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[Community Project] VANITY


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4 hours ago, dmh094 said:

The map is called “Graveyard Shift” had the idea of a derelict refinery ship that the player enters and it looks like a blood bath. Flickering lights and such. It has the aesthetic of an old rusty frater with the atmosphere of alien.

 

just converted it to  an old section of the space station that’s been unused for years at this point. :D player starts in an elevator that’s come from one the upper levels. 

Sounds like a good idea, I'm curious as to how it would be executed, maybe a horror map would fit really well into the space setting, after all.

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I was thinking of having a teleporting cyber through the map, kind of like its hunting you. Original idea was for an archvile but I dont know which one is better :/ 

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1 hour ago, dmh094 said:

I was thinking of having a teleporting cyber through the map, kind of like its hunting you. Original idea was for an archvile but I dont know which one is better :/ 

I think an Archie would be better than a cyber. I have two reasons.

 

1. The Cyberdemon is usually presented comically, and given his ridiculous size, it's harder to take him seriously

 

2. The Arch-Vile is usually a more dynamic enemy to fight against.

 

P.S. you should have more than one Archie for tension's sake.

Edited by EPICALLL

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On 11/10/2023 at 10:38 PM, Heretic926 said:

I played the map too, so here's my thoughts:

It looks fantastic. I can tell you worked hard on creating such detailed environments using a lot of sectors with midtextures (I don't know anyone besides dobu gabu maru and a couple of other mappers who use that mapping technique). And yes, the fact that the whole layout changes after blowing up the tank is mapping wizardry I can't comprehend yet. Though after that moment the combat (tested UV only) becomes mostly unfair - teleporting revenants into narrow corridors when you have only SSG and chaingun is BS move that I personally can't handle. And the three archviles in the "vent" section are simply unnecessary. It's not that bad with a plasma gun, but I believe the secret with it is placed after those fights (might be incorrect though, but it is a fact that I have missed this secret). I wouldn't rate it as high as EPICALLL did, but it's a solid map nonetheless; it just needs some balancing in the combat department.

Hmm... I'm in bit of a pickle here!

EPICALL seems to be fine with the  difficulty, however - you consider it to be too hard (at least in the 2nd half of the map). I'll have to replay the map a few more times and think about the combat encounters a bit more. Thing is that I don't want to just give the player a BFG or Rocket Launcher, because this is the start of a new episode and it would throw off the balance a bit in that case (although, I did give the player a Rocket Launcher on one of the easier difficulties, but since most people play on UV - that's where most of the difficulty tweaks will happen).

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On 11/14/2023 at 2:34 PM, Ar_e_en said:

Hmm... I'm in bit of a pickle here!

EPICALL seems to be fine with the  difficulty, however - you consider it to be too hard (at least in the 2nd half of the map). I'll have to replay the map a few more times and think about the combat encounters a bit more. Thing is that I don't want to just give the player a BFG or Rocket Launcher, because this is the start of a new episode and it would throw off the balance a bit in that case (although, I did give the player a Rocket Launcher on one of the easier difficulties, but since most people play on UV - that's where most of the difficulty tweaks will happen).

This doesn't seem to be a matter of overall difficulty but rather a level of balance. The curve is too sharp, it seems. Make the second half more fair to the player so that way there is no "OH THIS IS COMPLETE BS!"

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On 11/14/2023 at 11:08 AM, EPICALLL said:

I think an Archie would be better than a cyber. I have two reasons.

 

1. The Cyberdemon is usually presented comically, and given his ridiculous size, it's harder to take him seriously

 

2. The Arch-Vile is usually a more dynamic enemy to fight against.

 

P.S. you should have more than one Archie for tension's sake.

Pretty much, although if you do go the Arch-Vile route you should try to make it original as Arch-Vile chase maps are overused due to the influence of Plutonia's MAP11.

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On 11/15/2023 at 3:08 AM, EPICALLL said:

I think an Archie would be better than a cyber. I have two reasons.

