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


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3 minutes ago, Raith138 said:

it makes no sense why the ones in the back wont take minutes to teleport in

Its because of how AI in doom works. Once alerted enemies always will try go to the player, so even trough there is wall in-between, AI still tries go right, exactly where a bunch of teleport lines are. And cuz there is a bunch of teleport lines it more likely for an enemy to cross one of them while been in the end of the closet. And the > shaped end basically disallows monsters to stuck in the end, because they will do "bump and go a bit back" sort of thing

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1 minute ago, Raith138 said:

Basically I should rotate the teleport closets?

 

Kinda, plus few extra teleport lines and arrow-shaped ending:

Spoiler

image.png.4169a453250f153ec5fa214525c88414.png

You may use this as the reference

 

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A job for tommorow. (If I can still map :)

6 minutes ago, SG. said:

Kinda, plus few extra teleport lines and arrow-shaped ending:

  Reveal hidden contents

image.png.4169a453250f153ec5fa214525c88414.png

You may use this as the reference

 

 

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6 minutes ago, Raith138 said:

I still don't get why they need to be arrows and why you need so many.

Ye It's complicated, don't worry. In practice only thing you should know - those arrows are a bit faster and consistent for teleportation of multiple things, cuz of bunch of weird doom stuff

Edited by SG.

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10 minutes ago, Raith138 said:

I still don't get why they need to be arrows and why you need so many.

I think it's mostly cuz the monster pathing and AI.  Monsters can bounce off angled walls and reverse, giving them a chance to go over the line again.  If it's just a flat wall they almost never do that.  Also just walking over a line at an angle gives a better chance for it to work, line skips happen every now and then for weird reasons. 

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The fact that people are still reserving slots even after the project became Open Submission is confusing me a lil bit

Do I need to reserve a slot to participate to the project (either inside or outside the {01, 33} scope) or I can just share a 1k1k map here and it should be fine?

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34 minutes ago, yourlocalchef said:

Fixed issues if anyone can test this in not GZdoom ports.

One very little mistake left:

4 most right teleport closets, have "blocking floor" (with tag 21 iirc) that doesn't lower. It because the lines that should trigger the floor to lover are using action 219, which is not present in vanilla. But, if you change them to 19 it will work.

 

Also I disagree on having light goggles, imo it destroys the atmosphere of the map

+you can't see the flesh lift (that leads to revenant and plasma secret platform) lower, so you kinda have to go up two times. Maybe small teleport thingy will do it better

Otherwise, good stuff, liked a lot the first portion of the map, where you crawl around the main arena, does provoke some cool feelings

Edited by SG.

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33 minutes ago, yourlocalchef said:

Fixed issues if anyone can test this in not GZdoom ports.

 

I just beat it in Crispy Doom with no problem. I saw a missing texture near the last switch that triggers the final encounter, but other than that, the map works.

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28 minutes ago, Timilyo80 said:

The fact that people are still reserving slots even after the project became Open Submission is confusing me a lil bit

Do I need to reserve a slot to participate to the project (either inside or outside the {01, 33} scope) or I can just share a 1k1k map here and it should be fine?

got something to submit? submit it
want to work on it while making sure no-one takes your spot? reserve it.

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1 hour ago, yourlocalchef said:

Fixed issues if anyone can test this in not GZdoom ports.

I also played it in crispy doom and found no issues either. Since I last played it, the gameplay feels better too.

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Thanks again everyone for testing out the maps I made for this. With that I'm pretty sure I'm done with this project. I will be attempting other entries over the course of the next few days and uploading videos of them.

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MAP NAME: Metal Space Tension

NUM: 25
SONG USED: "Foregone Destruction" from Unreal Tournament
CUSTOM TEXTURES: some from already present "32in24-15_tex_v2.wad"
DOWNLOAD: Link (v3)

 

Spoiler

I have seen a lot of ssg and rocket launcher fights during playtesting, and that's predictable for a maps based around small scale and claustrophobic fights as you may guess
And yet, plasma gun can also be a good choice for close combat scenarios. Therefore, I decide to give it some love in this map, as well as give a final portion of love to bfg, considering I saw it used only in map33 if I recall everything correctly
Also, I wanted to take an opposite direction for visuals, comparing to my previous submitted map, so instead of flash, I tried my hands on metal, and instead of blood, I wanted to use green toxicfalls, because of how good they can be combined together
So I ended up with a little cosmic station. A surreal cosmic station, I must say. And having only plasma weapons here kinda works for atmosphere (lol) as well
Obviously, after seen what's going on with the map style, throwing an Unreal Tournament midi was an instant decision

Map ended up a bit too symmetrical for my liking, but fights utilize different map portions, and overlap with each other a bit, so its ok I think

 

And yes, pun in the name is dumb as hell, so I had to make it

 

Edited by SG.

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I'll check it out now, @SG.

