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Good news everyone, I was able to identify and fix the problem causing my map to break, so there's a new download link available. Explanation below.

 

Thin Walls Fall V1b (Bugfix edition)

 

Spoiler

It seems the Archvile sitting on top of the map exit was the troublemaker all along. I tested moving the map into a different slot (Map06 instead) but that didn't work. Then I changed the tag associated with the sector and that also failed. I redrew the sector but that didn't work either. My last thought was to remove the Vile since @SG. had reported that -NoMo caused the error to not happen, which made me suspicious that a monster was the problem. My only thought as to why the Vile was causing the problem might be because he was slightly too big for the platform he was on, so he ended up bleeding into the void somehow and causing the other platform to get stuck? I have no evidence to support this idea and it's a total guess on my part. Anywho, that fixed it. So the Vile has been moved into the teleport gang at the end of the map instead of being revealed on the exit platform. 

 

Test away boys and girls

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24 minutes ago, SG. said:

uhh, I did place the blocking lines behind in v2 version and couldn't get myself bounce back and fall (or just fall in general), even with sr50

oh, i just tested that again and i didn't fall, ops. i think i probably fell from the sides lol, sorry for the confusion.

Edited by Higo Doragon

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1 hour ago, ABearInThaWoods said:

Thin Walls Fall V1b (Bugfix edition)

Test away boys and girls

Good job, liked the map and haven't found any new bugs

 

I am a bit uncertain about some things. Like the chaingun for example. From time to time you can autoswitch to it while fighting with archvile and hell knights, and the chaingun itself not really have any usage here, like, I would place it somewhere in the first fight with 2 revs and imps, so you have comfortable way to kill imps, cuz at this point you don't know would there be any kind of backtracking present in the map or not, and if you go for all kills, you either gamble, or kill em with the pistol.

Also the blue armor: I heard the baron waking up and thought "oh yes, if I pickup the rockets and armor, I'll probably start the fight, so I need to kill baron first" and then shot him and started the fight

Personally, I think map has a lot of "unpredictable" stuff sort of. Like the fight with the first archvile starts just cuz you entered the room which already had a bunch of enemies you see in front of you. Its not like the usual fight that starts after the switch/picking up something/entering the arena with no way back/etc.

So if unpredictable aspect was intentional, or its just me been dumb, then its ok, if not, you may want to readjust some things

 

But the fights themselves are fun and cool, and trough visuals are a bit rough, they still look great

Edited by SG.

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@Yop i removed the Mapinfo lumps from both of my maps to make it more convenient for you. I added transferred skies instead. Did tests in Crispy and LZDoom, i'm yet to test in DSDA, but i'm sure they'll perform fine there as well. This will be the last update from me (unless i've missed something big), i'm quite happy with the end result.

 

Map 17: "Cosmic Horror" 

MIDI: The Prodigy - Spitfire

Textures: SpaceSky from 32in24 15 v2 texture pack. Everything else is vanilla Doom 2 stuff.

Download: https://www.mediafire.com/file/2pxzze961m159b0/CosmicV3.wad/file

 

Map 21: "The Scales of Anubis"

MIDI: King Diamond - Voodoo

Textures: It uses the 32in24 15 v2 texture pack.

Download: https://www.mediafire.com/file/a4ejh6umay44rll/ScalesofAnubisV7.wad/file

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@Tangra666 MAP 21 - The Scales of Anubis

 

Fantastic little arena map, and a marked improvement from your last submission, which was an already great map. It's clear you've learnt a great deal from that map, and have honed your skills to create this well paced and overall well thought out map. You've delivered another knockout! What more can I say than that? Lol

10 hours ago, Tangra666 said:

i'm quite happy with the end result

It's a great map, and you should be very happy with it. Lol

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I'll be play testing all of the maps on stream in about 15-20 minutes. When it's all done I'll try to get the VOD posted here so everyone can see their maps played in real time with my comments and suggestions. 

 

twitch.tv/bearinthawoods

 

Edit: VOD Available HERE. I wasnt able to get to everything but we did hit the majority of the maps. Completing them 100% and providing feeeback/suggestions. Hope you guys can all get a chance to watch your map get played. It was super fun and I plan on doing another session next Thursday.

 

Edited by ABearInThaWoods

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Quote

twitch.tv/bearinthawoods

 

That's cool! The link doesn't work for me, though. Does anyone else have problems loading it?

 

PS: No problem, found you on the Doom 2 section.

Edited by Tangra666

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Map 22: Alpha version of the map. No name yet.  Basic geometry and basic combat is down. heavy changes incoming, cause right now it's way too square...literally. It is also way too cramped and slaughtery. 

