Bendy1 Posted March 23 Should I just make changes to the resources made already, or start something from scratch? 0 Quote Share this post Link to post
Walter confetti Posted March 23 wa-tomh-v2.zip Difficulty settings and DM spawns added 0 Quote Share this post Link to post
DrPyspy Posted March 24 On 3/18/2024 at 3:50 PM, Faceman2000 said: @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: Hide contents 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. No worries on the delay, thanks for the feedback! Glad to hear you enjoyed it. Spoiler Thanks for catching those linedefs! I'll fix 'em up. Very good point on the MIDBRN4 door, that slipped my mind! I'll either shake up the textures or, worst-case scenario, swap out the 'see-through door' gimmick for something else. Also great point on the Cyberdemon room, I'll tone down the novelty of that area and bring it more in-line with the rest of the map's vibe. (I also want to prevent the Imps in that closet from accidentally hiding themselves in the hallway, too!) I'll have a new version uploaded with changes made soon. 1 Quote Share this post Link to post
taufan99 Posted March 25 On 3/24/2024 at 3:39 AM, Bendy1 said: Should I just make changes to the resources made already, or start something from scratch? Just use the main resources WAD file compiled by Faceman2000 accordingly. 0 Quote Share this post Link to post
Bendy1 Posted March 26 Figured that out pretty quickly, about 50% done with the first attempt at it. 0 Quote Share this post Link to post
Bendy1 Posted March 26 Does episode 2 have a secret exit yet? I could add one if need be. 0 Quote Share this post Link to post
DankMetal Posted March 27 Here's the first version of my map, called "Carnal Forge". CarnalForge.wad I wanted to share this before adding difficulties, coop and all of that stuff to see some feedback. It's on the E2M7 slot because i love Waltz of the Demons and i was tired of hearing At Doom's Gate. Almost every room from the original map was used in some way or another, with the only exception being some weird unconnected rooms with crate textures and the last few rooms before the end. Some screenshots: Spoiler 1 Quote Share this post Link to post
Faceman2000 Posted March 27 Hello all, I updated Control Center to be more in line with the difficulty of Dr PySpy's submission - now the first Barons will be in the secret map, which I feel is fitting. I also added barrels and difficulty levels. Spirit Drains has also been updated, with an expanded section and difficulty settings. Spirit Drains Control Center @Bendy1, have at it - thanks for getting started. E2 doesn't have a secret exit yet, but hold off on adding one for now. I take it that you're adapting the map to fit in the Inferno episode then? @DankMetal, those screenies are delicious. I'll give this a runthrough in the next couple days and get back to you! @-BLEEDTEA, okay, thank you for letting me know! 3 Quote Share this post Link to post
Bendy1 Posted March 27 Here is my map: Satanic Overhall SatanicOverhall.wad E2M4 is my least favorite doom 1 level, so I wanted to see if I could fix it. Image of the map: 2 Quote Share this post Link to post
taufan99 Posted March 27 6 hours ago, DankMetal said: Here's the first version of my map, called "Carnal Forge". CarnalForge.wad I wanted to share this before adding difficulties, coop and all of that stuff to see some feedback. It's on the E2M7 slot because i love Waltz of the Demons and i was tired of hearing At Doom's Gate. Almost every room from the original map was used in some way or another, with the only exception being some weird unconnected rooms with crate textures and the last few rooms before the end. I gave this a try and I gotta say I like all the spins you gave to DEVCOMM1. I find it funny how that one soulsphere secret is accessible by... Spoiler doing a small jump that passes through the spine cage as it isn't an impassable linedef. On the other side, I'm not exactly fond of how rectangular the earlier rooms are still. That, and the gimmick of shooting the sigils, while not exactly unknown back in the id maps, just doesn't sit right with me. Health items are stingy enough to provide a challenge and I'm fine with that, but the blood pool at the red key section feels rather mean-spirited to me (I assume it damages the player?). Lava floor at the penultimate section also needs a bit more balancing with at least one radsuit nearby it. All in all, it's a pretty nice, challenging map appropriate for E2M7 (although those crates keep making me think of The Demons from Adrian's Pen at times). I'd say this is good enough, just put a few more green armors and a radsuit at the lava floor section. Oh, and thanks for the cooperation as well! 1 Quote Share this post Link to post
