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Radio Free Gehenna: A Retro Community Project (Featuring Zero Fancy Presentation)


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1 hour ago, AtticTelephone said:

I'd prefer if you did MAP29 and a section for 30, as I think I'll design the hub. Let me make sure the 29 slot is reserved for you.

 

Cool, I'm on it

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3 hours ago, AtticTelephone said:

midi.zip Is this a fine midi to use?

Absolutely. The inclusion of the overdrive guitar was kinda weird but I appreciate it. In the end, I'm not a big Zappa fan, I liked Apostrophe and seeing how you mentioned Zappa in the rules I wanted to add it.

(Updated the map again)

Edited by Al-Faris M

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6 hours ago, Al-Faris M said:

300 midis?! That's fascinating. Thanks for recommending me this.

 

You're welcome! Doomkid is a savior when it comes to MIDI covers, I got the MIDIs for my first set of maps from his site. :)

 

Also, map 04 is roughly 50% done. Will try to finish and balance it by tomorrow.

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Map's done

Extra screenshots:

Spoiler

doom32.png

 

doom33.png

 

doom34.png

 

MAP TITLE: Protocol Violation

MAP NUMBER: 06

MIDI: "Fear's Falter" by Tolwyn

DESCRIPTION: Started running out of ideas for the last area. Mainly inspired by Memento Mori 2 MAP18 & 20.

DOWNLOAD: protocolviolation.zip

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17 minutes ago, Axuris said:

Map's done

Extra screenshots:

  Reveal hidden contents

doom32.png

 

doom33.png

 

doom34.png

 

MAP TITLE: Protocol Violation

MAP NUMBER: 06

MIDI: "Fear's Falter" by Tolwyn

DESCRIPTION: Started running out of ideas for the last area. Mainly inspired by Memento Mori 2 MAP18 & 20.

DOWNLOAD: protocolviolation.zip

Good shit. Accepted.

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It's done

Screenshots (Taken in Chocolate Doom):

Spoiler

DhGsPzD.png

1qLF0KB.png

FV5x6cT.png

RCKS49x.png

MAP TITLE: The Drain

MAP NUMBER: MAP12

MIDI: Dirty Tricks- from Xenophage: Alien BloodSport by Bobby Prince

DESCRIPTION: A short Romero inspired map, similar to D2 Map17

DOWNLOAD: https://drive.google.com/file/d/11-3GFLcNdBkkqm94GUeyJtxvgrVoBQVU/view

NEW DOWNLOAD (Why can't I get a release right on the first try): https://drive.google.com/file/d/113XbI8YDtFC8vxnkPjTmYxBY0zLYR7o0/view

Edited by LoneAlpha2401
forgot to add dificulty levels

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2 hours ago, LoneAlpha2401 said:

It's done

Screenshots (Taken in Chocolate Doom):

  Reveal hidden contents

DhGsPzD.png

1qLF0KB.png

FV5x6cT.png

RCKS49x.png

MAP TITLE: The Drain

MAP NUMBER: MAP12

MIDI: Dirty Tricks- from Xenophage: Alien BloodSport by Bobby Prince

DESCRIPTION: A short Romero inspired map, similar to D2 Map17

DOWNLOAD: https://drive.google.com/file/d/11-3GFLcNdBkkqm94GUeyJtxvgrVoBQVU/view

NEW DOWNLOAD (Why can't I get a release right on the first try): https://drive.google.com/file/d/113XbI8YDtFC8vxnkPjTmYxBY0zLYR7o0/view

Also good shit. Accepted.

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MAP TITLE: Drowning Witch

MAP NUMBER: MAP04

MIDI: Drowning Witch by Frank Zappa, sequenced by Doomkid

DESCRIPTION: A short map with few monsters and lots of interconnectivity, with alternate routes for those who like picking their fights. It ends in a small but tricky fight.

DOWNLOAD (UPDATED): https://drive.google.com/file/d/1tRY75qZO5kOemrllaAOZx0Gm1jR7x9s8/view?usp=sharing

 

I tested it on DSDA-Doom and Doom Retro as well.I had some trouble with getting some lifts and lowering walls to work since I mostly play on GZDoom, but they should work now. If you happen to find any issues, please let me know how I can fix them. First time I do a vanilla map.

