Jump to content

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


Recommended Posts

Posted (edited)
11 hours ago, Faceman2000 said:

 

@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.

Sure! I've been a bit busy with school recently but I'll see what I can make.

Edited by Wavy

Share this post


Link to post
Posted (edited)
On 4/2/2024 at 8:58 AM, Plerb said:

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.

My first submission (Andhakupa) has a spiderdemon at the penultimate arena. I'll let the decision on @Faceman2000 to evaluate its current slot position.

 

As for the latter one, not that I know of so far.

Edited by taufan99

Share this post


Link to post
Posted (edited)

Too early for more ingame screenies, but here's the rough automap view of what I have so far

image.png.190f740e684eaaf2d6af04484adea97b.png

 

EDIT: I'm also using Plerb's un13 for the music if that's ok

Edited by Wavy

Share this post


Link to post

can we get a list of the unused / unfinished doom tracks that have zero representation in this rn?

Share this post


Link to post
Posted (edited)
4 hours ago, OliveTree said:

can we get a list of the unused / unfinished doom tracks that have zero representation in this rn?

According to my notes, the only un## songs that either never made it into the IWADs or don't have any covers listed in the OP are un09, un18, un30 and un32. If you're only counting ones that don't already have covers made specifically for this project, anything that isn't un13, un14, un15 (there are 2 covers for this now but mine hasn't been added to the OP yet), un36 or un41.

Edited by Plerb

Share this post


Link to post

I believe Plerb's list is correct for the music.

 

@Wavy, I like what I'm seeing so far!

 

As far as the bosses go, taufan's Spiderdemon made things a bit complicated. The Cyberdemon and Spiderdemon have had their thing IDs switched, meaning E3M8 ends when all Cybies are dead, and E2M8 ends when all Spiders are dead. Because taufan's map has a Spiderdemon but isn't supposed to end when it dies, the map can't be E2M8, and therefore the Spiderdemon can't be E2's boss. From there, I concluded the logical progression could be E1: Spider, E2: Cyberdemon, E3: two Cyberdemons. The dehacked patch also adds KeenDie to both of their actions, so we can use them as bosses anywhere and instead of it ending the level, it simply opens a door.

 

@DankMetal, Carnal Forge is amazing. I was absolutely blown away by this level. I love how you took the shooting SKINSYMB gimmick and built it into the whole level organically - that was a ton of fun. The level currently crashes in Chocolate, because there is an unknown texture on Linedef 537, 538, and 539, and because you exceed the scrolling texture limit. . . by a lot. You're only allowed 64 scrolling lines but you have 154. There's also a lot of tutti-frutti errors, especially in the crate area, but I also noticed some on lines 501 and 570.

 

@Bendy1, I really like how you reinterpreted the visuals of Deimos Lab. It looks really nice with its new hell aesthetic. However, this map still needs some love. For starters, there's unrecognized textures all over the place left over from the 0.5 alpha - use the "find unrecognized textures" tool in UDB to find them and remove them all so it doesn't crash vanilla. The main thing though is the level as it currently stands plays basically the same as its final counterpart. Progression is pretty much the same, the same keys are in the same places. . . there's some changes here and there, but overall it still feels too similar to Deimos Lab. This map was always going to be one of the tricker ones since it was so close to final when it appeared in 0.5. If you want some ideas on how to restructure it, check out my rework of E2M3 or Plerb's unfinished rework of E2M2. Let me know if you have any questions on this.

 

Thank you all!

 

Share this post


Link to post
Posted (edited)

Since all maps have been claimed now, the title of this thread should probably be updated. And the OP is still very out of date in some places.

 

Edit: Looks mostly up to date now! My un15 music track still needs to be added though.

Edited by Plerb

Share this post


Link to post
Posted (edited)
32 minutes ago, Faceman2000 said:

As far as the bosses go, taufan's Spiderdemon made things a bit complicated. The Cyberdemon and Spiderdemon have had their thing IDs switched, meaning E3M8 ends when all Cybies are dead, and E2M8 ends when all Spiders are dead. Because taufan's map has a Spiderdemon but isn't supposed to end when it dies, the map can't be E2M8, and therefore the Spiderdemon can't be E2's boss. From there, I concluded the logical progression could be E1: Spider, E2: Cyberdemon, E3: two Cyberdemons. The dehacked patch also adds KeenDie to both of their actions, so we can use them as bosses anywhere and instead of it ending the level, it simply opens a door.

You may replace the spiderdemon on my Andhakupa map with several barons, but I think that would make the fight cheaper to an extent, as it increases the chance of monster infighting that would affect the arena fight.

 

On the other side, I like the use of KeenDie to add such functionality. Does that mean another revision is necessary on my end? As well, the collaborative map between @eanasir and me is slowly but surely building up.