taufan99 Posted March 27 (edited) 3 hours ago, Bendy1 said: Here is my map: Satanic Overhall SatanicOverhall.wad E2M4 is my least favorite doom 1 level, so I wanted to see if I could fix it. Played this (hopefully) thoroughly enough to see the entire map's structure. I gotta say I like how you balanced the enemies more while also keeping the challenging aspect of the level, as well as the way you put the Deimos textures here (especially that blue rock section). That being said, there are a few problems I'd like to point out. Spoiler This marble passage to the left of the beginning section could be more aligned to be more accurate to each other. Which texture(s) might you be using with these ones? I loaded the map with the AlphaBetaResources.wad and it seems like whatever these use isn't available there. The sideways are not lower unpegged here, making them move alongside the platform(s) (or in the above case, the door) they're anchored at. What purpose does this blue skull switch texture serve as? I thought it was usable, but it turns out that's not the case. Perhaps you could adjust the linedef length more to accomodate the animated marble eye texture? I'm not exactly sure, the missing sides kinda rub me the wrong way, but that could be just me. Also, upon finishing the map with all (accessible) secrets found, the secret count tells me I only found 88% of all secrets. I've tried using IDDT to find out if there's anything else I'm missing, but I don't seem to have found what it might be. Other than the problems I've mentioned, it's a nice reimagining (and rebalancing) of a stock id map. Edited March 27 by taufan99 0 Quote Share this post Link to post
Bendy1 Posted March 28 (edited) Thank you for playing the map, I'm glad you enjoyed the gameplay! I have since fixed most of the issues you brought up. The textures used in the early room in the crusher is COMPWERD. I am unsure why the texture didn't show up for you. All the secrets should be obtainable by.. Spoiler 1. The room behind the room you start in has a demon eye you need to shoot. 2. In the room in the rightmost part of the map, there is a berserk secret behind the door. 3. Next to the stairs in the same room, there is a wrong texture, press it. 4. Up the lift is a secret obtained the same way as E2M4. 5. In the room across the room with the crushing imps, there is a fake wall which you can run behind. 6. Past the blue key is a rocket launcher. In the room left after getting the yellow key, there are three secrets. 7. Behind the cacodemon in the lava, there is a door behind him. 8. Going to blood where the imps were, there is a hidden door where the light is. 9. There is a switch in the lava area, pressing it lowers the room with the barrels and the zombiemen. Also, how do you reply to comments? Edited March 28 by Bendy1 you start in a room 1 Quote Share this post Link to post
taufan99 Posted March 28 30 minutes ago, Bendy1 said: Also, how do you reply to comments? You either quote the post you want to reply or mention the user you want to reply with a @(username) tag. 0 Quote Share this post Link to post
Bendy1 Posted March 28 Just now, taufan99 said: You either quote the post you want to reply or mention the user you want to reply with a @(username) tag. Thank you. 0 Quote Share this post Link to post
DankMetal Posted March 28 Thanks for playing my map @taufan99! 18 hours ago, taufan99 said: I find it funny how that one soulsphere secret is accessible by... Hide contents doing a small jump that passes through the spine cage as it isn't an impassable linedef. Yeah, i noticed that after i uploaded this version. The passable spinal cage was on purpose, but i got rid of that for the newest version i'm gonna post soon (when i have the midi ready). 18 hours ago, taufan99 said: The gimmick of shooting the sigils, while not exactly unknown back in the id maps, just doesn't sit right with me. That's actually a good point, and that's why we have just 3 shootable actions in vanilla doom. I can't see Sandy Petersen using a consistent gimmick like a shootable switch in 1993. But, in my defense, that helps the map stand out from the rest, and it's kinda cool too. 18 hours ago, taufan99 said: Lava floor at the penultimate section also needs a bit more balancing with at least one radsuit nearby it. There's actually a radsuit before getting into the final arena, behind a secret shootable wall. I do admit that maybe i was a bit too evil with the last fight. My intention was to give pressure to the player to find a safe platform to stand and progress through the fight and get to the exit. I will add another radsuit that isn't a secret for the next update. 18 hours ago, taufan99 said: Put a few more green armors Huh, i thought i was excessive with the armor, i will add more for the next update. Thanks again for the feedback. 1 Quote Share this post Link to post
Bendy1 Posted March 28 (edited) Here is the updated version of Satanic Overhall This versions contains the fixes to the map suggested by taufan99. Including some texture fixing and added some more decoration. Assuming there is no mistakes, this will likely be the last update. Edited March 28 by Bendy1 0 Quote Share this post Link to post
Plerb Posted March 28 With only a few slots left I have to wonder which map will become either E1 or E2's boss map (depending on which version of the COMM5 boss map gets used). I think out of the remaining slots 0.5 E1M6 is the best contender for a boss map. Also @nue are you still making the 0.4 E1M7 map? If that slot ends up getting freed, I'd like to preemptively claim it. 0 Quote Share this post Link to post
taufan99 Posted March 28 43 minutes ago, Bendy1 said: Here is the updated version of Satanic Overhall This versions contains the fixes to the map suggested by taufan99. Including some texture fixing and added some more decoration. Assuming there is no mistakes, this will likely be the last update. The link, for some reason, directs to the 11th page of this thread. 0 Quote Share this post Link to post
Bendy1 Posted March 28 15 minutes ago, taufan99 said: The link, for some reason, directs to the 11th page of this thread. Sorry about it, should be fixed. 1 Quote Share this post Link to post