 

Extra screenies:

Spoiler

Screenshot_Doom_20230607_142909.png.05632b502a3e9f3ac615f2109ccb65df.png

Screenshot_Doom_20230607_143022.png.033f615f5f0659a51995fb8e056cb6b2.png

Screenshot_Doom_20230607_143106.png

Screenshot_Doom_20230607_143058.png.e0a64dddcdb4b807eb8580613ebe34f6.png

 

Screenshot_Doom_20230607_143151.png.21902d0d57823b7919e229ca8722acf9.png

Screenshot_Doom_20230607_143214.png.5729e6b2d1ab9caeea5356699293779a.png

 

 

 

Edited by Matt Eldrydge

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On 6/7/2023 at 3:01 PM, Matt Eldrydge said:

MAP TITLE: Drowning Witch

MAP NUMBER: MAP04

MIDI: Drowning Witch by Frank Zappa, sequenced by Doomkid

DESCRIPTION: A short map with few monsters and lots of interconnectivity, with alternate routes for those who like picking their fights. It ends in a small but tricky fight.

DOWNLOAD (UPDATED): https://drive.google.com/file/d/1tRY75qZO5kOemrllaAOZx0Gm1jR7x9s8/view?usp=sharing

 

Found a couple of minor issues with my map:

-sector 339 and 292 were accidentally tagged as secrets
-sector 262 had the wrong brightness

 

Fixed both and updated the OP with a link to the fixed map.

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MAP TITLE: Rusty Appearance

MAP NUMBER: MAP08

MIDI: Tool - Stinkfist (Instrumental)

DESCRIPTION: Wood and Iron map, possibly totally misplaced in-between all techbases that are populating the first slots so far.

DOWNLOAD: Download V1

image.png.dcc84c6efb3feace7976c4c28fb87456.png

(Sorry for double-posting)

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Hey guys, I'm having some serious issues with my map. I've been testing it in Crispy from the start, then today I tried to open in DSDA and Woof and boom, half of the map's textures looks like they're missing! Back to Crispy, it looks fine. Run a map check in SLADE3 (that's what I use) and got no errors. I really don't get it, thought Crispy was pretty safe...

I'm sure there must be some silly mistake somewhere (I'm a novice, after all), would you mind if I post the WAD here so anybody can double-check?

Edited by s4f3s3x
grammar

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I'm a novice myself, but I'm sure I (or anyone else in the thread really) can help. I think this might be something to do with the TEXTURE1 and patches lump, but I could be wrong there too.

 

EDIT: Forgot saying you should post it here in a ZIP or something, woops. :P

Edited by Matt Eldrydge

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28 minutes ago, Matt Eldrydge said:

I'm a novice myself, but I'm sure I (or anyone else in the thread really) can help. I think this might be something to do with the TEXTURE1 and patches lump, but I could be wrong there too.

 

I suspect so too. Here's the file:

 

1pollo.wad.zip

 

Level is still in MAP01 slot atm

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5 hours ago, s4f3s3x said:

 

I suspect so too. Here's the file:

 

1pollo.wad.zip

 

Level is still in MAP01 slot atm

 

I've found the issue! You didn't place the new textures and flats between their proper markers, which are PP_START and PP_END for textures, FF_START and FF_END for flats. Vanilla mapping is pretty strict as to where data needs to be placed, if you don't have it in the right place then it either won't load or will cause other issues.

 

For comparison, yours is to the left and mine is to the right:

 

image.png.35314ce6c6e3b3504b181ea70faa2f84.pngimage.png.27daff147a6db4c98eafc25388f8335b.png  

 

To avoid this issue in the future, just straight up paste the texture pack's content on your WAD and don't trim "unnecessary" content. The project lead is probably gonna remove all that stuff when the time to compile the maps into a single WAD comes, after all.

 

I also noticed your REJECT is a marker, but I'm not really sure how to help you with that. Pretty sure it's gonna cause a problem of some sort, so I'll defer to anyone else more familiar with vanilla mapping.

 

Anyway, attached a fixed version of your WAD - digging that automap view, by the way!

1pollo.rar

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@Matt Eldrydge Thank you very much : )

Copying the whole content of the texture pack was indeed my first approach, but that didn't allow me to see and use the new set in 3D mode, strangely enough. Maybe I messed something up at that point already, that's why I went like I did then. I think in the future I'll keep placing things as you showed now as a good measure.

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4 hours ago, s4f3s3x said:

@Matt Eldrydge Thank you very much : )

Copying the whole content of the texture pack was indeed my first approach, but that didn't allow me to see and use the new set in 3D mode, strangely enough. Maybe I messed something up at that point already, that's why I went like I did then. I think in the future I'll keep placing things as you showed now as a good measure.

You're welcome! You can absolutely go to the TEXTURE1 lump (and edit the patch table through it as well) and remove the textures already present in doom2.wad, but for a set of like 50 textures it shouldn't be a big deal.

 

I had the same issue with the new textures not loading correctly in 3d mode but closing Doom Builder and opening it again seemed to fix it.