I might just call it stairs.

MAP22.zip

Edited by tumedaskihutaja_37685

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Alright after seeing @ABearInThaWoods stream today I fixed up map13. I revamped the difficulty throughout, making it harder and implementing settings. It seems more frenetic now. If anyone can give it a shot on UV bc it seemed fine to me. Changed one of the wall openings at the end bc I found a cheese where you can run past everything.

infectedlibrary2.3.zip

Edited by yourlocalchef

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@tumedaskihutaja_37685 I liked the map a lot. Always a good time mowing down hordes of low tier fodder. A few things you'll see in the video that need to be fixed. The elevator has a missing texture and I got soft-locked in a few spots. But otherwise a good entry to the project.

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@tumedaskihutaja_37685 MAP 22 - N/A

A really good little arena map - it's always great fun to mow down fodder like that. In fact, that whole opening was a blast, but I felt it lost steam after I hit the switch at the top of the stairs. I was anticipating the wave of monsters to start charging up the stairs at me, and it never came. I reckon the map would be much better paced if a gang of monsters, maybe pinkies or revenants (or both lol), teleported in after you press the button.
I'd also place a bannister on the stairs to prevent the player from jump leaping down at any time. I think it takes away from the sense of danger.

With all that said, I really enjoyed this map and think with just some minor tweaking, this would be a brilliant map.

@ABearInThaWoods MAP05 - Thin Walls Fall

It's always hard to talk about the one's I love. Excellent Chord style gameplay. Brilliant ending. A slam dunk.


The single criticism I have is that it's very easy to entirely skip the revenant + baron fight. You can just collect the ammo and walk past the baron and take the lift.
I only wish my map didn't follow this one, because it's everything my map wishes it was lmao

Edited by FletcherHonoroma

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9 hours ago, ABearInThaWoods said:

 

 

twitch.tv/bearinthawoods

 

Edit: VOD Available HERE. I wasnt able to get to everything but we did hit the majority of the maps. Completing them 100% and providing feeeback/suggestions. Hope you guys can all get a chance to watch your map get played. It was super fun and I plan on doing another session next Thursday.

 

Thanks for playing my map @ABearInThaWoods

Now talking about the things you said in that playthrough:

I didn't know about the merging sector thing for monster closets, it's a very cool trick and i will probably use it from now for my maps.

Yeah, it's all barons, sorry. I wanted to make something similar to Episode 4, my second favorite epusode of ultimate doom. There was even more barons in the first versions, but i ended up replacing them with hell knights and other enemies.

And a little fun fact: that S.O.D. logo it's a reference to the band "Stormtroopers of Death", it was supposed to play a song of this band in the level, but for some reason, it didn't.

It appears to be that i would need to update the level one more time, again thanks for playing!

Edit: please check out S.O.D, it's one of the best crossover thrash bands out there, they even inspired one of doom's original songs! "Facing the Spider" to be specific.

Edited by DankMetal
Typo, lol, please hear some S.O.D.

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28 minutes ago, DankMetal said:

Thanks for playing my map @ABearInThaWoods

Now talking about the things you said in that playthrough:

I didn't know about the merging sector thing for monster closets, it's a very cool trick and i will probably use it from now fory maps.

Yeah, it's all barons, sorry. I wanted to make something similar to Episode 4, my second favorite epusode of ultimate doom. There was even more barons in the first versions, but i ended up replacing them with hell knights and other enemies.

And a little fun fact: that S.O.D. logo it's a reference to the band "Stormtroopers of Death", it was supposed to play a song of this band in the level, but for some reason, it didn't.

It appears to be that i would need to update the level one more time, again thanks for playing!

 

I had a feeling the Barons had to do with emulating Ultimate Doom. I wouldn't change them out, just offer up a little more ammo for us to take them out. They are pretty beefy with 1k HP. 

 

I do remember loading up your map before and noticing that the Map09 music was different while Map10 was the normal track. I believe you just mislabeled the midi file. instead of naming it D_IN_CIT try renaming it in Slade or whatever wad editor you're using to D_DEAD. That should fix the issue with the music. Shitty art attached below

 

Spoiler

image.png.ae8a9a337047f357fd74af0d208c4ae8.png

 

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9 hours ago, ABearInThaWoods said:

I'll be play testing all of the maps on stream in about 15-20 minutes. When it's all done I'll try to get the VOD posted here so everyone can see their maps played in real time with my comments and suggestions. 

