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1k1k - A COMPACT Doom 2 Community Project [RELEASED]


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On 10/2/2023 at 11:05 PM, Raith138 said:

I didn't fix backtracking for the reason I didn't add it in the first place

I would do something like this:

Spoiler

idO2R8K.png

 

Just a teleport to the start in the final room, basically

Also one of the pain elementals is stuck in teleport closet and they never teleport. As for a midi, I did mentioned two megawads with a bunch of egypt themed midis earlier

 

Sorry for late playtest

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It works for you because you're either testing in GZDoom, or DSDA-Doom in the wrong complevel. In Crispy Doom, and Boom ports with cl2, it's never going to work.

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20 minutes ago, Raith138 said:

I test with woof

 

Good, but it's not enough, you have to make sure you cover all popular ports.

 

Edit: I just checked, the default compatibility of Woof is Boom, you need to change it to vanilla from the general option menu.

Edited by Tangra

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35 minutes ago, Blue Phoenix said:

Map 07

Title: Blood Canyon

Music: Lose from Ufo: Enemy Unknown  (aka X-com: Ufo Defense)

1k1k-map7 blood canyon v0.zip

 

Only UV implemented so far.  I've had some difficulty placing monsters in this one due to the use of vertical space, any advice or criticism is welcome.

Really good map, the texturing at the beginning is kind of jarring but otherwise it is amazing. Only small complaints is that the exit should be marked and it could be buffed a little.

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49 minutes ago, Blue Phoenix said:

I've had some difficulty placing monsters in this one due to the use of vertical space, any advice or criticism is welcome

Like this map, the only thing I would change: first caco has tendency to fly really high up, and been annoying to kill, due to no mouse look

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Righto is has been exactly 1 month since my last check in post!
We're on the very edge of this being done, so I implore the people remaining to please TRY and get your maps done by the end of October at the minimum.
If you haven't started mapping yet. which I doubt. get started.
@Engired @dolanmolan @Pegleg

I'm aware that Fletcher and Gothic Box are working on MAP24 and some changes have come since the mention of it relying on a bug.
And I'm also aware that MAP06 and 7 are still under the works and I'll also be releasing a new playtest zip in a few days time just in case anyone's maps come in during this announcement and the next release.
I'll be starting my reviewing of MAPS 12-20 today as well so expect the review to drop in by next week.

Edited by Yop

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16 hours ago, Blue Phoenix said:

Map 07

Title: Blood Canyon

 

I like it, it's another very distinct map, adding to the variety. I have to agree about that first caco, he creates a lot of problems, and it's almost impossible to deal with, unless he decides to lower down in fire range. I lost a ton of health, being attacked straight from above, while i couldn't even see where the tomato is.

The revenant-chaingunner trap feels a bit excessive. With that little space, i think one lonely revenant will be enough there. You can also squeeze through the bars that are meant to trap you, and fall back down, resulting in a softlock.

 

 

Spoiler

 

 

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I have made a few small changes to map 26 and I added backtracking.

Also, I was thinking that this could be the map 01 in the set, it is short and it is not a hell level so it feels more normal. Switch them around and I think it would work better.

Still looking for a MIDI.

 

Temple of the Damned.zip

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@Yop Hey. Unless something needs changing, this is the final release of Map22: Leakage. 

 

 

[MAP NAME AND NUM] Leakage, Map22
[SONG USED] Doom 2 Default
[CUSTOM TEXTURES] From 32in24 tex: 3. (Original names kept). From Slade recoloring: 1 (NKEDGE)
[DOWNLOAD] Leakage v2.zip

Edited by tumedaskihutaja_37685

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So I found a MIDI I liked and I put it into map 26 yet what whatever I did in mapinfo woof does not like. Can someone with more experience tell me what is going on?

Btw, the MIDI is Bullet Train by Emperor S P O O N.

 

Temple of the Damned.zip

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2 hours ago, Raith138 said:

So I found a MIDI I liked and I put it into map 26 yet what whatever I did in mapinfo woof does not like. Can someone with more experience tell me what is going on?

 

Open the map with Slade and delete that C_Start marker at the bottom, for starters, that is enough to make the map playable in Woof, DSDA and so on... There's also a _Boom marker there you can delete as well. While you're at it, delete every marker that isn't called P_Start, P_End, F_Start or F_End, as well as all the these colormaps. You also have way more than 10 custom textures in there, even if the map uses only 10, they still shouldn't be there. At the end, your wad should look something like the following pic... obviously, don't look at the texture names in here, because there will be differences in what you used in your map. Make a list of the names of the textures you used, so you don't delete them by accident.

 

Spoiler

ePATpTS.jpg

 

Edited by Tangra

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1 hour ago, Raith138 said:

I think it works now

 

It seems to be working in Woof, but not in DSDA-Doom. It should be because of the leftover patches from the deleted textures. Open the map in Slade and press on Texture1 --> Edit Textures, and then delete all empty patches that look like that:

 

Spoiler

BeI1eE3.jpg

 

I've also noticed that one of your textures is outside the P_Start and P_End markers, you have to move it between them.

 

At least the map works in Crispy Doom for now:

 

 

Edited by Tangra

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@Raith138

Fixed the textures for you: link

 

If you want to learn a bit about Slade and texture work, check this:

Spoiler

Basically, if you want to add only few textures, its better to delete TEXTURE1 and PNAMES lumps, and then add them from vanilla iwad (manually or trough "base resource" in Slade). After that you throw new textures into both lumps and check map in UDB. The missing map textures will be gray. If there is any, just check original texture pack, from which you grabbed textures, and look how those are build in TEXTURE1 lump.