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On 6/7/2023 at 11:01 AM, Matt Eldrydge said:

MAP TITLE: Drowning Witch

MAP NUMBER: MAP04

MIDI: Drowning Witch by Frank Zappa, sequenced by Doomkid

DESCRIPTION: A short map with few monsters and lots of interconnectivity, with alternate routes for those who like picking their fights. It ends in a small but tricky fight.

DOWNLOAD (UPDATED): https://drive.google.com/file/d/1tRY75qZO5kOemrllaAOZx0Gm1jR7x9s8/view?usp=sharing

 

I tested it on DSDA-Doom and Doom Retro as well.I had some trouble with getting some lifts and lowering walls to work since I mostly play on GZDoom, but they should work now. If you happen to find any issues, please let me know how I can fix them. First time I do a vanilla map.

 

Extra screenies:

  Reveal hidden contents

Screenshot_Doom_20230607_142909.png.05632b502a3e9f3ac615f2109ccb65df.png

Screenshot_Doom_20230607_143022.png.033f615f5f0659a51995fb8e056cb6b2.png

Screenshot_Doom_20230607_143106.png

Screenshot_Doom_20230607_143058.png.e0a64dddcdb4b807eb8580613ebe34f6.png

 

Screenshot_Doom_20230607_143151.png.21902d0d57823b7919e229ca8722acf9.png

Screenshot_Doom_20230607_143214.png.5729e6b2d1ab9caeea5356699293779a.png

 

 

 

 

On 6/11/2023 at 8:09 PM, DJVCardMaster said:

MAP TITLE: Rusty Appearance

MAP NUMBER: MAP08

MIDI: Tool - Stinkfist (Instrumental)

DESCRIPTION: Wood and Iron map, possibly totally misplaced in-between all techbases that are populating the first slots so far.

DOWNLOAD: Download V1

image.png.dcc84c6efb3feace7976c4c28fb87456.png

(Sorry for double-posting)

 

On 6/14/2023 at 6:01 AM, Chainie said:

MAP TITLE: Cargo Transfer

MAP NUMBER: map01

MIDI: Mark klem - insigna

DESCRIPTION: Map, heavily inspired by Adelusion's work. Also strutcually it looks like doom 2 map01 in reverse.

DOWNLOAD: https://cdn.discordapp.com/attachments/558720672613007370/1118524500535955507/RFG_map01.zip

 

All very good maps. Accepted.

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I'll take MAP15, this sounds like some fun could be had.

Edited by Yop

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Hey, I was wondering if anybody was up to compose a MIDI exclusive to this project?

Thing is, there's a specific Zappa song that I'd need to use for my map, in fact, the whole idea for it stems from that song. The problem is that I can't find a rendition anywhere (yeah, I checked Doomshack too), so... who would like to make one? : )

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On 6/16/2023 at 4:52 AM, Matt Eldrydge said:

Very happy to see my map got accepted! Could you assign a map slot to me, @AtticTelephone? Just pick whichever you think is a good fit for me. :)

MAP16 for you.

On 6/17/2023 at 2:49 AM, Yop said:

I'll take MAP15, this sounds like some fun could be had.

Have a good mapping session.

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Sorry for the double post:

 

On 6/14/2023 at 9:01 AM, Chainie said:

MAP TITLE: Cargo Transfer

MAP NUMBER: map01

MIDI: Mark klem - insigna

DESCRIPTION: Map, heavily inspired by Adelusion's work. Also strutcually it looks like doom 2 map01 in reverse.

DOWNLOAD: https://cdn.discordapp.com/attachments/558720672613007370/1118524500535955507/RFG_map01.zip

 

 

I thought the map was a bit too intense for a map01. I'm left wondering where the shotgun is, because I only found ammo for it, but not a shotgun itself, in HNTR difficulty. I ended up having to pistol the imps so much I kept running out of bullets, or rely on the chainsaw that I found in the secret that not everybody might pick up on.

 

The secrets are cool, I will say, and I like the design, but I think the enemies can be toned down a bit in easy mode.

 

On 6/7/2023 at 2:01 PM, Matt Eldrydge said:

MAP TITLE: Drowning Witch

MAP NUMBER: MAP04

MIDI: Drowning Witch by Frank Zappa, sequenced by Doomkid

DESCRIPTION: A short map with few monsters and lots of interconnectivity, with alternate routes for those who like picking their fights. It ends in a small but tricky fight.

DOWNLOAD (UPDATED): https://drive.google.com/file/d/1tRY75qZO5kOemrllaAOZx0Gm1jR7x9s8/view?usp=sharing

 

I tested it on DSDA-Doom and Doom Retro as well.I had some trouble with getting some lifts and lowering walls to work since I mostly play on GZDoom, but they should work now. If you happen to find any issues, please let me know how I can fix them. First time I do a vanilla map.

