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


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Is there anything new from anyone regarding this project? No rush, just checking in :)

As for me, I haven't touched my alpha E2M2 map in a few months. I'd really like to collaborate with someone to finish it.

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  • 2 weeks later...
Posted (edited)

Hello all,

 

I apologize for the long silence. Had another very chaotic month and didn't have much energy to devote to Doom. Things have once again calmed down and I'm excited to get things back on track.

 

@DrPyspy, I really, really enjoyed your map. I think it'll be a better fit for the E1M2 slot due to its lower-tier monster roster. I've decided I'm going to rebalance my E1M3 to be more in-line with the difficulty you presented here. I only have a couple edits to suggest:

Spoiler

Linedefs 201 & 302 aren't set as impassable.

I like your use of MIDBRN4 as a door, but I think you should make it a little clearer it's a door, especially since it's right next to another MIDBRN4 that isn't.

The Cyberdemon pixel art is really cool, but I don't feel it's in line with the spirit of this project.

Thanks again for your submission. I'm sorry I haven't gotten back to you sooner.

 

@Walter confetti, your most recent revision of your map is great and I think it's good to go once you implement difficulties and DM. I didn't notice any issues.

 

@Cacodemon187, I personally didn't have an issue with the length of the map, but I rather enjoy lengthy strolls through Deimos-style techbases. However, I also really enjoy protracted secret exits, so I ultimately leave it to your discretion. Either option seems great to me.

 

@Plerb, thanks for checking in! I'd be happy to collaborate with you a bit on your E2M2 map if no one else is interested.

 

@nue, any update on your map? Have you got anything to show yet?

 

Finally, I'm freeing up @HEXWALKER's claims. It's been several months and they still haven't shown any evidence things are being worked on. Hexwalker, you're still free to submit for those slots, but I don't feel I can hold them any longer. Taufan99 also relinquished his slot a little while ago, so that's open now.
 

Thank you all for your participation and patience. I've got more time to devote to this project again and I'm excited to get it rolling once again!

Edited by Faceman2000

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I'll go ahead and leave my slots open, this year has been very unkind to my schedule and work, and that is showing here. I don't wish to hold projects back, and I have several other obligations to fulfill outside of DW. Apologies once again. If by some miracle something lines up schedule-wise and is open, I'll come back with something already prepared. Thanks for letting me know, hope you are all doing well.

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Likewise - I know you’ve made allusions to some difficult going-ons this year. Did you have anything started that you want to submit? We could turn the levels into a collaboration if you want.

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While we're at it, I might also lend a little bit of help, should this collaboration take place. I've got a little bit of free time to spare recently.

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1 hour ago, Faceman2000 said:

@Cacodemon187, I personally didn't have an issue with the length of the map, but I rather enjoy lengthy strolls through Deimos-style techbases. However, I also really enjoy protracted secret exits, so I ultimately leave it to your discretion. Either option seems great to me.

Gotcha, I'd still like to ask @nicolas monti if he's okay with the idea. Glad to see this project will get rolling again soon :)

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Interested in project! If it's okay, I'd like to join in and take E1M12. It is short. I think I could handle it.

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Excited to see this project resuming development!!! @Faceman2000 I'd love to collaborate with you on my E2M2 map, at some point I'll send a private message containing what I had so far.

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1 hour ago, -BLEEDTEA said:

Interested in project! If it's okay, I'd like to join in and take E1M12. It is short. I think I could handle it.

Alright, it’s yours! Will you be finishing the level with a Phobos or Hell aesthetic?

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3 minutes ago, Faceman2000 said:

Will you be finishing the level with a Phobos or Hell aesthetic?

Phobos. I assume it will go in the E1M8 slot...?

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2 hours ago, DankMetal said:

Is DEV.WAD (COMM1) free? I would love to make a map using that level as a base

It's free. I once claimed it, but have since freed it due to real-life business. If you don't mind, could I send my scrapped version to you, just so we can collaborate on it further?

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7 minutes ago, taufan99 said:

It's free. I once claimed it, but have since freed it due to real-life business. If you don't mind, could I send my scrapped version to you, just so we can collaborate on it further?

Oh yeah, sure.

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4 minutes ago, DankMetal said:

Oh yeah, sure.

Here you go. I planned to make an E1-styled map out of it (hence the base textures on one of the larger rooms), perhaps even make it a spaceship-themed map due to that room's shape, but if you have a better idea, let me know.

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17 minutes ago, taufan99 said:

Here you go. I planned to make an E1-styled map out of it (hence the base textures on one of the larger rooms), perhaps even make it a spaceship-themed map due to that room's shape, but if you have a better idea, let me know.

I wanted to make this map for the inferno episode, actually, since it's the only episode with free slots.

