A Handsome Fridge Posted June 26, 2023 I've done it! I have finished my linedeflizard map. Or at least the RAMP 2023 Prototype edition of it. Had to cut the famlily down to one lizard only, will expand later on. And now that I've got three maps out of WIP status I will take a celebratory break and playtesting after that. Good times. 14 Quote Share this post Link to post
Ash4ash Posted June 26, 2023 I just uploaded mine! VanSub II The name is Vancouver and suburbs from doom2 The grey are brown houses are my childhood and current houses respectively. Family members correspond to enemys, Dad-zombiemen Me-Hell knight Grandma-archvile Grandpa-Baron Uncle-Mancubus Made in doom builder II 2 Quote Share this post Link to post
HiMyNameIsChair Posted June 27, 2023 Through a lot of blood, sweat, and tears... I finished my very first ever published Doom map, and it's now a part of RAMP2023: "Wow~! This Looks Like a Great Place for Girls to Kiss~!" A Boom Format map that's fast-paced, open-ended, interconnected, and centered around a valley temple. The main inspirations were Two of my favorite MegaWAD's & Mappers: Darkwave's work on Speed of Doom, and Erik Alm's Scythe 2~! My RAMP number is 163~! A big thank you to David for hosting the project, and those in the discord who helped me over the last month. It finally gave me the push I needed to actually *finish* something, and uh.. not just fiddle around in UDB. It's definitely a little rough on the gameplay side in spots... Red key right is a bit of a mess, sorry for that, but I learned a lot overall... and I'll take the lessons i learned into future maps~! Water will look pretty different in RAMP, thanks to 32in24 Tex's game-wide pallet override, so one of these days I'll get around to a standalone version. 20 Quote Share this post Link to post
DavidN Posted June 28, 2023 On 6/26/2023 at 8:51 PM, HiMyNameIsChair said: Through a lot of blood, sweat, and tears... I finished my very first ever published Doom map, and it's now a part of RAMP2023: "Wow~! This Looks Like a Great Place for Girls to Kiss~!" A Boom Format map that's fast-paced, open-ended, interconnected, and centered around a valley temple. I swear, how do people come in saying "this is my first ever map" and come out with something this good :) And that goes for a ton of other maps in the project as well. Looking forward to playing this one! 7 Quote Share this post Link to post
Ash4ash Posted June 28, 2023 @DavidN i put in my map but i need to update due to a bug, how do i acess it? i have the pin 0 Quote Share this post Link to post
United VirusX Posted June 28, 2023 1 hour ago, Ash4ash said: @DavidN i put in my map but i need to update due to a bug, how do i acess it? i have the pin If u have the pin you can just go to the submit a map section of the website enter the pin u have and just upload the updated version u have 0 Quote Share this post Link to post
LordEntr0py Posted June 28, 2023 2 hours ago, Ash4ash said: @DavidN i put in my map but i need to update due to a bug, how do i acess it? i have the pin Go to upload the map the same way you did the first time. The site will ask you if you're uploading a new map or updating an existing map. Select the option to update an existing map and you'll be prompted for your PIN. After submitting your PIN, you'll need presented with the upload form, with the information for your map already filled in. 0 Quote Share this post Link to post
Ash4ash Posted June 28, 2023 8 hours ago, LordEntr0py said: Go to upload the map the same way you did the first time. The site will ask you if you're uploading a new map or updating an existing map. Select the option to update an existing map and you'll be prompted for your PIN. After submitting your PIN, you'll need presented with the upload form, with the information for your map already filled in. cool beans 0 Quote Share this post Link to post
CyberosLeopard Posted June 28, 2023 I'm really sorry to say this, but there seems to be some notable issues regarding my map in a snapshot build (973 if that helps any). Unfortunately, I've only now got around to testing my map within RAMP (I mostly use Linux and where I install and update GZDoom via the DRDTeam repo, I don't exactly get easy version control) and I've found few problems, mostly regarding incorrect sounds playing and music, but also some monsters have been replaced. I don't know if I've messed something up, or if it's an anomaly due to so many maps being added together. I've just as of now re-checked the maplog (https://ramp2023.teamouse.net/maplog.php?id=209) and there doesn't seem to be any major issues; no warnings or errors. I'm a little unsure on how to proceed, 'though thankfully there's still time left for me to fix things. 0 Quote Share this post Link to post
NeilForshaw Posted June 28, 2023 (edited) 6 hours ago, CyberosLeopard said: I mostly use Linux and where I install and update GZDoom via the DRDTeam repo If your distro is debian based then you could always try installing the .deb from https://zdoom.org/downloads Might be worth a try before going down the rabbit hole of trying to fix it. Edit.... "Rabbit"... RAMP... not intentional. Edited June 28, 2023 by NeilJohnRips 1 Quote Share this post Link to post
