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27 minutes ago, Matacrat said:


Yes, all 8 player starts must be placed.

8 OF THEM?

i'm sorry i though you only needed 4, i guess i have to add these to my map

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How do you add in more than 4 player starts? I'm using Doom Builder 1 and when I use the Boom game configuration, I only have 4 player starts available.

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14 minutes ago, Lizardcommando said:

How do you add in more than 4 player starts? I'm using Doom Builder 1 and when I use the Boom game configuration, I only have 4 player starts available.


In the edit thing selection menu, enter values 4001 to 4004 in the input box aside "Thing Type:" .

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Well, that was an unusual and amusing experience. Now, I am ready to present you my map.

 

Map Name: Dancing Roaches From Planet Mercury

Map Slot: 01

Map Format: Boom (Doom 2)
Author: EagerBeaver
Music and Composers: BBC Radiophonic Workshop - Colour Radio. MIDI rendition made by my friend Ajoura.
Par Time: It took me somewhat like 13-17 minutes while testing, so let it be 15 min.
Map Description: I always wanted to create a "strange" map - with strange and unusual name, strange and maybe a little bit illogical monster placement, strange secrets, strange choice of music... And suddenly, this CP shows up! It was a great opportunity for me to finally use all ideas I've gathered and also improve my level-building skills.

 

This map is more about exploration than combat. You need to find three keys and activate switches to create a bridge to the exit (and also lower movement blocking bars).


Map Screenshots are hidden under spoiler (NoMo activated).

 

Important Reminder - for technical reasons the MIDI will have wierd sound glitches if you use FluidSynth midi-player in your Boom settings. For better experience, please, use another player, like PortMIDI.

 

HOT FIX - some teleporters didn't work on easy and medium difficulties due to my flop with flags. Map archive updated.

 

Spoiler

roaches_1.jpg.97e5b8e92b3a8962b5e886a3e2a15c22.jpgroaches_2.jpg.5f35a1251df8f4aac63b0fb8549df15f.jpgroaches_3.jpg.326da3c423cd4a6a590fb1909c6cc5e4.jpgroaches_4.jpg.feba3aec2f890fefbe1b8823866f0b15.jpgroaches_5.jpg.603eb1a284a20c344a1212976ed0ff28.jpg

 

 

 

ROACHES v1.3.rar

Edited by EagerBeaver

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On 5/6/2023 at 9:40 AM, Korni27 said:

Map Name: Savagery of those orange walls

Author: Korni27
Music and Composers: I AM GOD by Kunner
Par Time: 16:55
Map Description: The map is divided into 3 sections, the orange castle, the hellish cave, and the void. There is also a Co-op checkpoint room, where teleporters will open that can quickly catch you up to your allies, and regain lost ground. Read more in the ZIP file


I've haven't gotten around to beating your map fully yet for my final thoughts on it.

But i've found some overlapped monsters on UV right here. They're immobile in this state.
doom09.png.2669f59af208e24dd8fff96085dbf38e.png

Edited by Matacrat

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Current status...

Spoiler

image.png.1b78788f9a46cf20df5803295307a4f2.png

Can you tell this is the first full map I've made for actual proper monster-shooty Doom gameplay?

The main layout is mostly finished, I think... but I need to finish and think a bit more about monster placement.

And it needs a lot of prettifying...

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It seems a little awkward since there aren't exactly "slots" per say, but I'd like to drop my equivalent to a slot if possible. Currently I have one other community project to contribute to and I'd like to finish that soon so I can have a clean schedule and do some personal mapping as summer vacation is approaching. Plus, the map I was working on has been a bit of a technical puzzle for me and it would either seem rushed and unsatisfactory to me, or scrapped and severely limit my vision of the map. Good luck to this project though, it really does seem to be shaping up to be something great.

Edited by spineapple tea

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Map Name: Caustic Spirit
Author: Bloodbath Giraffe
Music and Composers: Paul Corfiatis - Whispers of Satan map 21
Par Time: 15 minuets 
Map Description: A medium sized map pack with monsters to fight. make your way through two building separated by outdoor area surrounded my mountains to raise two platforms to jump to freedom. This is a beta version with no difficulty or multiplayer ill adjust difficulty and health based of feed back for you guy. 
Map Screenshot:

 

Blocked Out V2.0.zip

 

Screenshot (80).png

Screenshot (81).png

Screenshot (82).png

 

Edited by Bloodbath Giraffe

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I finally got this map done. I started the map on April 28th and finished updating it just now (May 9th as of this post). I might need to fix some texture alignment here and there, but it is fully playable. The 8 player starts are there and difficulty is adjusted accordingly. There is 1 secret room that holds the Super Shotgun, which, I admit, makes the map much easier to go through, but it is entirely possible to play through with the weapons that you find out in the open (the shotgun, chaingun and rocket launcher). I was originally going to use the placeholder barrels that is in the resource pack, but it just didn't look right in this map, so i switched them out with some other stuff.

