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I will play your WAD and make a video with commentary [ON HIATUS]


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14 minutes ago, thelamp said:

@Xybear

 

Thx for playing. The reason why the red door had the barrier is that when you connect two sectors in Slade it auto fills in the empty space, which sucks, so I must have made a mistake retexturing the door

Edited by Xybear

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Hi La Lámpara! (your nick is very funny!!), can you play this map? The format is UDMF and only was tested with GZDoom (4.10.0, but recent previous versions would work). Short and average-Easy.

 

Cheers!

 

Dimensions of Dismay

Edited by AleDoom

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Oh yeah one more thing I forgot to say is, I hope you're ready for MAP11-MAP30, cuz I ain't holding back no more, if like sanity play on HMP (Try Me) just a friendly heads up

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Ill bug ya with another map lol.  This one is for a community project.  Not super difficult knowing me, last fight can get intense tho.  Shortish map, under 10 mins par time for me.  

 

Name: Bloodsport

Map26. Idclev26 etc

Cl2

 

Doom2

 

If I remember otex is embedded in the wad, if it's not load both together. 

 

https://www.dropbox.com/s/lyykntelceaq8c0/MAP26smashtvVER2.wad?dl=0

Edited by Treehouseminis

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1 hour ago, thelamp said:

 

Thanks for taking the time to make the video (although the map is very short :))!

 

thelamp hahaha*

 

*sorry, is still funny

 

Edited by AleDoom

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6 minutes ago, thelamp said:

I think at this point you've played over half the maps Ive made in total lol.  Thanks again!  This is for a SuperSmashtv themed project, so if you ever played that arcade game It might feel familiar from that.  Also I realized the Blue and Yellow door are marked with blue and yellow otex textures, So if you were confused by the last 2 doors at all, thats what the keys were for.

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12 minutes ago, Treehouseminis said:

This is for a SuperSmashtv

I'd buy that for a dollar!

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Hey, Mario here.

 

Lamp, you may remember me from my Mario's Maps wad you played a couple months ago, since then I have improved a LOT at mapmaking, and have started getting used to making maps in BOOM format.

 

Here, I present a 2-level demo of my upcoming 15-level wad, Galactic Calamity!

 

doom08.png.2b00f82c652ce8875280bd14e7ecc6e4.pngdoom09.png.76e1359d50c29ee0f0b44dae6265485b.pngdoom10.png.cb29314da842fecbc8570c0ac7c95501.png

I will release a proper post once im done with the first episode (5 maps), with a README file and proper credits.

Keep in mind that this WAD is BOOM-Compatible, so you can play it with your source-port of choice. (No mouselook, jumping or crouching allowed)

 

Enjoy! Galactic Calamity.zip

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Great to see you enjoyed it! I've started putting a lot of detail into my maps and now I'm glad it has paid off!

5 minutes ago, thelamp said:

 

 

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On 6/25/2023 at 12:51 PM, thelamp said:

Thx for playing. I'm not joking bout the difficulty, we're getting into Plutonia Lite levels, so I hope you're ready 

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Been watching the random uploads of yours, enjoyed the JOW playthrough enough to actually comment on it.

Question, how long is excessively long in your eyes, say in minutes is it 20 to 30 or closer to 40 to 50ish?

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4 minutes ago, mrthejoshmon said:

say in minutes is it 20 to 30 or closer to 40 to 50ish?

40 to 50ish minutes is pretty long to me. I'll still play stuff that takes an hour but I can't always find the time/mental fortitude to do it haha

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Thanks Lamp!

 

I was without internet so just go to see the las 4 videos!

Some subtle texture aligments are now corrected and you can do the E1M6 pitfall without getting blocked by the demons. I also decreased a bit the available health in a portion of E1M7.

On the E1M8 secret I raised the floor 8 units in order to make it accesable later because it was breaking the intended progression, I tried to make someting like classical /persian architechture but with E1 textures so we have a unique blend, nice to hear you enjoyed it!

Edited by nicolas monti

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One Map sadly, GZDoom. However, it packs a wallop, I hope your Doom Skill are up to the test XybearMapset1.5.5.zip

MAP11

Crap I forgot to make the acid damging (if you fall in just use idclip to get out Since the hole is too deep to escape anyway)

Edited by Xybear

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I guess it's okay to post my map here too, which I also already posted in GreenSlayer's thread?
It's a map I finished 2 years ago:

Source Port: any PrBoom+ compatible sourceport. (GZDoom is fine)
Map Number#: 14
Map Name: Forkress of Doom
Difficulty: Varies, probably Easy to Medium difficulty on HMP. (Difficulty settings are implemented.)
How many maps: Single map from 3x3ttwo.wad, MAP14.
Map Format: Boom format with MBF sky transfers. (Doesn't work on non-Boom-compatible ports)
IWAD: Doom2.wad
Notes:

Spoiler
  • Map is balanced for Pistol start.
  • The map is part of a community project where mappers were allowed to use only 3 flats, 3 wall textures, and 3 enemy types. (But lock textures, exit sign and the sky flat was also allowed.)
  • [Ignore this part if you don't care about 100% stats] If you want 100% stats, it is not necessary to visit all the branches in the map for the full stats, and there is no one correct path either. It is designed so that you can always get full 100% stats, regardless of which path you chose. Backtracking is limited in the map, so it's possible to miss something though if you go past a point of no return too early.
  • At some point in the map there is a path with a bit of a puzzle to it. If you don't like puzzles, just go back the way you came, and choose another path instead. Or bruteforce it, I guess.

Map description:

Spoiler

A loosely castle themed map with a couple of gimmicks involving weapon pickups and level progression. In certain rooms, you'll have to decide on your preferred weapon (or not if you aren't pistol starting). You'll also encounter rooms that branch into 3 different paths; You'll need to pick one.


Download: 3x3: Take Two

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