I can still sneak some techbase stuff here and there ala Pandemonium tho.

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9 minutes ago, DankMetal said:

I wanted to make this map for the inferno episode, actually, since it's the only episode with free slots.

I can still sneak some techbase stuff here and there ala Pandemonium tho.

Sounds neat! And yeah, I think we're also in dire need of more Inferno maps in this project.

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@DankMetal, there’s actually a slot still open for E1 as well, but as this map was definitely originally intended for Hell I think the Inferno episode is the best place for it. I’m excited to see what you do with it.

 

@-BLEEDTEA, I’ll mark it down as a Phobos map. However, I actually would prefer to avoid using it in the E1M8 slot - this map was not originally intended to be a boss map and I think it would be much more interesting to treat it as a regular level.

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Here are some screenshots of what i've been making.

Do i went a bit over the top with the decoration? (Considering that this has to look like a 1993 map).

 

Spoiler

1047430242_Capturadepantalla(88).png.1a703fced5899b695ca1cb32748dcac5.png1874304814_Capturadepantalla(89).png.a6d84e2d9c0e2413f1a31c253bc762bb.png1315339074_Capturadepantalla(90).png.73368798af531d620344e114d59e0283.png1877700534_Capturadepantalla(91).png.a739269c0b3df91d6a3007517c5a59bc.png1369497124_Capturadepantalla(92).png.728eee8f54f36e17384a523da75df8fd.png

Also, i have a question regarding the music.

Which unused songs hadn't been remixed? I want to make a song for my map (and maybe for others if they want to).

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12 minutes ago, DankMetal said:

Here are some screenshots of what i've been making.

Do i went a bit over the top with the decoration? (Considering that this has to look like a 1993 map).

Those look pretty nice. I don't mind much about the decoration, as other mappers also have their own style.

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Posted (edited)

I never thought I'd decide to revise my first submission even further, but here we go, I guess.

t99-05e1m1-rev3

  • Added a few more structure details and decorations to make the map look less plain and rectangular.
  • Added a few more ammos and health bonuses to further balance the difficulty.
  • Corrected most if not all visible texture inconsistencies.
  • Slightly shortened the penultimate section to prevent players from cheesing the baron while inside it.
  • Secret alcove nearby the elevator portion (based on the 0.2 map) is now made darker to add a more mysterious feel to it.
  • Sigil-esque evil eye alcove has been removed. Instead, a new way to access the second secret is added (hint: pass through something that hangs high in the outside battlefield.) 
Edited by taufan99

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@DankMetal, the amount of detailing in your screenshots looks totally fine to me. As to which songs have been remixed, we’ve had submissions for un13, un14, un15, un20, un36, and un41.

 

Taufan99, thanks for the updated submission!

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Posted (edited)
1 hour ago, Faceman2000 said:

Taufan99, thanks for the updated submission!

Looks like I did another oopsies. Sorry!

t99-05e1m1-latestrev

  • Imp and cacodemon stuck nearby the penultimate area have been repositioned.
  • Gate overlooking the room with the eye switch has been properly textured again.

 

In a meanwhile, I'm trying to see what I can do with 0.5 E1M6. I'll Petersenify it again like what I did with 0.5 E1M1, while using @Plerb's un13.mid cover to make it all the more ominous.

Edited by taufan99

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8 minutes ago, eanasir said:

Can I get e1m6 please?

Mind if I look forward to collaborating with you? If you don't mind, let's make it an Inferno-styled map.

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26 minutes ago, taufan99 said:

Mind if I look forward to collaborating with you? If you don't mind, let's make it an Inferno-styled map.

Not at all! I'd love some help

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3 hours ago, Faceman2000 said:

@DankMetal, the amount of detailing in your screenshots looks totally fine to me. As to which songs have been remixed, we’ve had submissions for un13, un14, un15, un20, un36, and un41.

 

Taufan99, thanks for the updated submission!

In that case, i'm gonna do a remix of Un43 for my map.

I would also like to do one for Un39 if someone want to use that song.

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I'm also currently working on my own take on un15 (incorporating stuff from the completed version in Blake Stone), I'm assuming it's okay for there to be two covers of the same song? I feel like it's different enough from YeOldeFellerNoob's take.

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Posted (edited)

Alright, here's my cover of un15/Jungle from Blake Stone! This is probably the least "doomy" song I've contributed so far, hope that's ok.

un15 cover.zip

 

I found some issues with my 0.4 E1M4 map, I'm going to fix those soon. I might also make some revisions to my 0.4 E1M10 map at some point.

Also, the links to my un41 cover and Doom Bible map in the OP need to be updated to the revised versions I made.

Edited by Plerb

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