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Tom's Halls: A Doom Alpha Community Project (MUSICIANS WANTED!)


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3 hours ago, DoodlesGDX said:

I'll be claiming extramap.wad

Great! First post updated.

 

I'll also just uploaded an updated version of the resource pack, with a stationary version of the conveyor belt texture.

 

EDIT: Oh that was quick! I'll give it a spin sometime today!

Edited by Faceman2000

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On 8/29/2023 at 5:53 PM, Faceman2000 said:
On 8/29/2023 at 1:23 AM, taufan99 said:

@Faceman2000 could I have my 0.5 E1M1 submission named Andhakupa?

Also, I've given your E2M3 revamp a try. A very solid one at that, but I've noticed at least two bugs.

Otherwise, it's a very creative map revamp. The map layout is so vastly different from the final original map, and I mean it in a good way.

 

I have updated the first post to reflect your maps name! And thank you for playing. I have made those edits and they'll be reflected when I upload an updated version with difficulty settings and so forth.

 

Noticed the stuck specter as well. Sadly couldn't make very far into the map yet, as I only figured out the new flat was in the updated resource pack, I have just downloaded, and before that absence of the floor texture was crashing my house port.

Also - is the single operation of the Soulsphere switch console intentional? Feels somewhat unfair :)

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Here's an update to my map to address feedback and add difficulty settings.

 

It's still pretty flat - I couldn't come up with ideas to add height variation that wouldn't get in the way of the Cyberdemon (or its line of sight). Overall I'm happy with the final result.

 

Malice V2.zip

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On 8/31/2023 at 10:22 AM, DoodlesGDX said:

finished the map. took about 2 and a half hours. tested on GZDoom, Crispy Doom, Chocolate Doom, and the original DOS exe.

extramap_doodlesgdx.zip

Sorry for the delay on getting back to you. I've played through the map twice now, and I feel it still needs a lot of work. The idea of the Scraps, including this one, was to take it and build a larger map utilizing it, not just convert it into a map. Even then, there's enough here that it could make for a nice E2M1, what with the techbase and hellish areas together, but this map isn't quite there. Rooms are very square and underdetailed, combat and progression are generally uninteresting, there's not enough ammo without secrets, and the E2M5 area isn't different enough to truly warrant inclusion - it even has a MARBFAC door and plasma battery secret. This needs a bit more love before it will be viable for inclusion.

 

Additionally, some things that need fixed - two Imps (things 78 & 79) are stuck in the wall, the altar doesn't have monster-blocking lines resulting in some awkward teleports, and the monster closet doors are untextured on one side.

 

Some good things - I liked the monster closet trap towards the end, that was fun. The torch decoration along the E2M5 hallway, while simple, also adds some good atmosphere and I enjoyed that.

On 9/3/2023 at 8:05 PM, YeOldeFellerNoob said:

I would love to work on music for this. Though, I am a bit confused with how this is going to work, mainly with which level is going to have which song.

Hey there! Any contributed tracks will be free for mappers to request for their level - I'll update the first post with a list of all contributed songs so people can claim them. I will assign tracks for anyone who doesn't claim a track for their level after we have all submissions. My hope is to have an entirely new soundtrack for this, but I listed the DTWID and Gifty midis in case we don't get that many tracks. Rest assured, any submitted tracks of appropriate quality will find a home. :)

On 9/3/2023 at 1:42 PM, ludicrous_peridot said:

Noticed the stuck specter as well. Sadly couldn't make very far into the map yet, as I only figured out the new flat was in the updated resource pack, I have just downloaded, and before that absence of the floor texture was crashing my house port.

Also - is the single operation of the Soulsphere switch console intentional? Feels somewhat unfair :)

That was not intentional - I'll update that in the next rev. I will likely have time to put that together, with coop, DM, difficulty settings, and decoration, tomorrow.

On 9/3/2023 at 6:15 PM, Blast_Brothers said:

Here's an update to my map to address feedback and add difficulty settings.

 

It's still pretty flat - I couldn't come up with ideas to add height variation that wouldn't get in the way of the Cyberdemon (or its line of sight). Overall I'm happy with the final result.