Maybe its just another name, maybe it has extra patches (right small box in "edit textures" mode)

Texture work and Slade may be weird sometimes, but you better know how it works, for own wads and community project leaderships

Edited by SG.

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On 10/12/2023 at 5:02 AM, dolanmolan said:

@Yop
I've been operating as if the deadline is the end of the year as originally stated. If you want to take me off the project feel free

 

I have no intention of taking you off the project, if you've got something of worth to show like screenshots, that'll renew my confidence.

If you don't that's fine but I'll be wanting to see something soon (by the time of the next catch up post which is Nov 8th.)

If you can get it in before the deadline that'd be greatly appreciated.

p.s The Deadline is both for you and me, if the wad is finished before December 31st, that date is my deadline to get it compiled and released. If not the deadline is the point of no return if you don't get it in by then oh well. I'll have a 1 week grace period after the deadline, but that isn't an excuse to delay any work even further.

Edited by Yop

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Right i've update the og post to include the latest play test version.
Not much changed other than the final version of Leakage and MAP26 which has been overhauled. patch for that provided by SG. thx!

My reviews are nearly done btw it's just been a busy week with a new dog coming to live with us (his name is Stanley if you're wondering) and also college work, but i've got maps17-20 then i'll be done and move onto ep3, so as i said in the October catch-up post it'd be out by next week :) 

 

Oh my bad, I didn't include the newest version of map07! I'll get some sleep and I'll add it in the morning 

Edited by Yop

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5 hours ago, Yop said:

Right i've update the og post to include the latest play test version.
Not much changed other than the final version of Leakage and MAP26 which has been overhauled. patch for that provided by SG. thx!

My reviews are nearly done btw it's just been a busy week with a new dog coming to live with us (his name is Stanley if you're wondering) and also college work, but i've got maps17-20 then i'll be done and move onto ep3, so as i said in the October catch-up post it'd be out by next week :) 

 

Oh my bad, I didn't include the newest version of map07! I'll get some sleep and I'll add it in the morning 

Congrats on the new dog!

Can I switch around map 26 and 01?

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7 hours ago, Raith138 said:

Congrats on the new dog!

Can I switch around map 26 and 01?

When I play through EP3 i'll be able to see how it stacks up against the rest of the maps in that episode and return to map01 to see if it fits better or not.

On another note MAP07 has been added to playtest zip.

Edited by Yop

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Name: Location
Map: 04
Song: Twilight (from Twilight Princess)
Custom Textures:

Spoiler

Flats -
ENGICARP
ENGIWOF
Patches -
ENGIDOOR
ENGIWLPR
ENGIWOP
WHITE

 

All of these textures are original or edited from texture websites.

Download: EngiredMap04


Notes:
One of the windows has some details that go outside of the 1024x1024 zone? It's inaccessible so it should be fine. It's also a bit short but still. I hope it's fun!

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1 hour ago, Engired said:

Name: Location
Map: 04
Song: Twilight (from Twilight Princess)

Quick mention of the problem: you shouldn't add flat textures to TEXTUREX and PNAMES lumps, it causes an error in most vanilla-like ports. Flats will work just fine if you converted them and put between FF lumps

 

Also I really dig the surreal atmosphere of the map! Did a quick playthrough, fights are interesting, but some teleporters seemed a bit late with last monsters. I'll probably replay the map again later and give proper thoughts

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5 hours ago, Engired said:

Name: Location
Map: 04

 

The map doesn't run in DSDA-Doom and PrBoom+, it gives of 2 errors.

 

I like it visually, but i can't say i had much fun playing it. Archviles in such tight spaces, with mid-tier enemies around to shield them from damage, can really slow down the pace of a map and lead to grindy scenarios with the weapons available. The second archvile especially with all the stuff that spawns around him, encourages you to run to the exit and not bother with the rest. Also, that closet with the 5-6 chaingunners is a bit cruel, if you're going to do that, at least give me the armor before it happens. It's another scenario that i rather not deal with and run to the exit. Not to mention, if you slow down to fight them, you allow the archivile to close on you, and if you end up back in the small pinky closet behind, you can get trapped there and run out of ammo. I did a few runs trying to get 100%, but it was frustrating, so i settled for a rush to exit. I feel like doing a few more attempts for a 100%, and see if i missed something.

 

 

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13 hours ago, Engired said:

Name: Location
Map: 04
Song: Twilight (from Twilight Princess)
Custom Textures:

  Reveal hidden contents

Flats -
ENGICARP
ENGIWOF
Patches -
ENGIDOOR
ENGIWLPR
ENGIWOP
WHITE

 

All of these textures are original or edited from texture websites.

Download: EngiredMap04


Notes:
One of the windows has some details that go outside of the 1024x1024 zone? It's inaccessible so it should be fine. It's also a bit short but still. I hope it's fun!

 

 

If you need to use flats as textures, you need to export them, then reimport them as patches. Then you need to make a new texture using the 64x64 patches. That way, vanilla and vanilla+ ports should be able to support it. 

 

To do the textures from patches, doubleclick on your texturex, press create new, and then create a texture from there. 

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