 

Extra screenies:

  Reveal hidden contents

Screenshot_Doom_20230607_142909.png.05632b502a3e9f3ac615f2109ccb65df.png

Screenshot_Doom_20230607_143022.png.033f615f5f0659a51995fb8e056cb6b2.png

Screenshot_Doom_20230607_143106.png

Screenshot_Doom_20230607_143058.png.e0a64dddcdb4b807eb8580613ebe34f6.png

 

Screenshot_Doom_20230607_143151.png.21902d0d57823b7919e229ca8722acf9.png

Screenshot_Doom_20230607_143214.png.5729e6b2d1ab9caeea5356699293779a.png

 

 

 

 

RUDE Doom second demo attempt in HNTR:

rfg04cz.7z

 

This map is pretty big, and cool.

 

I think it's too generous with the secrets, which I did not find all of, but I got quite a bit more ammo already.

 

It took me a while at first to notice the room with the switch that raises the platform. I have no idea why, but that's what ended my FDA.

 

On 6/6/2023 at 2:12 PM, Axuris said:

Map's done

Extra screenshots:

  Reveal hidden contents

doom32.png

 

doom33.png

 

doom34.png

 

MAP TITLE: Protocol Violation

MAP NUMBER: 06

MIDI: "Fear's Falter" by Tolwyn

DESCRIPTION: Started running out of ideas for the last area. Mainly inspired by Memento Mori 2 MAP18 & 20.

DOWNLOAD: protocolviolation.zip

 

RUDE-Doom FDA in HNTR:

rfg06cz.7z

 

Too many enemies. Not enough ammunition.

 

At least in HNTR, I haven't tried playing in UV.

 

I could not finish this map. You don't get a super shotgun before you have to deal with revenants and cacodemons. You barely have enough ammunition for the chaingun. And you certainly don't get any rockets or launchers up to that point. After that point was when I died to a cacodemon in total darkness and gave up.

 

The design of the level is alright, though.

 

I feel like this would probably fit later on in the WAD, like map18 or map20, that's where difficult levels belong in my opinion.

 

On 6/4/2023 at 10:16 AM, Al-Faris M said:

I've finished my MAP07 submission! I call it..

 

Map Title: Caving with the Monsters
Map Number: 07

MIDI: Peaches in Regalia by Frank Zappa, midi sequenced by AtticTelephone

Description: A quite difficult and strategic finale map for the previous 6 maps, lots of imps and hitscanners. I encourage you to snipe the mancubi using your shotgun or chaingun.

Download: AlFarisM-CavingWithTheMonstersV3.wad (Google Drive)

 

  Reveal hidden contents

vRrHGMh.png

TVSgIij.png

i8M4aU8.png

 

RUDE-Doom FDA in HNTR:

rfg07cz.7z

 

I like this map. The secret I found was pretty clever, and you actually do get enough weapons and ammunition to face off against all the enemies in HNTR.

 

I'm not sure how I feel about fighting a Hell Knight that was high up while you're on the ground though.

 

Also the music reminds me of Windows 3.1 Monopoly.

DOOM05.png

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2 hours ago, Nikku4211 said:

RUDE-Doom FDA in HNTR:

rfg07cz.7z

 

I like this map. The secret I found was pretty clever, and you actually do get enough weapons and ammunition to face off against all the enemies in HNTR.

 

I'm not sure how I feel about fighting a Hell Knight that was high up while you're on the ground though.

 

Also the music reminds me of Windows 3.1 Monopoly.

Appreciate the feedback. I did think sniping the Hell Knight/Mancubus was quite boring in the outdoor area fight but I didn't put that much thinking into it, thank you for mentioning it! I updated the map by replacing the Hell Knights with Lost Souls in the outdoor area and lower a rock structure:

AlFarisM-CavingWithTheMonstersV4.wad (Google Drive)

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Had some fun with the Waterfall textures.

Default map name in game because i'd imagine a DeHacked would be all put in when all maps are collected. 

Any Issues let me know so they can be patched up.

 

MAP TITLE: Waist Deep in Gehenna

MAP NUMBER: MAP15

MIDI: Vem Quente Que eu Estou Fervendo - Ersamo Carlos

DESCRIPTION: Just a "stronghold" level with some tunnels.

DOWNLOAD: Waist Deep v3 Download

 

Screenshots:

Spoiler

Screenshot_Doom_20230624_002903.png.b74a535df384bfc0f7d05b43b03ab954.pngScreenshot_Doom_20230624_003257.png.f5c4159cfa9060a676b49697e3061e3f.pngScreenshot_Doom_20230624_003157.png.5b6d913d3a5547ea8ec006e73eed640a.png

 

Edited by Yop

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