 

EDIT: Hopefully this is the very last update for the map. I readjusted some of the texturing once more in my map.

 

lc-blockedout-v5.zip

 

Map Name: Toxic Sludge Power Plant
Author: Lizardcommando
Music and Composers: Sunken Library "Submerged Memory" (Mega Man Zero 3) by Heatman (Found on VGmusic.com)
Par Time: 5:25
Map Description: This is some kind of UAC Power Plant that runs entirely on recycled toxic sludge.

Screenshots:

Spoiler

Screenshot_Doom_20230508_210354.png.b07c27cda4dc640592ded6eb7b5ec73b.pngScreenshot_Doom_20230508_202034.png.97d7c8ddb31ab09aa620d9636c21b762.pngScreenshot_Doom_20230508_202301.png.4d2286a3d862a4e52ef13689ea7f792c.png

 

 

Edited by Lizardcommando

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Here's my submission. I had a lot of fun making this. Thanks to Matacrat for opening their project to novice mappers :)

Map Name: The bloodworks

Author: Silhouette 03

Music and composers: Coliformication- Lippeth

Par time: 4:23( with saves)

Map description: A relatively short abstract techbase(?) map. Shouldn't take more then ten minutes to complete.

Screenshots:

Spoiler

lEXaRQW.png

BnHS5ay.png

 

EDIT: Added par time

Edited by Silhouette 03

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Can we get some custom skies? I'm thinking about the default sky recolors, like a night one, a sunset one, a hellish red & weird purple one. Just recolors, nothing fancy. 

Can't figure out remapping palettes so I haven't tried doing it myself, but I'm thinking my night forest would greatly benefit from a night sky, pfft. If not that's fine, I'll make the day lighting instead.

image.png.a37750d9b48d33337c396b127f33b1d2.png

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Checked my map once again. The difficulty flags are my problem. I always forget that each new object you place on a map "remembers" the flag settings of previous object. As a result, some weapons and monsters didn't appear on easy and medium difficulties. So I did some "erroneous flag hunting" and placed some new monsters and objects for co-op and singleplayer mode.

 

Ajoura also playtested my map and made some changes to the music. I've added the new MIDI to the map (the sound glitches in FluidSynth still remain though).

 

Map archive in my previous comment is updated.

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@Bloodbath Giraffe Run into a fatal error trying to run your map, fam.

 

Sxc0pkC.png

 

@Lizardcommando Simple, yet elegant. Nicely done, Lizard!

 

 

@Silhouette 03 Tough and nasty and your affinity for Archies remains strong. Got me heated, but it's nothing that's total bullshit.

 

 

@EagerBeaver A curious puzzle map that tests you just a little. Nothing too hard. I quite like it, fam. :^)

 

 

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8 minutes ago, Biodegradable said:

@Bloodbath Giraffe Run into a fatal error trying to run your map, fam.

 

Sxc0pkC.png

 

 

i think i might know the issue, the mapper has put the map inside the resource folder, so maybe try to run it without the resource folder and just the map

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5 minutes ago, Redead-ITA said:

i think i might know the issue, the mapper has put the map inside the resource folder, so maybe try to run it without the resource folder and just the map

 

Yeah, that worked. Nice catch, mate. I'll have to playtest that one tomorrow since I'm out of time this evening.

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29 minutes ago, Biodegradable said:

Tough and nasty and your affinity for Archies remains strong. Got me heated, but it's nothing that's total bullshit.

Thanks for playing :)

 

I'm really glad you seemed to be enjoying yourself. Hopefully I didn't frustrate you too much :P

 

  • I've fixed the linedef trigger. I had to maneuver it a little bit, but it should work now.
  • I got rid of a few pinkies. The encounter is a bit messy since I'm still new to enemy placement, so I'm open to suggestions. 

Thanks and have a nice evening.

 

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@Biodegradable, thanks for playtesting! I made a quick monster closet fix after watching your playthrough. Now the area with teleporting linedefs is bigger and both arachnos teleport to the arena properly.

 

And updated the map in my "main" comment once again.