 

1. The Cyberdemon is usually presented comically, and given his ridiculous size, it's harder to take him seriously

 

2. The Arch-Vile is usually a more dynamic enemy to fight against.

 

P.S. you should have more than one Archie for tension's sake.

Good call. Nothing like a stalking demon to put your mind at ease 😂

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2 hours ago, RileyXY1 said:

Pretty much, although if you do go the Arch-Vile route you should try to make it original as Arch-Vile chase maps are overused due to the influence of Plutonia's MAP11.

Hmm. I see your point. 
 

I’ll have to think outside the box for this one 

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I seem to be experiencing an issue with the map I have made so far. I loaded it today and accidentally discovered that my setup does not work in dsda-doom. When I made the time machine I tested using PrBoom+ as I hadn't branched out yet. I have also tested in Nugget Doom and GZDoom and my time machine does not function properly under either of them. Here is the WAD. I can't figure out why it works in one port and not any of the others.

TimeTwister.zip

 

EDIT: Oh, and there's a midi by Bloo in there composed for the level. It's pretty cool!

Edited by NecrumWarrior
midi

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1 hour ago, NecrumWarrior said:

I seem to be experiencing an issue with the map I have made so far. I loaded it today and accidentally discovered that my setup does not work in dsda-doom. When I made the time machine I tested using PrBoom+ as I hadn't branched out yet. I have also tested in Nugget Doom and GZDoom and my time machine does not function properly under either of them. Here is the WAD. I can't figure out why it works in one port and not any of the others.

TimeTwister.zip

 

EDIT: Oh, and there's a midi by Bloo in there composed for the level. It's pretty cool!

I'm no expert when it comes to this stuff, but I think the problem is that the sector of which you teleport with is too small. The player's origin point (the center of the player model) needs to pass through the teleport linedef, when there is a wall there, it's difficult to do. I'm pretty sure teleport behaviour is a little different in boom, so, maybe that's it?

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1 minute ago, EPICALLL said:

I'm no expert when it comes to this stuff, but I think the problem is that the sector of which you teleport with is too small. The player's origin point (the center of the player model) needs to pass through the teleport linedef, when there is a wall there, it's difficult to do. I'm pretty sure teleport behaviour is a little different in boom, so, maybe that's it?

That's what I thought at first but even if I move the first teleport line forward so that there is lots of space it still does not function.

1563578688_Screenshot2023-11-2610_07_22.png.c22cbdf7ff68051d3948aa3bb3f758c9.png702877636_Screenshot2023-11-2610_07_38.png.6d1384a8968a910cf098f5c9895f2112.png

372775607_Screenshot2023-11-2610_08_21.png.c32ffc3d0a9a093162ab41d781a72ee7.png

This is very strange.

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Just now, NecrumWarrior said:

That's what I thought at first but even if I move the first teleport line forward so that there is lots of space it still does not function.

 

  Reveal hidden contents

1563578688_Screenshot2023-11-2610_07_22.png.c22cbdf7ff68051d3948aa3bb3f758c9.png702877636_Screenshot2023-11-2610_07_38.png.6d1384a8968a910cf098f5c9895f2112.png

372775607_Screenshot2023-11-2610_08_21.png.c32ffc3d0a9a093162ab41d781a72ee7.png
 

 

This is very strange.

I have no idea, then... Try contacting somebody else about it, heck, put it in the editing questions forum.

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On 11/24/2023 at 8:07 PM, Ar_e_en said:

Alright, here is version 2 of my map: MAP16_Vanity_(Ar_e_en)_v2.zip

 

Most of the changes revolve around the second phase of the map (I tried making it a bit more forgiving). There are a few minor changes as well (mostly visual and geometry based changes).

Yep. New favourite from this WAD. Added.

