeetle Posted March 13, 2023 (edited) @Walter confetti The segment does look the part. Though connection points to the east or west are not aligned to the middle. @DRON12261 This works. Not a big fan of teleport closet, it might be tricky to port. But I think it'll be worth the effort. @MoreMending After picking up plasma (I'll have to delete it on assembly and replace with something else, probably small cells) I fell into the blood and died with no apparent way out. I don't think that's ideal. Otherwise, no complains. @Lorcav This works, no complains for me. @Blast_Brothers There's a western wall touching the border, which it should not. And I also can't figure out the progression. The tag 39 lift trigger is a bit confusing but also I'm in general unsure how to navigate. Edited March 13, 2023 by ViolentBeetle 3 Quote Share this post Link to post
Walter confetti Posted March 13, 2023 4 hours ago, ViolentBeetle said: Though connection points to the east or west are not aligned to the middle. Ok, so... Needs to be aligned or it's ok the way i did? 0 Quote Share this post Link to post
ViolentBeetle Posted March 13, 2023 4 minutes ago, Walter confetti said: Ok, so... Needs to be aligned or it's ok the way i did? Yes, they need to to be aligned, otherwise I won't be able to connect the room together. 1 Quote Share this post Link to post
Blast_Brothers Posted March 13, 2023 TQ E1M3 V2.zip Fixed wall that was on the boundary. 11 hours ago, ViolentBeetle said: And I also can't figure out the progression. The tag 39 lift trigger is a bit confusing but also I'm in general unsure how to navigate. My goal with the progression was to create something that would force people to visit other squares in order to complete this one. There isn't a path you can take through the square that lets you see everything in one go. I was hoping that would make the square seem more "connected" to the adjacent ones, and not just a self-contained level. The tag 39 lift is based on a secret in the original. It's definitely unintuitive, but that matches my experience with the original lift in E1M3, so I think it's fine. It's also not technically needed to access the room it leads to anyway. 0 Quote Share this post Link to post
ViolentBeetle Posted March 13, 2023 7 minutes ago, Blast_Brothers said: My goal with the progression was to create something that would force people to visit other squares in order to complete this one. I figured something like that, but not sure how it makes me feel. I'll think about it for a bit before I decide if I'm OK with this. 0 Quote Share this post Link to post
RubyAurora Posted March 14, 2023 Hi! Really loving the whole concept! I would like to contribute to it. Could I take E2M1? 1 Quote Share this post Link to post
Faceman2000 Posted March 14, 2023 1 hour ago, ViolentBeetle said: I figured something like that, but not sure how it makes me feel. I'll think about it for a bit before I decide if I'm OK with this. If you want my opinion - which maybe you don’t haha - I think it’s a cool idea. It’ll make it feel more like a map and less like just a collection of rooms. 1 Quote Share this post Link to post
MoreMending Posted March 14, 2023 e4m5q2.zip Added a lift to the plasma section incase you fall into the blood. 1 Quote Share this post Link to post
The Fabulous Cube Posted March 14, 2023 5 hours ago, Blast_Brothers said: The tag 39 lift is based on a secret in the original. It's definitely unintuitive, but that matches my experience with the original lift in E1M3, so I think it's fine. It's also not technically needed to access the room it leads to anyway. It may be somewhat unintuitive, but as soon as I saw the half wall, heard the door sound, and realized I'm in E1M3, I knew what was happening. The room is so familiar, I was expecting Demons in where the yellow key card should be. Nice job! Those same doors are 2-way doors, that could help the one-way issue. I'm starting to like that. It would add another demention to the puzzle, a bigger picture. Because now, I've got to figure out how to pick the correct exit doors in the adjacent maps to get back to the start of yours. Navigation wise, it only took me a minute or two to realize I could make the jump safely from the Imp's perch to the nukage pit. I would not have found the secret without using the map, and cheats. 1 Quote Share this post Link to post
Rorix Posted March 14, 2023 e4m2 is done! Personally, I think she's a thing of beauty. MAP I tried to make a miniature e4m2 at first, but it didn't work very well. Cramped map is cramped. I would love to do more of these. I have a good idea for e2m8, if you'll permit me. 0 Quote Share this post Link to post
ViolentBeetle Posted March 14, 2023 @Blast_Brothers I played your map again, it makes sense now. Soul sphere kinda violates the principles, but I think I might have made it too restrictive, and can let slide once in a while. Or just replace something with something else. 1 Quote Share this post Link to post
ViolentBeetle Posted March 14, 2023 2 hours ago, Rorix said: e4m2 is done! Personally, I think she's a thing of beauty. MAP I tried to make a miniature e4m2 at first, but it didn't work very well. Cramped map is cramped. I would love to do more of these. I have a good idea for e2m8, if you'll permit me. Looks great and recognizable, but you overextended past the 1024 box a bit. The fireblu line is what should be on the edge. Shouldn't be that hard to fix. 0 Quote Share this post Link to post
Walter confetti Posted March 14, 2023 fixed my section and added few details: tribu24.zip 0 Quote Share this post Link to post
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