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[Community Project] VANITY


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I've decided that I'll step away from this project, the whole thing with sticking to a theme, and having to keep tabs on what the end and start of the maps surrounding yours are like is a combination I don't think i can vibe with.

Plus, I want to finish 2 maps for another project, and work on standalone stuff more anyway.

Feel free to open up my map11 slot.

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4 hours ago, knifeworld said:

I've decided that I'll step away from this project, the whole thing with sticking to a theme, and having to keep tabs on what the end and start of the maps surrounding yours are like is a combination I don't think i can vibe with.

Plus, I want to finish 2 maps for another project, and work on standalone stuff more anyway.

Feel free to open up my map11 slot.

No worries. Take care!

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I have a lot of stuff going on at the moment so I don't think I will find time to make my map so I would like to also drop my map. I hope everything works out!

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3 hours ago, Raith138 said:

I have a lot of stuff going on at the moment so I don't think I will find time to make my map so I would like to also drop my map. I hope everything works out!

Alright then, no pressure! Have a good one!

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Just now, Frontier said:

Yo can I take Map 24? I'd love to be part of this. I can get started straight away, I can map relatively quick.

A good map is much better than a quick map, I'd rather have the project done well than to have it done fast.
You still got the slot, of course.

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4 hours ago, NotDeadYet said:

Right, thanks. Real quick, how do you want me to send my map to you, just upload the wad here?

I would prefer you send it here, however, any method would be fine.

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7 hours ago, NotDeadYet said:

Oh shit, one more thing. Custom enemies and sprites, yes or nay.

That depends, how many enemies? Which enemies are they replacing? How do they work/look? Does anyone else want their own custom enemies?

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Yo, can I have the wad for map 23? Can't get hold of the dude who made it and I'm doing stuff that'll make it pretty hard, nigh impossible to change afterwards with my opening area.

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6 hours ago, NotDeadYet said:

Yo, can I have the wad for map 23? Can't get hold of the dude who made it and I'm doing stuff that'll make it pretty hard, nigh impossible to change afterwards with my opening area.

Nope. If you can't get a hold of the guy, then why should you expect me to have it?

6 hours ago, NotDeadYet said:

Oh yeah, and I'm just going to work with what you gave me and stock Doom 2 assets.

Don't need to state the obvious. Also, no offense, but you talk way too much.

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I've polished my map to the point where I can't find much wrong with it anymore, so here goes nothin'...

Author(s): EPICALLL
Difficulty Settings: Implemented (+coop/deathmatch)
Map Name: Liquids Included With Purchase
MIDI Used: Obstacles Not Included (by me)
Description: After the events beforehand, you seem to have stumbled here... The only question is this; what waits for you here, anyways?
Author's Comments: I tried to emulate Erik Alm's visual motifs from Scythe X as much as possible, with a few more Vrack-Esque things in the latter half to spice things up. I tended to favour fun, fast-paced combat over difficult combat here... So hopefully I don't bust too many balls in the process.

LIWPv1.zip

Sidenote: If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated.

Sidenote 2: Also, thanks AD_79 for the pep-talk.

Edited by EPICALLL

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50 minutes ago, EPICALLL said:

I've polished my map to the point where I can't find much wrong with it anymore, so here goes nothin'...

Author(s): EPICALLL
Difficulty Settings: Implemented (+coop/deathmatch)
Map Name: Liquids Included With Purchase
MIDI Used: Obstacles Not Included (by me)
Description: After the events beforehand, you seem to have stumbled here... The only question is this; what waits for you here, anyways?
Author's Comments: I tried to emulate Erik Alm's visual motifs from Scythe X as much as possible, with a few more Vrack-Esque things in the latter half to spice things up. I tended to favour fun, fast-paced combat over difficult combat here... So hopefully I don't bust too many balls in the process.

LIWPv1.zip

Sidenote: If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated.

 

I played through the map, and I must say that it got difficult when the arch-vile spawned in after you grab the blue key, that is if you don't access the secret plasma and backpack. Almost everything else is perfect, however. The map is short but punchy, has flawless texturing, good lighting variety, and much more. The only negative thing I must say is that unfortunately, I'm not a huge fan of the MIDI that you made, but that is a subjective matter. Good job, man!