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1 hour ago, NecrumWarrior said:

I seem to be experiencing an issue with the map I have made so far. I loaded it today and accidentally discovered that my setup does not work in dsda-doom. When I made the time machine I tested using PrBoom+ as I hadn't branched out yet. I have also tested in Nugget Doom and GZDoom and my time machine does not function properly under either of them. Here is the WAD. I can't figure out why it works in one port and not any of the others.

The teleport destination seems to be tagged for easy/medium skills only, maybe it's due to that?

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1 hour ago, Andromeda said:

The teleport destination seems to be tagged for easy/medium skills only, maybe it's due to that?

Oh my god! That's embarrassing. So I guess PrBoom+ doesn't check if teleport destinations have difficulty tags. Thank you!

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bumpity bump here's my map
vanity_m26.zip
 

Spoiler

 

Author: eater29

Map Name: Vitriol
Difficulty Settings: 275/289/313 monsters on hntr/hmp/uv, a little mean on uv
MIDI Used: "Crateria 1 - Arrival on Zebes" from Super Metroid
Description: Tumbling through the rift, you find yourself at a massive factory situated in an ocean of blood. Demons lie dormant in the restless walls of this facility. 
Author's Comments: A first attempt at something nonlinear, quite a few routes and optional areas connecting the major parts of the map together. You might want to find the SSG and plasma before looking for the keys. A bit slaughtery but nothing extreme. Map should be co-op compatible.

 

Screenies:

Spoiler

image.png.1bad44b269e84adba20191865752ced9.pngimage.png.e33bf76a9db95bc704c2311403284416.png

 

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8 hours ago, eater29 said:

bumpity bump here's my map
vanity_m26.zip
 

  Reveal hidden contents

 

Author: eater29

Map Name: Vitriol
Difficulty Settings: 275/289/313 monsters on hntr/hmp/uv, a little mean on uv
MIDI Used: "Crateria 1 - Arrival on Zebes" from Super Metroid
Description: Tumbling through the rift, you find yourself at a massive factory situated in an ocean of blood. Demons lie dormant in the restless walls of this facility. 
Author's Comments: A first attempt at something nonlinear, quite a few routes and optional areas connecting the major parts of the map together. You might want to find the SSG and plasma before looking for the keys. A bit slaughtery but nothing extreme. Map should be co-op compatible.

 

Screenies:

  Reveal hidden contents

image.png.1bad44b269e84adba20191865752ced9.pngimage.png.e33bf76a9db95bc704c2311403284416.png

 

Played a little and... now I know how typical Sunlust map feels like. At least it surely looks and plays like one. Gotta admit - I ragequit on yellow key fight, that was definitely not something I can handle even with save-scumming, at least on Ultra-Violence (skill issue lol).

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14 hours ago, eater29 said:

bumpity bump here's my map
vanity_m26.zip
 

  Reveal hidden contents

 

Author: eater29

Map Name: Vitriol
Difficulty Settings: 275/289/313 monsters on hntr/hmp/uv, a little mean on uv
MIDI Used: "Crateria 1 - Arrival on Zebes" from Super Metroid
Description: Tumbling through the rift, you find yourself at a massive factory situated in an ocean of blood. Demons lie dormant in the restless walls of this facility. 
Author's Comments: A first attempt at something nonlinear, quite a few routes and optional areas connecting the major parts of the map together. You might want to find the SSG and plasma before looking for the keys. A bit slaughtery but nothing extreme. Map should be co-op compatible.

 

Screenies:

  Hide contents

image.png.1bad44b269e84adba20191865752ced9.pngimage.png.e33bf76a9db95bc704c2311403284416.png

 

Hey map neighbour!

 

First of all, this is an incredible-looking map. So many wonderful details. Makes me feel like I need to step up my game in my map. But, honestly, it's a little too hard for me. There are places where it seems like you have no choice but to get exploded in the face because you essentially have to use rockets in cramped areas. I have to say, I ended up cheating to get to the exit (on HMP).