I'm not sure if I would've predicted rocket launchers being so popular in this map set for the very reason that you've suggested they are popular. Although they can blast some bunched up baddies, the risk of face-rockets is high. I suppose that's what makes them interesting, they're as much a danger as the enemy. But you're quite right that I haven't seen too much plasma action. As for the pun, you'll have to explain it to me, I can't figure it out myself lol

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3 minutes ago, FletcherHonoroma said:

I suppose that's what makes them interesting, they're as much a danger as the enemy

Ye, exactly :)

 

3 minutes ago, FletcherHonoroma said:

As for the pun, you'll have to explain it to me, I can't figure it out myself lol

Space Station -> Space Tension

Not so visible, but once said out laud its noticeable

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@SG.

That's a really fantastic map, I knew it'd be a good one when I opened it up in my map editor lol
You had an idea and you executed it perfectly. Nothing is better than pulling the trigger on a plasma rifle and never letting go of it and you damn well know it lol

As for critiques, I guess I did find myself accidentally sliding off the platforms to get the plasma cells. After slipping off so many times, I found that each time I wanted to grab one, I had to stop and inch my way towards them. The only other issue I really had was that Archvile which appears when you press the Western most switch didn't really serve much of a purpose. I never found it would target me and killing it after having killed everything else just felt more like a chore. Perhaps I just got lucky and it never targeted it me, but I feel you wouldn't lose much if it were removed. 
That aside, this was an excellent map and a fierce Map 25 to be sure. Really good work!

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3 minutes ago, FletcherHonoroma said:

I did find myself accidentally sliding off the platforms to get the plasma cells

Kinda same, while playtesting I did fall into pits from time to time, but wasn't really sure is it ok to leave it this way, because of map length, or its indeed too annoying. So I decide to post the map and then check how many people will complain, just to know what to do :)

 

6 minutes ago, FletcherHonoroma said:

Perhaps I just got lucky and it never targeted it me

Ye, this dude is lazy, and works only half of the rans or so. I left him mostly for occasional targeting, which make you move to other point of the small arena, and this adds a bit of extra pain in the ass, while not been your usual problem

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8 minutes ago, SG. said:

Kinda same, while playtesting I did fall into pits from time to time, but wasn't really sure is it ok to leave it this way, because of map length, or its indeed too annoying. So I decide to post the map and then check how many people will complain, just to know what to do :)

Ye, this dude is lazy, and works only half of the rans or so. I left him mostly for occasional targeting, which make you move to other point of the small arena, and this adds a bit of extra pain in the ass, while not been your usual problem

Lmao I get it. On the one hand, I like the danger of falling, but when you're grabbing ammo and you have to slow down, I think it slightly ruins the tempo of your map. That was my issue with the archvile too, it's far from ruining the map, but they do drag the fast tempo the map has going for it.
Like I said though, it's a really great map, definitely a standout. And there's been quite a few outstanding maps submitted already in my opinion.

Edited by FletcherHonoroma
punctuation and grammar

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11 minutes ago, FletcherHonoroma said:

Lmao I get it. On the one hand, I like the danger of falling, but when you're grabbing ammo and you have to slow down, I think it slightly ruins the tempo of your map. That was my issue with the archvile too, it's far from ruining the map, but they do drag the fast tempo the map has going for it.
Like I said though, it's a really great map, definitely a standout. And there's been quite a few outstanding maps submitted already in my opinion.

Ye I'll play a bit with block lines in some places, I'll also think about the archie a bit, maybe will find the better way to spice up the fight, but if not i'll probably leave him like this

 

Thanks for playtesting and kind words :)

Dunno, if you had played my map in 16th slot, didn't saw you mention it in "playtesting" posts, so you might want to give it a try, if you missed it

Edited by SG.

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2 minutes ago, SG. said:

Dunno, if you had played my map in 16th slot, didn't saw you mention it in "playtesting" posts, so you might want to give it a try, if you missed it

Seriously? Sorry about that. You know, I was certain that you had submitted another map, and I couldn't remember it for the life of me. There were a few maps which slipped by me, I must catch up with them. 
I'll play it later for sure, thanks for reminding me!

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

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.

Alright, here is the newest version of Haunting the Chapel: CHAPEL.7z

Changed some enemies, some textures and doors.

There's a demo in the 7zip in case you don't know where the hell are the secrets, if you need some guidance, or if you just want to see a demo

This is (probably) the last update i would make to this wad unless someone finds a bug or idk.

Edited by DankMetal
Typo

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@TheMightyWhoosh That was a really fun map. Nothing seemed to be broken or anything. Going through the map got me thinking about how you can really pack in a lot of things into a small map--you utilized the limited space really well. I liked it as a change of pace from some of the more difficult things that have been submitted so far. The monster usage was perfect. Side note: what is the title of your map?

 

EDIT: Your submission is also the halfway mark of completed maps--15 more to go!

Edited by yourlocalchef

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14 minutes ago, yourlocalchef said:

@TheMightyWhoosh That was a really fun map. Nothing seemed to be broken or anything. Going through the map got me thinking about how you can really pack in a lot of things into a small map--you utilized the limited space really well. I liked it as a change of pace from some of the more difficult things that have been submitted so far. The monster usage was perfect. Side note: what is the title of your map?

 

EDIT: Your submission is also the halfway mark of completed maps--15 more to go!


Thanks for the positive feedback mate! The title of the map - “Nha” - translates to “house” in Vietnamese - a tribute to somebody that is very dear to me. 

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