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Oh, and I was bummed that I didn't even get to see the thread before it filled up. Thanks for the slots! I'd love to try my hand at this.

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@Matacrat, how do we feel about teleport lines? The immersion will obviously be ruined when playing in co-op, but I plan on marking them anyways to keep with the Dev Level theme.

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53 minutes ago, HorseJockey said:

@Matacrat, how do we feel about teleport lines?


I'm completely fine with people using them.

Edited by Matacrat

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@Matacrat This is a minor thing but would you mind swapping the SW1 and SW2 lever switches so up is sw1 and down is sw2? For sake of clarity when playing, it's a pet peeve of mine. All the switches in doom are up/red/dark when unpressed and down/green/lit when pressed. The only exception being SW1PIPE, which is the same up/down swap that's in your resource. It implies it's already been pressed when it wasn't.

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2 hours ago, Sneezy McGlassFace said:

@Matacrat This is a minor thing but would you mind swapping the SW1 and SW2 lever switches so up is sw1 and down is sw2? For sake of clarity when playing, it's a pet peeve of mine. All the switches in doom are up/red/dark when unpressed and down/green/lit when pressed. The only exception being SW1PIPE, which is the same up/down swap that's in your resource. It implies it's already been pressed when it wasn't.


Done.

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Map Name: Omitted Reconciliation After Native Group Engagement
Author: Sneezy McGlassface
Music and Composers: Thunder Force 4 Stage 8 by Toshiharu Yamanishi, Takeshi Yoshida, Tomomi Ootani
Par Time: 10 minutes
Map Description: Hit me hard and hit me fast (as hard as you can)
Map Screenshot: 

QZV3Rju.png

Map Download:

Release candidate 3: https://drive.google.com/file/d/1KV0zGpyI5e4cPxUn1WzG7MYi-o2LPxwR

Huge thanks to Matacrat and Biodegradable for testing and feedback <3

Edited by Sneezy McGlassFace
rc3 release

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3 hours ago, Biodegradable said:

Oh boy, it's the first playtest of the project. Cute start, @Redead-ITA!

Cheers bio, and about the secret, it's kind of intended to be that slightly hard,

Spoiler

you can find the secret, look up in textures prior of the SSG pickup

 

Edited by Redead-ITA
a clearer message

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8 minutes ago, Redead-ITA said:

Cheers bio, and about the secret, it's kind of intended to be that slightly hard,

  Hide contents

you can find the secret, look up in textures prior of the SSG pickup

 


It's a clever use of the textures I'll say!

Edited by Matacrat

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Had a bit of a scare when my hard drive that had the map on it started to fail. Thanks Western Digital, very cool.

Thankfully I moved it to a folder on a drive that is safe, so no more scares for now... It's 5AM, too early for this shit.

Anyway, have some screenshots!

Screenshot_Doom_20230430_051837.png.a1acd9ad9c44a3faa05fb058c23d454b.pngScreenshot_Doom_20230430_051858.png.a2c16f39ee1fab6e5b431f10678fdf73.png

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Map Name: cl9_playingwithhammer_b4
Author: dashlet
Music and Composers: Donkey Kong Land - Kremlantis
Par Time: 11:00
Map Description: Making this map brought back old memories of when i used to play around with hammer editor to make silly cs 1.6 maps. 

Since i didn't know how to use the orange textures, i end up using a lot of blue, black and white.

Extra data: HMP and HNTR are the same. Only COOP player spawns are implemented.

Download: blockedout_dashlet_v3.zip
Map Screenshot:

doom02.png.404d5b0db16301f1dd96aced5287d01d.png

Edited by dashlet
v3

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I can't guarantee anything, but I might have a slot. A simplistic project like this might get me back into mapping stuff. I really like the concept!

 

Sorry if this is asked kinda late.

Edited by Mr Masker

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I'm still in the early stages of my map, but it's coming along finally. I have some custom music added into it so it has been helping me set the mood with the map.

Screenshot_Doom_20230429_224827.png.8a419228f0a8ae19b6bae58d003ca261.pngScreenshot_Doom_20230429_224839.png.d53de46406e3f7fa18bc768af8ac4e70.pngScreenshot_Doom_20230429_224924.png.dac625035938f4b799bfc6f5c6eb7cea.png

 

 

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If you'd have a slot open, I could cook something up, it would be my first community project, but I've mapped before. Sorry for asking, if I'm too late

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Outside starting area is pretty much done and now I'm getting to work on the "hub" area; I didn't expect to be doing any doomcute for this project, but a front desk needs a computer, mug, papers strewn about and some weird printer thing? (use your imagination to fill in the blanks lol).
 

Spoiler

 

1.jpg.55e39bdf5eb0515dd0a684fd9d2b36e3.jpg

2.jpg.5a4c8e6ebd0439d70a088ebe821122cf.jpg

 

 

Edited by phoo

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I've pushed the hard deadline to June 17. I realized that updating submissions isn't that much of a hinderance towards me while I compile.