 

Speaking of the exit, you have both "W1 Exit Level" and "Damage -10 or 20% health and End level" in the end zone, I have to assume one of those is unintentional. For me (as the person doing the next level), I think the best kind of exit would be falling down a large pit that causes a voodoo doll to go down a conveyor and into a W1 Exit Level - giving the impression that the player's falling into MAP27.

 

I probably should get around to posting a draft of my level, but it still feels like it's a little too rough at the moment, but I promise I am working on it. Here's a screenshot of my flesh castle:

 

Screenshot_Doom_20231202_111330.png?ex=6

 

 

 

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Hello Everybody!

 

So regarding map 30, I've come up with a map called Technophobia which you've probably seen in the forums. Anyway, I was thinking of possibly using that for the first half of map 30 before @Heretic926 section. Maybe expanding on it a bit. Is that something that would be okay with you guys? I think Its hard enough for a map 30 and I can easily expand it to have a whole new section.

 

I'l link you guys to the map:

 

 

Let me know what you think.

 

Cheers

 

Dan

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Sorry to say I will have to withdraw from the project. I haven't had much time to do any form of mapping unfortunately, but from what I see so far it looks like there are already some solid maps submitted.

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19 hours ago, eater29 said:

bumpity bump here's my map
vanity_m26.zip
 

  Reveal hidden contents

 

Author: eater29

Map Name: Vitriol
Difficulty Settings: 275/289/313 monsters on hntr/hmp/uv, a little mean on uv
MIDI Used: "Crateria 1 - Arrival on Zebes" from Super Metroid
Description: Tumbling through the rift, you find yourself at a massive factory situated in an ocean of blood. Demons lie dormant in the restless walls of this facility. 
Author's Comments: A first attempt at something nonlinear, quite a few routes and optional areas connecting the major parts of the map together. You might want to find the SSG and plasma before looking for the keys. A bit slaughtery but nothing extreme. Map should be co-op compatible.

 

Screenies:

  Reveal hidden contents

image.png.1bad44b269e84adba20191865752ced9.pngimage.png.e33bf76a9db95bc704c2311403284416.png

 

 

Upon seeing those screenshots, I couldn't resist. Played the map and recorded a demo, which I attached here. I recorded it on dsda-doom v0.27.4, accidentally recorded it using cl21.

 

Anyway, I think this is an excellent map, it's right up my alley. Would have felt at home in Haste, which is a big compliment.

 

Highlights:

- The YK fight is obviously the hardest in the map and I felt a bit salty there. Those viles feel very wide reaching and the room gets very crowded very fast. That said, there's not necessarily anything wrong with the fight, I have a feeling it can become consistent given enough practice, but I expect this to be a fight that people will complain about.

 

- I thought the RK fight with the barons was conceptually very clever. It's a simple and elegant setup that makes excellent use of barons. This is my favorite fight in the map.

 

- A close second favorite fight is the final one, with the roaming cyberdemons. I like it that they are the big threat of the fight rather than infighting buddies here, it demands that you be aware of their positioning throughout the fight and I really liked that.

 

- The fight with the revenants, 2 archviles and 3 PEs with the RL felt very mean at first. When I switched stratgies, I ended up winning, and the successful attempt didn't feel that difficult. So I think I just approached it wrong and insisted to hit my head against the wall for a while instead of trying another strategy, therefore there's likely nothing wrong with it. It felt like one of the harder fights too though.

 

- The secrets felt very cryptic to me. Couldn't find a single one. I saw the

 

green torch near where that stationary cyberdemon is located

but just couldn't figure out how to trigger that or any other secret. Thankfully they are not needed for fights, they are balanced well.

 

Overall, this was a delightful experience and I loved it. Congrats on the map.

vanity_m26_taviow.zip

Edited by taviow

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1 hour ago, TheV1perK1ller said:

Sorry to say I will have to withdraw from the project. I haven't had much time to do any form of mapping unfortunately, but from what I see so far it looks like there are already some solid maps submitted.

no worries, man. happens to the best of us.