 

Malice V2.zip

I'll give this a playthrough tomorrow and get back to you! Thanks!

 

Finally, a reminder to @Individualised, @Raspoza, and @Cacodemon187 that you have a week to submit a first Rev of your map before your slots are opened up again! Please shoot me a message if you see a problem with that.

 

Thanks!

Edited by Faceman2000

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4 hours ago, Faceman2000 said:

Hey there! Any contributed tracks will be free for mappers to request for their level - I'll update the first post with a list of all contributed songs so people can claim them. I will assign tracks for anyone who doesn't claim a track for their level after we have all submissions. My hope is to have an entirely new soundtrack for this, but I listed the DTWID and Gifty midis in case we don't get that many tracks. Rest assured, any submitted tracks of appropriate quality will find a home. :)

 

Alrighty! I am already remixing un14, and planning on remixing un15, un30, un36 & un32. I will gladly do more if barely anyone makes any music.

 

Should probably note that I am using this video as my source, so if you are curious to which songs I am talking about, it should be here:

 

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A bit late, but I just wanna say I'm very impressed with how much homework OP did for this project. I usually am skeptical of "Doom Alpha" projects but this one looks pretty sick. Keep up the good work!

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7 hours ago, YeOldeFellerNoob said:

Alrighty! I am already remixing un14, and planning on remixing un15, un30, un36 & un32. I will gladly do more if barely anyone makes any music.

 

Should probably note that I am using this video as my source, so if you are curious to which songs I am talking about, it should be here:

Okay, awesome! Here’s the link to where Romero released them if you’d like the actual MIDIs themselves instead of just referencing the YouTube video:

 

https://rome.ro/news/2015/12/16/doom-archaeology

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This sounds awesome! I always wondered what Doom 1 would've been like with Tom's original vision. Generally I'm very interested in cut content for the Doom games, so I have always been super into anything regarding the Doom Bible. I really liked Doom Delta which is a mod that was heavily inspired by The Doom Bible, so I think I should really dig this, when it releases! I'm definitely excited to play Doom 1 like never before! 

I'm scrolling through the thread, looking at the updates, seems to be moving along very well! The maps seem very solid and accurate. You guys really did your research with this one!

Edited by TheRevenant212

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On 9/4/2023 at 12:15 AM, Blast_Brothers said:

Here's an update to my map to address feedback and add difficulty settings.

 

It's still pretty flat - I couldn't come up with ideas to add height variation that wouldn't get in the way of the Cyberdemon (or its line of sight). Overall I'm happy with the final result.

 

Malice V2.zip

 

Finally, played your map and I liked it. Gives you a bit of a puzzler at the start with attackers coming from all directions, and a nasty surprise towards the end. Loved the secrets, especially the one in the red UAC room with balcony.

 

Wondering if using higher door frames (i.e. high enough for the bosses to walk through) for red, blue and yellow doors would have made the final battle more exiting. Also it may be just me, but with one of the lowering pillars, I could not position myself so that it would take me up into the niche, no matter how I tried, although it did not prevent me from grabbing the grand prize.

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On 9/3/2023 at 6:15 PM, Blast_Brothers said:

Here's an update to my map to address feedback and add difficulty settings.

 

It's still pretty flat - I couldn't come up with ideas to add height variation that wouldn't get in the way of the Cyberdemon (or its line of sight). Overall I'm happy with the final result.

 

Malice V2.zip

This was good! I liked the edits you made. Playing through it again, though, I couldn't help but be struck by how much the "cross maze" is so similar to the one in the finished project. This has caught my attention each time I've played, but I haven't said anything till now. If you don't want to, I'm happy to accept this map as-is, but I really think pushing yourself to differentiate that area so it isn't as instantly recognizable would really make a big impact on your map.

 

I've also updated the link to Refined - it now has difficulty settings, DM spawns, and a bunch of dead things. Unless anyone finds anything else, that map is finished.

Edited by Faceman2000

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On 9/8/2023 at 8:21 AM, Faceman2000 said:

I've also updated the link to Refined - it now has difficulty settings, DM spawns, and a bunch of dead things. Unless anyone finds anything else, that map is finished.

The ledge at the soulsphere secret is only openable once; if you've used it and it goes up again while still inside, you're softlocked inside there.