DavidN Posted June 29, 2023 9 hours ago, CyberosLeopard said: I'm really sorry to say this, but there seems to be some notable issues regarding my map in a snapshot build (973 if that helps any). Unfortunately, I've only now got around to testing my map within RAMP (I mostly use Linux and where I install and update GZDoom via the DRDTeam repo, I don't exactly get easy version control) and I've found few problems, mostly regarding incorrect sounds playing and music, but also some monsters have been replaced. I'll help with any major problems before final release :) SNDSEQ lumps seem to have some issues that I hadn't accounted for, with different people's definitions colliding - I'll write something to track those issues down. If your monsters are being replaced then it's usually because someone has used the same DoomEd numbers that you've defined for your monsters, but like you I don't see any warnings about them. What monsters have been replaced? 2 Quote Share this post Link to post
Ash4ash Posted June 29, 2023 (edited) This is a random question, but how do you choose which maps to play? Do you use an algorithm or something? Edited June 29, 2023 by Ash4ash 0 Quote Share this post Link to post
CyberosLeopard Posted June 29, 2023 Thanks for the quick responses everyone! 10 hours ago, NeilJohnRips said: If your distro is debian based then you could always try installing the .deb Yeah I should probably download a few versions of GZDoom, update and if met with issues, try and revert via older .deb installers (provided I don't hit dependency hell). 7 hours ago, DavidN said: SNDSEQ lumps seem to have some issues that I hadn't accounted for, with different people's definitions colliding - I'll write something to track those issues down. If your monsters are being replaced then it's usually because someone has used the same DoomEd numbers that you've defined for your monsters, but like you I don't see any warnings about them. What monsters have been replaced? That's understandable especially regarding the complexity of RAMP and RAMPART, but if I need to change anything on my end, do let me know. Regarding the monsters, it only seems to impact monsters spawned into the map via ACS (specifically with Thing_SpawnFacing and using the T_Monster name, not any internal numerical identifiers). Cacodemons are sometimes replaced with a green variant with a trail/after image effect, and Imps are sometimes replaced with cyber-imps. No other monsters are changed, and any that are placed within the map itself are correct. If I'm to guess, would it be a rouge ZScript function? I've just play-tested the map again as of writing this, and the same monsters are reliably replaced, so I don't think it's a randomiser. 1 Quote Share this post Link to post
Obsidian Posted June 29, 2023 oops i mapped A bit slapdash, but I felt like contributing something and the concept came together pretty decently. Let me know if the composites give you any jip and I can convert them to standalone textures. 16 Quote Share this post Link to post
The Royal We Posted June 30, 2023 "El Chavo del Doom: Doomguy na Vila do Chaves" is now available for playtest as map 247. The gameplay part (except for the easiest difficulty levels) is already done, as is the narrative. Now only a few details and decorations are missing (most regarding the end of the map), which I intend to finish by tomorrow. I'd love for you to test the map; also, all feedbeck, criticism and suggestions are welcome! Spoiler 10 Quote Share this post Link to post
United VirusX Posted June 30, 2023 (edited) Managed to completely re-adjust how my map plays, here's some screenshots of some of the changes. Edited June 30, 2023 by United VirusX 9 Quote Share this post Link to post
ChippiHeppu Posted June 30, 2023 Had to rush to get my map done before the deadline. MAP288 - Solar Outpost, go check it out! Oh, and good luck. You're gonna need it. 9 Quote Share this post Link to post
CBM Posted June 30, 2023 (edited) Sidenote to the quacking cyberdemon... in the discord under shared resources.. a cyberdemon with squeky duck shoes can be downloaded and if you guys look closely.. there are atleast 2 maps in ramp 2023 that use this cyberdemon or variations of him ;-) Edited June 30, 2023 by CBM 1 Quote Share this post Link to post
Mr Taters Posted June 30, 2023 (edited) I submitted my first map last night! Map 282 - "Mineshaft Massacre" Spoiler Spoiler Spoiler Spoiler Thanks for putting this together David! This was the motivation I needed to finally learn the tools and make a map. It was a fun time and I'm pretty happy with the results Edited June 30, 2023 by Mr Taters 8 Quote Share this post Link to post
EagerBeaver Posted June 30, 2023 Just uploaded my map, which is 295. It is called "A very 1994 map", cuz I've decided to make it like it's 1994 again, with a rather simplistic design, square spacy rooms connected by narrow corridors, random acid, lava and water pits, simple monster ambushes and so on. But overall it's a small adventure-style map. 4 Quote Share this post Link to post