 

32 minutes ago, Faceman2000 said:

Carnal Forge is amazing. I was absolutely blown away by this level. I love how you took the shooting SKINSYMB gimmick and built it into the whole level organically - that was a ton of fun. The level currently crashes in Chocolate, because there is an unknown texture on Linedef 537, 538, and 539, and because you exceed the scrolling texture limit. . . by a lot. You're only allowed 64 scrolling lines but you have 154. There's also a lot of tutti-frutti errors, especially in the crate area, but I also noticed some on lines 501 and 570.

If you want to check further errors without crashes, you might want to use the new CRL/Chocorenderlimits by Julia Nechaevskaya, a continuation of RestlessRodent's original Chocorenderlimits.

Edited by taufan99
Slight grammatical "typo".

Share this post


Link to post

Hey @Faceman2000, glad that you liked my map! Coincidentally, i was already adding difficulty settings and coop today, so i took time to fix the problems you mentioned, except for the tutti frutty effect in the crate maze.

 

Carnal Forge RC1 + POSSESSEDOVEN.mid

Here's the full changelog:

Spoiler
  • Added difficulty settings and coop (with some exclusive enemies for those who like to play with -coop_spawns).
  • Some scrolling and unknown textures were removed for chocolate doom.
  • The secret supercharge behind a spinal cage was slightly changed.
  • Fixed some texture misalignments
  • Some minor visual changes.

 

I also finished my reimagination of Un43.mid, it's called "Possessed Oven" and it's inside the zip file alongside my map.

 

Before i add deathmatch starts for the next update, i wanted to ask if i can add a "deathmatch-exclusive" arena to my map? I know that's not true to the 90's feel, and it can probably cause problems for chocolate doom, so if this is not allowed, i'm more than okay with that.

 

And the last thing i wanted to say, is that if you need someone to make the intermission graphics and such, i know a guy or two who would be happy to do something for this.

 

4 hours ago, taufan99 said:

If you want to check further errors without crashes, you might want to use the new CRL/Chocorenderlimits by Julia Nechaevskaya, a continuation of RestlessRodent's original Chocorenderlimits.

Thanks for sharing that sourceport, i totally need it for this project in particular.

Share this post


Link to post
1 hour ago, DankMetal said:

Thanks for sharing that sourceport, i totally need it for this project in particular.

No problem!

Anyway, may I use your un43.mid rendition? Wavy seems to be using un13.mid, which I happened to use at first.

Share this post


Link to post
2 hours ago, taufan99 said:

Wavy seems to be using un13.mid, which I happened to use at first.

Oh my bad, feel free to keep using it. I can use un43 instead.

Share this post


Link to post
12 hours ago, Wavy said:

Oh my bad, feel free to keep using it. I can use un43 instead.

I'm already using it for my map, but i can make more songs now that i have more free time. I'm cooking something with Un39 now, but i can also take requests of other songs if you want.

Share this post


Link to post
2 hours ago, DankMetal said:

I'm already using it for my map, but i can make more songs now that i have more free time. I'm cooking something with Un39 now, but i can also take requests of other songs if you want.

In that case I'll use un39 when it's complete

Share this post


Link to post
On 4/11/2024 at 8:14 PM, Faceman2000 said:

 

@Bendy1, I really like how you reinterpreted the visuals of Deimos Lab. It looks really nice with its new hell aesthetic. However, this map still needs some love. For starters, there's unrecognized textures all over the place left over from the 0.5 alpha - use the "find unrecognized textures" tool in UDB to find them and remove them all so it doesn't crash vanilla. The main thing though is the level as it currently stands plays basically the same as its final counterpart. Progression is pretty much the same, the same keys are in the same places. . . there's some changes here and there, but overall it still feels too similar to Deimos Lab. This map was always going to be one of the tricker ones since it was so close to final when it appeared in 0.5. If you want some ideas on how to restructure it, check out my rework of E2M3 or Plerb's unfinished rework of E2M2. Let me know if you have any questions on this.

 

 

 

Thank you for playing my map, I'm glad you liked the visuals!

I have since removed the unknown textures.
I do understand that the map plays the same, I'll try to move stuff around, thank you.

Share this post


Link to post

I wonder if a recreation of the map seen in this footage would be eligible for inclusion, considering Extramap is also included. It'd probably have to go into an E2M0/E3M0 slot.

 

Share this post


Link to post
Posted (edited)
13 hours ago, Plerb said:

I wonder if a recreation of the map seen in this footage would be eligible for inclusion, considering Extramap is also included. It'd probably have to go into an E2M0/E3M0 slot.

 

I knew someone was gonna bring this up, sooner or later.

It could be interesting to be honest.

Edit: people are really going crazy over that short level, huh? I would like to make something out of it, since i didn't have the oportunity to make another map for this, and i loved the process when i was making Carnal Forge. 