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11 minutes ago, wumbo said:

 

I played through the map, and I must say that it got difficult when the arch-vile spawned in after you grab the blue key, that is if you don't access the secret plasma and backpack. Almost everything else is perfect, however. The map is short but punchy, has flawless texturing, good lighting variety, and much more. The only negative thing I must say is that unfortunately, I'm not a huge fan of the MIDI that you made, but that is a subjective matter. Good job, man!

And here was me both last year and like 3 weeks ago thinking that my maps were really painfully mediocre. I'm all giddy.

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7 hours ago, EPICALLL said:

I've polished my map to the point where I can't find much wrong with it anymore, so here goes nothin'...

Author(s): EPICALLL
Difficulty Settings: Implemented (+coop/deathmatch)
Map Name: Liquids Included With Purchase
MIDI Used: Obstacles Not Included (by me)
Description: After the events beforehand, you seem to have stumbled here... The only question is this; what waits for you here, anyways?
Author's Comments: I tried to emulate Erik Alm's visual motifs from Scythe X as much as possible, with a few more Vrack-Esque things in the latter half to spice things up. I tended to favour fun, fast-paced combat over difficult combat here... So hopefully I don't bust too many balls in the process.

LIWPv1.zip

Sidenote: If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated.

Sidenote 2: Also, thanks AD_79 for the pep-talk.

My thoughts about it: well, it's a tad hard for MAP04 than I expected (tested on UV), mostly because of ammo famine during the first half of the map. Monsters closets could've been better - they are overpopulated and have too many monster varieties, which tend to infight each other rather than deal with player. I'd recommend to place a couple of ammo boxes/shotgun shells and replace some hell knights with revenants. Final room is kinda messy from gameplay perspective too. Secrets are in the middle between "too easy to find" and "too obscure", well done. Visuals are good and clear, though some ceilings need a bit of work, especially in blue key room. Overall, a pretty good map.

Edited by Heretic926

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4 hours ago, RileyXY1 said:

I'll start my map once I get finished with my work for Plutonia But Something's Not Right. 

Oh shit

I need to submit my midi to that

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On 8/30/2023 at 6:21 AM, EPICALLL said:

If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated.

Well, I've got something for you. TITLEPIC and INTERPIC are ready and converted to Doom palette! Made them out of stock images so they should be fine, I guess: graphics.rar

Spoiler

TITLEPIC_big.png.85f46721204eca04a3b7ac7afb540e9d.pngINTERPIC_big.png.412e0684eb8783cae8e2c1e3eb85aa94.png

 

Edited by Heretic926

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15 minutes ago, Heretic926 said:

Well, I've got something for you. TITLEPIC and INTERPIC are ready and converted to Doom palette! Made them out of stock images so they should be fine, I guess: graphics.rar

  Reveal hidden contents

TITLEPIC_big.png.85f46721204eca04a3b7ac7afb540e9d.pngINTERPIC_big.png.412e0684eb8783cae8e2c1e3eb85aa94.png

 

Cool. Will implement soon.

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I'll have some time to get started on my map here in the next week or so. Before I get started putting pen to paper though, I have a question - In the main post you said re: the secret level slots "The only guideline here is to not make a map that you would see ending up in any of the six episodes listed." Is this only in terms of the aesthetic, or would this include gameplay design as well?

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I've got a tentative first version of Map 23. Tested on the latest prboom+ (comp 9) and GZDoom (boom comp).

 

Author(s): CrazedCleric
Difficulty Settings: Implemented (+coop/deathmatch starts)
Map Name: Verloren
MIDI Used: Warped Mind by Psychedelic Eyeball
Description: From the ruination of the far future emerges a vestige of a war long past. An old bunker sleeps in the dead, charred earth poking through the ash.
Author's Comments: Kind of a toughie. I'm a bit on the fence about being more generous with pickups.

 

Vanity_m23.zip

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17 hours ago, SMG_Man said:

I'll have some time to get started on my map here in the next week or so. Before I get started putting pen to paper though, I have a question - In the main post you said re: the secret level slots "The only guideline here is to not make a map that you would see ending up in any of the six episodes listed." Is this only in terms of the aesthetic, or would this include gameplay design as well?

Aethstetic only.

 

11 hours ago, Proxy-MIDI said:

Hello there ! Can I take the slot 03 please ? 

You got it.

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