 

twitch.tv/bearinthawoods

 

Edit: VOD Available HERE. I wasnt able to get to everything but we did hit the majority of the maps. Completing them 100% and providing feeeback/suggestions. Hope you guys can all get a chance to watch your map get played. It was super fun and I plan on doing another session next Thursday.

 

I specifically made the start of map 33 very drawn out.

I also may or may not have forgotten to remove the second ssg in map 19...

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5 minutes ago, ABearInThaWoods said:

I do remember loading up your map before and noticing that the Map09 music was different while Map10 was the normal track. I believe you just mislabeled the midi file. instead of naming it D_IN_CIT try renaming it in Slade or whatever wad editor you're using to D_DEAD. That should fix the issue with the music. Shitty art attached below

 

  Reveal hidden contents

image.png.ae8a9a337047f357fd74af0d208c4ae8.png

 

Oh, that actually has an explanation.

When i was doing the map the first few days, i was thinking "mmmh yes, time to do a good Map09 for this wad" i was completely clueless thinking that until i checked the post again. I changed almost everything, but i forgot to rename the song.

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On 8/30/2023 at 4:31 PM, ABearInThaWoods said:

Good news everyone, I was able to identify and fix the problem causing my map to break, so there's a new download link available. Explanation below.

 

Thin Walls Fall V1b (Bugfix edition)

 

  Reveal hidden contents

It seems the Archvile sitting on top of the map exit was the troublemaker all along. I tested moving the map into a different slot (Map06 instead) but that didn't work. Then I changed the tag associated with the sector and that also failed. I redrew the sector but that didn't work either. My last thought was to remove the Vile since @SG. had reported that -NoMo caused the error to not happen, which made me suspicious that a monster was the problem. My only thought as to why the Vile was causing the problem might be because he was slightly too big for the platform he was on, so he ended up bleeding into the void somehow and causing the other platform to get stuck? I have no evidence to support this idea and it's a total guess on my part. Anywho, that fixed it. So the Vile has been moved into the teleport gang at the end of the map instead of being revealed on the exit platform. 

 

Test away boys and girls

It felt a lot bigger than 1kx1k but I assume it doesnt count the cliffs.  Very good very fun map!

 

Also @Yop I noticed in Abearinthawoods video that my name is spelled wrong on the OP map list/submissions.  Just wanna make sure Im credited correctly lol

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22 hours ago, tumedaskihutaja_37685 said:

Map 22: Alpha version of the map. No name yet.  Basic geometry and basic combat is down. heavy changes incoming, cause right now it's way too square...literally. It is also way too cramped and slaughtery. 

I might just call it stairs.

MAP22.zip

 

Cool map. I like how it spirals up to the top and then down to the bottom, facing tougher enemies at each step. For map slot 22 it's a bit easy, but it is good and fun time nonetheless. It's nice to have a breather map here and there, when the challenge ramps up.

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MAPNAME: The Sanguis Depths
MAPNO: 27
SONG: Nanoman - Voivod
TEXTURES: Vanilla DM2

A map with small fighting space and even smaller monster count.
Lemme know if there's anything to fix.
Download V1.1

 

Edited by Yop

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1 hour ago, Blue Phoenix said:

I'd like a slot if ones available.

 

this far from finished(weapons and monsters have barely been placed)

It does have a secret exit, this can be changed if need be.

 

blood canyon.zip

All slots are filled, read the topic title and check the map slots on the main post.
However if anyone drops out your map will be put into consideration.

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6 minutes ago, Yop said:

MAPNAME: The Sanguis Depths
MAPNO: 27
SONG: Nanoman - Voivod
TEXTURES: Vanilla DM2

A map with small fighting space and even smaller monster count.
Lemme know if there's anything to fix.
Download V1

 

Very nice one! I think you nailed the visuals this time and the map has a cool dungeon crawling feel to it, which is something i like to see more. I wouldn't mind a map like this to go on for an hour... of course it will have to break the tight corridor encounter with more open areas here and there, but for 1k1k this is perfect. I have no complaints at all, only 2 suggestions to consider... you can join the sectors of the raising bars, so you don't have to open them separately. The other is the megasphere, which i feel is too generous, because it's not hard to miss, and overall the map is not difficult. Maybe a soulsphere, or maybe even a berserk will be better. With the tight space, the berserk will come in handy, and will give the player an alternative option to deal with the close encounters.

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1 hour ago, Blue Phoenix said:

I'd like a slot if ones available.

 

this far from finished(weapons and monsters have barely been placed)

It does have a secret exit, this can be changed if need be.