taufan99 Posted March 28 28 minutes ago, Bendy1 said: Sorry about it, should be fixed. I've received it and finally properly finished the map with all the secrets you told me. Spoiler Now that I noticed the backpack secret, I gotta say you did a good job putting that one! Unfortunately, there are at least two other mistakes I discovered in the revision. Spoiler These ones are still unaligned. Since they're rather unnoticeable because of their location, I only found out about this later. This part still has an unknown texture. Are you sure you're using the AlphaBetaResources.wad from Faceman2000? Otherwise, there are no other mistakes I'm aware of. 0 Quote Share this post Link to post
taufan99 Posted March 28 On 3/27/2024 at 10:34 AM, Faceman2000 said: Hello all, I updated Control Center to be more in line with the difficulty of Dr PySpy's submission - now the first Barons will be in the secret map, which I feel is fitting. I also added barrels and difficulty levels. Spirit Drains has also been updated, with an expanded section and difficulty settings. Spirit Drains Control Center Love these two! Spirit Drains especially took me off-guard as I only noticed later on that this is the map that eventually became E1M3. Good job on the Petersenian twist! However, I've noticed at least two errors on each map. Spoiler Control Center: The pinky is stuck in the front of the exit door. This texture's alignment is a few pixels off. Spirit Drains: The sides of this elevator aren't lower unpegged. These scrolling spine cage textures need some realigning. Other than those, I didn't find any other errors (at least so far). 0 Quote Share this post Link to post
Wavy Posted March 28 Could I take E1M6/MAP10? I haven't mapped for (or even played) Doom in a good while so I'd like to get my creative juices flowing again. 1 Quote Share this post Link to post
taufan99 Posted March 28 10 minutes ago, Wavy said: Could I take E1M6/MAP10? I haven't mapped for (or even played) Doom in a good while so I'd like to get my creative juices flowing again. Sorry, that one's already claimed by @eanasir (with some collaboration with me). However, as I've PMed them a while ago, they still haven't replied with anything again. I'm just gonna wait and see for now. 1 Quote Share this post Link to post
Wavy Posted March 28 1 minute ago, taufan99 said: Sorry, that one's already claimed by @eanasir (with some collaboration with me). All is good! 1 Quote Share this post Link to post
Anomura Posted March 28 Hi! May I take a crack at E1M12 (E1M8)? I was thinking of it being a Phobos map? Between the Barons' red cave and the center chamber is this glowing blue gateway I interpret as a dimensional rift; leaning into that alongside fleshing out the flanking caves could be a novel way of reinterpreting the level's identity! 0 Quote Share this post Link to post
Bendy1 Posted March 28 18 hours ago, taufan99 said: This part still has an unknown texture. Are you sure you're using the AlphaBetaResources.wad from Faceman2000? I am sure I am using COMPWERD. I honestly could not tell you why that texture doesn't show up. Spoiler 0 Quote Share this post Link to post
Faceman2000 Posted April 1 @taufan99, thank you for your reviews. I still haven’t had a chance to sit down and play through your maps Dank Metal and Bendy1, but I love the screenshots I’ve seen and am excited to try them out. @eanasir, your claim has been added to the front page. Do you have plans for which episode the map will be? It was originally intended as E1’s boss map, so it would be cool if we could make that work. I’m happy to discuss further. @Anomura, I’ve also added your claim to the first page. I would ask that you don’t make this the Phobos boss level, but otherwise I’m fine with it in Phobos. Looking forward to what you do! Nue has messaged me personally and says they are still working on their map but have been delayed by IRL issues. @Wavy, would you be interested in the last map, unusedmap2.wad? Since it’s only based off a couple screenies, there’s more freedom there than with some other maps. Thank you all! Life is keeping me so much busier than I’m used to but I love seeing all the progress being made here. 3 Quote Share this post Link to post
taufan99 Posted April 2 10 hours ago, Faceman2000 said: your claim has been added to the front page. Do you have plans for which episode the map will be? It was originally intended as E1’s boss map, so it would be cool if we could make that work. I’m happy to discuss further. Since we still have at least two empty slots for Inferno, I decided to make it an Inferno map with @eanasir. I hope that's okay with you. 0 Quote Share this post Link to post
Faceman2000 Posted April 2 (edited) Yep, that’s fine! The layout lends itself nicely to that. If you wanted to try and incorporate a Cyberdemon fight, we could use it as the E2 closer as well, but that’s not necessary at all. Edited April 2 by Faceman2000 1 Quote Share this post Link to post
Plerb Posted April 2 Wouldn't E2 end with a spider mastermind? Also I'm wondering, are there any unused intermission worldmap sketches from Doom's development other than the 0.5 placeholder and the Doom Bible hell sketch? It'd be cool if there were new intermission images based off of those, if someone's willing to put in the effort of drawing them. 0 Quote Share this post Link to post
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