Edited by DankMetal

Share this post


Link to post
Posted (edited)

Satanic Overhall Experiment
I don't want to make this the final version if this idea isn't as good as I thought it was.
Moved many attributes of the map.
Posted to see if this is a good way to rearrange the map.

Edited by Bendy1

Share this post


Link to post

Looking back on Observatory, while as a whole I still think the map is good, there's a few things that really bug me about it. I feel like it's insufficiently corrupted, it feels too much like an E1 map. And the plasma gun "secret" is not a secret at all, this was an attempt to imitate how some of Sandy's Secrets in the IWADs were barely hidden, but in retrospect I feel like it should either be made a proper secret or have the secret tag removed. Many rooms are way too square and uninteresting. I'm planning to revise this map in the near future.

Share this post


Link to post

Got an update ready for my map! Just to be safe, I kept all references to E1M6 instead of swapping it to E1M2, but let me know if this should be changed. Tested for 100% completion, but there's always the chance for map gremlins. Lemme know how this works out!

 

Spoiler

- Replaced the underside textures of many doors to fit a bit better
- Fixed some metal barriers not being impassable
- Replaced see-through door in nukage area with normal door
- Swapped out tech tunnel secret room for new secret room
- Added some nukage lakes to the beginning of the level
- Added some silvery borders to certain areas to transition textures a little better
- Added a couple more details, swapped out some textures
- bonus health! :)

 

DrPyspy_TomsHalls_E1M6_a2.zip

Share this post


Link to post
Posted (edited)
On 4/17/2024 at 11:16 AM, DrPyspy said:

Got an update ready for my map! Just to be safe, I kept all references to E1M6 instead of swapping it to E1M2, but let me know if this should be changed. Tested for 100% completion, but there's always the chance for map gremlins. Lemme know how this works out!

 

Nice map improvement.

The few changes especially with the cyberdemon room were done well. 
My only small problem is with the rocket launcher area with the shooting on the switch, but is made obvious on what you have to do, and that you can open the trap without grabbing the launcher or raising the platform.
Good and simple second map with enough items and ammo to get through comfortably.

Edited by Bendy1

Share this post


Link to post

Hello. I just wanted to say, I apologize for being lazy and NOT fixing my Un15 track before uploading. Here is the long awaited fix, and yes, I know it has been a while. Didn't see anything wrong with it until now (yikes...).

un15remake.zip

Share this post


Link to post
Posted (edited)
1 hour ago, YeOldeFellerNoob said:

Hello. I just wanted to say, I apologize for being lazy and NOT fixing my Un15 track before uploading. Here is the long awaited fix, and yes, I know it has been a while. Didn't see anything wrong with it until now (yikes...).

un15remake.zip

I thought something sounded wrong with it before, but I just assumed it was a deliberate artistic choice to make all the instruments a piano, and how it got super wonky at the end. This version sounds much better though.

Edited by Plerb
"how the ending got super wonky at the end" was i "HIGH" when i wrote this

Share this post


Link to post

Here's a zip containing my remake of Un39.mid, i don't remember who wanted it, but here it is:

Download link

It's more simpler and closer to the midi, unlike my previous song "Possessed Oven"

 

It also contains a little sneak peek of my version of Un44.mid, aka "Big Gun". I'm trying to make it as distinguishable from I Sawed The Demons, but keeping it simple to try and replicate bobby's style (and failing tremendously halfway through).

Share this post


Link to post
2 minutes ago, DankMetal said:

Here's a zip containing my remake of Un39.mid, i don't remember who wanted it, but here it is:

I think it's @Wavy.

Share this post


Link to post
On 5/1/2024 at 8:15 PM, taufan99 said:

I think it's @Wavy.

Indeed. Thanks @DankMetal!

 

Also as for progress on UnusedMap2, it's been on pause for a while due to school and other life stuff. I'll get back to work on it asap though

Share this post


Link to post
Posted (edited)

Satanic Overhall.wad
This is the new version of Satanic Overhall with different level progression.
All multiplayer and difficulty settings set along with being UV maxable.
Hope this works out for the best.


 
 

Edited by Bendy1

Share this post


Link to post

Here's a new version of Observatory, applying my 9 months worth of mapping skills gained since I made it. I made a bunch of changes here and there and didn't bother to list all of them, but the important things are:

-I made it feel more strongly like a corrupted techbase

-The "bunker room" was heavily changed because the old one looked like ass

-The plasma gun area is no longer marked as secret (because it's not even a secret) and the opposition is no longer a complete joke

-Various asethetic changes all over the place, such as lighting improvements and I cut down somewhat on the use of boring GRAY textures, replacing some of them with ICKWALLs.

 

I didn't test it super thoroughly so it's possible I missed some things.

04_e1m10_v4.zip

Screenshots:

Spoiler

 

04e1m10-new.png

 

04e1m10-new2.png

 

 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...