JonExMachina Posted June 30, 2023 (edited) I managed to "finish" my map (as in "make it in such a state that it's playable from start to finish") and submit it early on today. I didn't have a PC until two weeks ago, so I really rushed on a lot of stuff and had many moments in which my mind simply blanked out and I couldn't make a decent room to save my life. Last night the north area of my map barely existed, and I was pretty much giving up and feeling frustrated at myself and the circumstances, but then I had this idea and tried putting something together that ended up working real nice, and that was the push I needed to finish the whole thing just in time. I had to improvise on enemy and resource placement, and many areas ended up with much less detail and care than others, but it all seems to be working as intended and free of bugs, which is fine. I'll keep working on it after RAMP 2023 ends and will definitely redo pretty much every encounter, as I want them to be challenging and exciting, but I'm really happy with what I got, especially given the short time I had to put it together. I'm posting on my phone now so I can't even take screenshots to add to this post, but if anyone's interested in my second ever Doom map, its number is 285. Thank you all so much! Edited June 30, 2023 by JonExMachina 3 Quote Share this post Link to post
rita remton Posted July 1, 2023 many thanks to @DavidN and team for making [ramp2023] for newbie mappers like myself. had submitted my map to [ramp2023] yesterday afternoon :) title: tiny tangle. published: 30 june 2023 (started 4 june 2023). map slot in ramp2023: 286. monster count (uv): 195. custom monsters: no. custom weapons: no. gameplay settings: jumping no, crouching no, freelook yes. difficulty levels: yes. more screenshots: Spoiler 14 Quote Share this post Link to post
A Handsome Fridge Posted July 1, 2023 Ooh I love the look of that one. Adding it to the list. 2 Quote Share this post Link to post
Jamatri Posted July 1, 2023 12 hours ago, JonExMachina said: I managed to "finish" my map (as in "make it in such a state that it's playable from start to finish") and submit it early on today. I didn't have a PC until two weeks ago, so I really rushed on a lot of stuff and had many moments in which my mind simply blanked out and I couldn't make a decent room to save my life. Last night the north area of my map barely existed, and I was pretty much giving up and feeling frustrated at myself and the circumstances, but then I had this idea and tried putting something together that ended up working real nice, and that was the push I needed to finish the whole thing just in time. I had to improvise on enemy and resource placement, and many areas ended up with much less detail and care than others, but it all seems to be working as intended and free of bugs, which is fine. I'll keep working on it after RAMP 2023 ends and will definitely redo pretty much every encounter, as I want them to be challenging and exciting, but I'm really happy with what I got, especially given the short time I had to put it together. I'm posting on my phone now so I can't even take screenshots to add to this post, but if anyone's interested in my second ever Doom map, its number is 285. Thank you all so much! I played your map Jon, I enjoyed it overall. I get some massive Hellbound vibes from it (not sure if that was an inspiration?), although it's considerably less tedious than a lot of Hellbound was. I wouldn't worry about the detail level, it easily does the job well enough, especially for an early career map, and I do like how the bit through the yellow door looks (which incidentally put me on the floor more than I care to admit!). BTW is that your own midi? It's good stuff! If anyone fancies some more rookie map action, I've submitted a map to this (never released anything before!) - a boomer-tastic Boom-compatible conventionality-fest at slot 263. Feel free to rip it apart, I'd welcome any criticism. 3 Quote Share this post Link to post
HiMyNameIsChair Posted July 1, 2023 7 hours ago, rita remton said: many thanks to @DavidN and team for making [ramp2023] for newbie mappers like myself. had submitted my map to [ramp2023] yesterday afternoon :) title: tiny tangle. published: 30 june 2023 (started 4 june 2023). map slot in ramp2023: 286. monster count (uv): 195. custom monsters: no. custom weapons: no. gameplay settings: jumping no, crouching no, freelook yes. difficulty levels: yes. more screenshots: Reveal hidden contents Yoooo~!! that looks awesome~!! I'll definitely have to check it out later~! great job~! 3 Quote Share this post Link to post
DoctorNuriel Posted July 1, 2023 On 6/27/2023 at 2:51 AM, HiMyNameIsChair said: Through a lot of blood, sweat, and tears... I finished my very first ever published Doom map, and it's now a part of RAMP2023: "Wow~! This Looks Like a Great Place for Girls to Kiss~!" A Boom Format map that's fast-paced, open-ended, interconnected, and centered around a valley temple. The main inspirations were Two of my favorite MegaWAD's & Mappers: Darkwave's work on Speed of Doom, and Erik Alm's Scythe 2~! My RAMP number is 163~! A big thank you to David for hosting the project, and those in the discord who helped me over the last month. It finally gave me the push I needed to actually *finish* something, and uh.. not just fiddle around in UDB. It's definitely a little rough on the gameplay side in spots... Red key right is a bit of a mess, sorry for that, but I learned a lot overall... and I'll take the lessons i learned into future maps~! Water will look pretty different in RAMP, thanks to 32in24 Tex's game-wide pallet override, so one of these days I'll get around to a standalone version. Demonic infestation aside this really DOES look like a cozy place to kiss in. Great work! 6 Quote Share this post Link to post
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