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12 hours ago, Matacrat said:


I've haven't gotten around to beating your map fully yet for my final thoughts on it.

But i've found some overlapped monsters on UV right here. They're immobile in this state.

Thanks for notifying, that hell knight was supposed to be only on easier skills, so here is an updated version
it adds all 8 Multiplayer spawns, fixes the bug you showed, and creates an actual point of no return, even in the co-op room

SOTOW.zip

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Thanks for playtesting my map @Biodegradable. I hope it wasn't too difficult. I haven't had the chance to fully test out the map in HMP and in the lower difficulty settings. Personally, I think I might have overdone it with the Lost Souls in the toxic sludge room where you deactivate the security laser. I thought you would be able to find the SSG in my map lol. Also, there is a berserk pack in the map.

 

Spoiler

It's in the monster closet in the yellow key area. It's right in front of the yellow key altar.

 

I made some last minute adjustments to my map. I had to fix a few textures in the final area.

 

lc-blockedout-v5.zip

Edited by Lizardcommando

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Map Name: Hydroponic Cleansing Plant
Author: Dynamite Kaitorn AKA Heich
Music and Composers: Toyblock Tower (Ryoji Yoshitomi/No idea who made the Midi version)
Par Time: 6 Minutes
Map Description: A small-medium sized map filled with water and enemies. Take back the water supply and help save the local town!
Map Screenshot:

Spoiler

woof0002.png.b2cb10a356d58e48dd27b2edb2816c6a.png

 

Hydroponic Cleansing Plant v1.zip

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On 5/9/2023 at 5:51 AM, Redead-ITA said:

 

i think i might know the issue, the mapper has put the map inside the resource folder, so maybe try to run it without the resource folder and just the map

@Redead-ITA sorry about that in order to fix this do I just remove all the textures out of the wad using Slade and just leave the map and music in?

Edited by Bloodbath Giraffe

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3 hours ago, Bloodbath Giraffe said:

@Redead-ITA sorry about that in order to fix this do I just remove all the textures out of the wad using Slade and just leave the map and music in?

Pretty much, i suppose.

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On 5/9/2023 at 3:37 AM, MoiraHeart said:

Can't figure out remapping palettes so I haven't tried doing it myself, but I'm thinking my night forest would greatly benefit from a night sky, pfft.


Sure thing. I've added a nightsky replacement as SKY2 to the asset pack, among other things i'll talk about soon.
 

RSKY2.png

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Lot of cool maps released the last few days!
So far I've played through the new ones but not enough to form a strong opinion off them.
You'll see me talk more about those new ones in the coming days (hopefully).

But for now, here's the stuff i've done this week.

Asset Pack Updates

Spoiler

-fixed blue tones in pallette.
-added a sky2.
-Fist is faster as a weapon.
-Started work on the main menu.

-fixed main menu demo playback crashes.
-added a new texture from hamtex, noisetrak. It's a doortrak replacement.

Spoiler

DEVTRAK-export.png.10d54f918df2e79b63c0c8992ce06bb8.png

-a bunch of other small stuff, like png offset improvements.

 


F1 Screens so far
Aside from dashlet's one, the f1 screens won't change much from the "command line" theme unless they vary wildly in tone.

Spoiler

CL9_F1-or8.png.25c222dac207a1af0d3adfcf9e816da5.pngCSG_F1-or8.png.c82ac32d94a6c36804fe3fcdcf3dbb29.pngCUP_F1-or8.png.6bc7081eaad6a9554a8adff9718b9a25.pngDKH_F1-or8.png.74758577912aa1b1fd4bec3732a55358.pngEBM_F1-or8.png.926b218ec9efb220f9e21a144851a65d.pngITA_F1-or8.png.9ba1b024e5533b68eac4147343e68ea1.png
JBB_F1-or8.png.9513dbd5c6dfd69df77640ca499f150f.pngSOT_F1-or8.png.8a454996db6eccb533a0741155469633.pngTSP_F1-or8.png.657f62bdea5f5cfd531a5532353c9ee1.png
TBW_F1-or8.png.ca3ad4fe53ece343c07fa8d55b7777d3.png


Thank you for all the maps released so far!

Edited by Matacrat

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WIP screenshot 

2058364731_Screenshot(165).png.9093d4c327a412a03bce7c47cd57b444.png

First time I've used the BOOM colored lighting feature. Idk if it's allowed in the rules to implement it though since you need to add your own Colormap into the Wad. thankfully it can easily be removed if necessary and not change much of what the map looks like.  

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