I've also updated the asset pack just now and all last week. I'd reccomend updating it to use all the new assets under the new resources tab.

Yoz3emb.png


@Redead-ITA

Spoiler

I've seen you use NOISEWALL in places the player can normally not see, so i'm assuming that the only visible noisewall in the map is probably not intended.
The sector's also reaching into the sky. Assisting my statement.
image.png.a423d33d22dd1e59dc54184342dec5ff.png

This is a very cozy map and a great contender for a map01. I love how clever the secret is!



@Sneezy McGlassFace

Spoiler

I really feel that the spidermastermind on UV should be moved to like co-op or something.
It's not really encouraging the player to utilize that big space you've given them for combat, and it's more encouaging for the player to just do this...
NXg8qeT.gif
I'd say to replace the spidermastermind with a couple arachnotrons or revenants, they'll still provide notiable ranged attacks while having the wiggle space to crawl around cover to attack the player.

Also the cyberdemon should just be kept to Co-op too. It's also a chore to defeat for Uv-max and it's easily skippable as a boss encounter.

I'd also also say the level would look much nicer with stronger lighting.
Any area with a roof should be more darker than it is now.

also also also...
How was the asset pack with eureka?
Did all the objects display correctly in the editor for you?
I salute you for dealing with eureka to create this map.
I've had Doommake crash on me a number of times just for the gl lumps eureka needlessly adds.


@dashlet

Spoiler

 

This is definitely my favorite one so far.

On 4/29/2023 at 4:41 PM, dashlet said:

Since I didn't know how to use the orange textures, I ended up using a lot of blue, black and white.

That's something I would never expected to hear! The orange textures are half the pack!
And somehow you've made it work! I'm assuming you were going for an underwater ruins vibe correct?

You took my own textures and spun it into something unique to you and that's awsome! A plus!

And that secret sector art is soooo cute!

PS: looks like one of the decorations fell through the geometry.
I think this is probably my fault when I updated the asset pack to reduce the radius of decorations to the actual sprite size, but it's been overlooked even after v2 so this is probably an error you've forgotten to fix.

image.png.c4d1eaa737cace18c02d9016d39a4acb.png



And here are the help screens for the released maps so far!
Each one was made in order of map release so I was trying something different for each one.

1st one was me trying to get it to look good with the normal doom pallette.
It's not really needed as the F1 thing was introduced after png support so this is flagged to be remade.
ITA_F1.png.8ccc20ab9a5b5d596923d65c1b6987be.png

The 2nd one was more of what I wanted for the rest of the maps going foward.
CUP_F1.png.09fe38d4a83d88f0db8401f1cfb608a8.png

The 3rd one I wanted to restrict myself to use the colors @dashlet used in his map for this one.
I'll have to update this one with the new name change.
CL9_F1.png.d6beed21d534095ff4270e6beadb8cdb.png

At the moment now I want to have the help screens reflect the whole mood of the map going foward.

And that's everything! It's pretty much everything I wanted to say the last 3 days all into one because I had to push myself this time to talk more about my own project. I'm very used to doing things in the shadows but in a scenario of a community project it'll just hinder everyone.
Hopefully you'll see me communicate more from now on.

Edited by Matacrat

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@Matacrat have the new 30 been filled?? I’ve been so busy with school & work I’ve forgotten to check in!

 

Regarding concerns of the pacing of a ~60 map wad, I have some ideas. My proposal is to break up the wad into ~10 map episodes all grouped together by difficulty and theme (where applicable).

 

It would be cool if some maps were chosen as extra secret levels as well, to spice the pacing up a bit. Maybe one/two per episode? I’d understand a mapper not wanting to lock their map behind a secret in another map though. Plus, then the other mapper will have to hide a secret exit somewhere. But I’m just throwing some ideas out there for Matacrat to consider. And pardon me if this has been resolved already.

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10 hours ago, Moustachio said:

Pardon me if this has been resolved already.


I have a vague idea of how I want try and pace everything out.
But it's uncertain to me if I have enough of the time to implement that.
So i'm open to new ideas as a plan c, thanks for suggesting!

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In fact, I even had the idea for organizing a second community project where they would take the maps from this project and start texturing them (using, for example, the 32in24-15tex.wad texture pack). At the same time, it would be forbidden to texture the map to its own author, it should be done by another person. I would look what they did with my map then) So take it on, maybe later you can somehow develop this idea).

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@Sneezy McGlassFace Love the Thunderforce midi! Main gripe with the map though is it feels quite mean and lacking in supplies to deal with all the carnage at a pistol-start. Might want to consider re-balancing it a smidge or argue its case for a later staged map slot. Regardless of that, this map's very frantic and fun!

 

 

@dashlet Very spicy map that kicked my arse and made mince-meat out of it! No real complaints and I didn't notice anything banjaxed or bugged out. You hid the yellow keycard too well! lmao

 

 

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