 

blood canyon.zip

 

You have a good concept going here. You made the map seem a lot bigger with clever use of verticality. As i reached the top with the three revenants on the cliffs, i ran out of ammo, which i guess, like you said, is because the map is not yet finished? I'd say, keep working on it, even if it doesn't make the cut here, you can always submit it to a future project.

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On 8/31/2023 at 6:55 PM, yourlocalchef said:

i really like the final part where the walls rise up and a lot of enemies come in.

my only criticisms of this map is that it gives the RL too early, and it kinda feels useless on the start and also RL ammo is a little rare, making the only good place to use it on the end of the map.

and also, the archville can wake up way early then it should. i checked that on the editor, and got confused when i saw the ambush flag there, after some messing around, it's possible to fix it by just removing that archville and replacing it with other one. weird bug.

 

aside from these things, that's a good improvement over the first version!

 

On 8/31/2023 at 4:52 PM, tumedaskihutaja_37685 said:

cool short map! i agree with tangra666, it's a easy map but that's more then fine! i just found 2 issues:

 

Spoiler

 

you can get stuck in this part of the map:

doom10.png.7a85720a6e710477b112f257a5ba8c1b.png

and a untextured wall on the elevator:

doom13.png.ed500ddd4a1dd5acb7e274ab67fdc981.png

 

 

Edited by Higo Doragon

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On 8/28/2023 at 12:28 AM, DankMetal said:

I did this godamn map like 3 times por la conchetumare weon.

Map 10: Haunting the Chapel

Song: S.O.D.- March of the S.O.D. (cover made by me oh mah gawd) 

Textures: nah

Download here: CHAPEL.7z

A level inspired by E4M1 "Hell Beneath", very cruel, full of hell knights and Barons, and very low ammo.

This is not the final version,  i didn't change some textures.

 

Okay, i think this is the last update, fr, ong,

Added a little bit of ammo and solved the problem with the song: CHAPEL.7z

And i have a question before i go @Yop

Our maps can be multiplayer compatible? It would be certainly funny, goofy if you will, to play deathmatch in such small maps, or coop.

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[Thin Walls Fall - Map05]
[Chevelle - An Evening with El Diablo]
[Stock Doom II Textures]
[DOWNLOAD]

 

Changes from v1b

Spoiler

 

-Additional visual detailing across the entire map

-Chaingun and Shotgun were added to the start so the player immediately gets them

-Chaingun removed from the Vile platform in the center room

-Additional enemies added, brining the total to 99 on UV.

-Difficulties implemented. HNTR is very tame and that's fine =)

-Structure of the lower room fight changed slightly, now it cannot be skipped

-Outdoor floor and gap in the final room adjusted so monsters will now walk on them. 

 

 

Let me know if there are any glaring flaws because I'm feeling like this is pretty much finalized. I'll be moving on to working on Map30. 

Edited by ABearInThaWoods

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24 minutes ago, ABearInThaWoods said:

[Thin Walls Fall - Map05]

Let me know if there are any glaring flaws because I'm feeling like this is pretty much finalized. I'll be moving on to working on Map30.

just played, gameplay is better then the previous version! good improvements, i also love the final ambush, the only thing i would personally do is make the pain elemental + cacodemon encounter start when you press that switch to lower the wall, or just make that wall lower faster, i usually kill all enemies before pressing that switch.

 

and make this door start opened, or add a switch texture to the openable side. it can be very slightly confusing to make this door openable with the similar and previous one having to be open with a shoutable switch

Spoiler

doom15.png.2091cd250b2f899d75c7a73ea1015103.png


even with that you did a good job!

Edited by Higo Doragon
more feedback

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7 hours ago, DankMetal said:

Okay, i think this is the last update, fr, ong,

Added a little bit of ammo and solved the problem with the song: CHAPEL.7z

And i have a question before i go @Yop

Our maps can be multiplayer compatible? It would be certainly funny, goofy if you will, to play deathmatch in such small maps, or coop.

If you want to make your maps multiplayer compatible go ahead

Edited by Yop

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On 8/28/2023 at 12:28 AM, DankMetal said:

I did this godamn map like 3 times por la conchetumare weon.

Map 10: Haunting the Chapel

Song: S.O.D.- March of the S.O.D. (cover made by me oh mah gawd) 

Textures: nah

Download here: CHAPEL.7z

A level inspired by E4M1 "Hell Beneath", very cruel, full of hell knights and Barons, and very low ammo.

This is not the final version,  i didn't change some textures.

 

I promise, this is the last update.

Deathmatch and coop has been added, and the map has been slightly modified to fit this modes: CHAPEL.7z

 

 

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