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20 hours ago, eater29 said:

bumpity bump here's my map
vanity_m26.zip
 

  Reveal hidden contents

 

Author: eater29

Map Name: Vitriol
Difficulty Settings: 275/289/313 monsters on hntr/hmp/uv, a little mean on uv
MIDI Used: "Crateria 1 - Arrival on Zebes" from Super Metroid
Description: Tumbling through the rift, you find yourself at a massive factory situated in an ocean of blood. Demons lie dormant in the restless walls of this facility. 
Author's Comments: A first attempt at something nonlinear, quite a few routes and optional areas connecting the major parts of the map together. You might want to find the SSG and plasma before looking for the keys. A bit slaughtery but nothing extreme. Map should be co-op compatible.

 

Screenies:

  Reveal hidden contents

image.png.1bad44b269e84adba20191865752ced9.pngimage.png.e33bf76a9db95bc704c2311403284416.png

 

It is 11:30PM here, and I still have stuff to do, but I'll get to it sometime in the next few hours (sleep is for the weak)

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3 hours ago, dmh094 said:

Hello Everybody!

 

So regarding map 30, I've come up with a map called Technophobia which you've probably seen in the forums. Anyway, I was thinking of possibly using that for the first half of map 30 before @Heretic926 section. Maybe expanding on it a bit. Is that something that would be okay with you guys? I think Its hard enough for a map 30 and I can easily expand it to have a whole new section.

 

I'l link you guys to the map:

 

 

Let me know what you think.

 

Cheers

 

Dan

Sure, go ahead. Just make sure that the previous map has a good transition into it, because I am a little worried that it might be out of place.

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13 minutes ago, EPICALLL said:

Sure, go ahead. Just make sure that the previous map has a good transition into it, because I am a little worried that it might be out of place.

I'll do some retexturing and expansion so it feels like it belongs with the other maps :) 

 

Thanks :)  

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Just now, dmh094 said:

I'll do some retexturing and expansion so it feels like it belongs with the other maps :) 

 

Thanks :)  

you're most definitely very welcome

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Glad to see this forum being active once again, and it's kinda been a month since I last updated my map, so here we go. Here's the drive link: https://drive.google.com/file/d/1LFCBNsiJlOWMj4t-U14mRyXvLvyyIuov/view?usp=drive_link To be honest, I've made minimal progress since I last updated because school and my personal life have been taking massive fucking chomps out of my time, but I've kind of added some new bits after you open the door with white lights on its sides. I've also modified the MIDI a little bit to make it slightly more interesting, and I made a couple tweaks outside of the aforementioned areas I've mainly been working on. Again, sorry about the lack of progress, I'll work hard on this map with the limited free time I have. :)

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4 hours ago, EPICALLL said:

you're most definitely very welcome

I'll probably use some of the concepts but the map itself wont be the same at all :)

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12 hours ago, Heretic926 said:

yellow key fight

Heh, thanks for confirming my suspicions about that fight's difficulty. I'll probably nerf it a little bit to keep its difficulty at least somewhat in line with the rest of the map by shimmying an archvile a little bit and removing a couple imps.

9 hours ago, BeachThunder said:

Speaking of the exit, you have both "W1 Exit Level" and "Damage -10 or 20% health and End level" in the end zone, I have to assume one of those is unintentional. For me (as the person doing the next level), I think the best kind of exit would be falling down a large pit that causes a voodoo doll to go down a conveyor and into a W1 Exit Level - giving the impression that the player's falling into MAP27.

The sector 11 special is just a failsafe in case the player somehow skips the exit linedef. Your exit idea sounds nice however, so I'll probably do that.

6 hours ago, taviow said:

Feedback + demo

Thanks for the demo and nice words :) I liked your approach to the yellow key fight, which is usually what I do as well with clearing out and holding the area near the yellow key. I find that to be the most consistent way to survive the fight. You had the right idea with the torch secret, but I guess the thing it reveals needs to be signposted better. The other secrets are about as obscure and just provide a few extra goodies, so you're not missing out.

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