 

Also, while we're at it, could you add "(Mappers and Musicians Welcome!)" to the thread title as well?

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23 hours ago, Blast_Brothers said:

Malice V3.zip

  • Freshened up cross maze section with new textures, stairs, etc.
  • Taller doors between sections
  • Made the BFG secret slightly easier by moving the lift trigger a little closer to the lift

Thanks to @Faceman2000 and @ludicrous_peridot for the suggestions.

Those revisions to the cross maze really make it feel very unique! Great job! :)

 

Some slots have been freed up, so check the first post if you’re interested in nabbing any! I have updated the thread title per @taufan99’s suggestion and fixed that soft lock in my map; it’ll be present in the next rev I post.

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(A little bit of) progress (actually more of an excuse to retexture the map), while also attempting brainstorming to make the level less rectangular and more diverse in term of sector shapes.

Spoiler

image.png

 

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Alright, following some of @nicolas monti's suggestions, I finally got around to making a third revision of my map. Unless any severe errors are discovered, this should be the final revision.

 

Changes:

-Fixed a minor error with the cacodemon and lost soul telecloset

-Moved the pinky ambush in the plasma gun area to be further away

-Made the final room more complex. There's a couple switches involved now and there's a baron in the exit on HMP and higher

 

Also, I think this map could be titled "Observatory".

04_e1m10_plerb_v3.zip

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updated the updated map

-new map ending
-replaced demons with lost souls
-changed a room (the cave area is now a hell area as a cave didnt really make sense)
-plasma gun is now multiplayer-only
-new door textures (bye-bye marbfac)
-sectors were made so monsters dont get in teleporters (namely cacodemons)

extramap_doodlesgdx.zip

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  • 2 weeks later...

hey I'd like to join too! Also either e1m6 or e1m12. Hex gets first dibs, I'll take either those or scraps!

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19 hours ago, HEXWALKER said:

I'd love to do 0.5 E1M6 and 0.5 E1M12 if they are still open. 

Alright, they are yours!

18 hours ago, years said:

hey I'd like to join too! Also either e1m6 or e1m12. Hex gets first dibs, I'll take either those or scraps!

Oh man, THE years? It’s an honor! As you said, Hex got dibs on those two maps, so unless they are willing to give you one of those slots we’ll have to find something else for you. There are three scraps left - two of them are essentially just an incomplete room or two, so a map based off them will be essentially an original map - if that sounds good to you, you can have any of them you wish. There’s also several other map options available, such as the early versions of E1M2, E1M7, and E2M7.

 

Also, it’s fair to everyone involved or interested in this project that I share an update and explanation on why things have been so quiet as of late. When I started this project, I was working from home and as such had flexibility to work on maps on slow days or when I was stuck in meetings that I was required to attend despite them not being relevant to me (happened all the time haha.) Three weeks ago I started a new, in-person job, so that has cut significantly into the time I had before. Then, on my second day at the job, my Grampa wound up in the ER, having suffered two strokes. We’ve since learned he’s been having mini-strokes for a while now (and it seems he might still be having them) but after a week in the hospital he opted to go home. We have no idea how much time he has left, but it doesn’t seem like it’s much, so I’ve been over at his place a lot. This is all on top of my normal responsibilities as a dad and a homeowner with a pregnant wife. I don’t mean to overshare or complain too much, but I felt everyone deserved to know what’s going on. The project is still very much alive and will continue to move forward, if a bit slower than it was before. @Plerb, @DoodlesGDX, I’m sorry I haven’t had a chance to test your maps out yet, but I hope to be able to soon. I also have a week off in two weeks during which I’ll finish up the two maps that I’ve reserved and hopefully push out the second episode of my other project.

 

Thank you all for understanding.

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On 10/5/2023 at 11:20 AM, HEXWALKER said:

I could give up E1M6 if you wanna do that one. I'm a little more interested in E1M12. :)

Edit: you can take both, as I misread and just realised you had dibs on both rather than just one. I'll take "unusedmap" and make something entirely new in the alpha style, and maybe a DEVCOMM if I have some spare time! 

 

Edited by years

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  • 3 weeks later...

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