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


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18 hours ago, FletcherHonoroma said:

@tumedaskihutaja_37685 MAP 22 - As yet untitled

Lol it's certainly crazier, maybe a little too crazy when those monsters spawn in right next to you, I won't lie. Also that small closet which opens up at near the switch, unfortunately violates the 1024x1024 rule.

Aaaand now I have to make a new map lol. 

 

Anything I do, makes it way too cramped to be navigable.... so unless I overload everything with ammunition, the closets have to stay. Welp... new map it is. 

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7 hours ago, ABearInThaWoods said:

Not totally done with the visuals yet but I decided to start working on some gameplay stuff. I had some ideas brewing about how I wanted this map to be so I created a shootable dispenser. Take a shot and get +25 HP and +25 Armor. Will probably pepper the arena with some of these instead of dropping a ton of health items. 

 

image.png.c3626e43f43089a994a500db350a4347.png

 

Video with proof of concept

  Hide contents

 

 

Woah that's rad. I like that idea. If you don't want to do texturing I'd say just put the item that it gives above the respective switch as an indicator. Is it a repeatable switch with maybe a longer reset timer?

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1 hour ago, yourlocalchef said:

Woah that's rad. I like that idea. If you don't want to do texturing I'd say just put the item that it gives above the respective switch as an indicator. Is it a repeatable switch with maybe a longer reset timer?

 

Unfortunately with the way I have it set up each dispenser will be a one time use. I use a voodoo doll (yep, they even work in cl2) on a small sector surrounded by adjacent sectors with health and armor bonuses. Since Doom doesnt consider an item picked up until the player moves you have to move the voodoo doll into the items to trigger the pickup. The shoot switch raises the sector that the doll is standing on and creates the movement required to give you the items. 

 

Supposedly there are ways to use barrels to push voodoo dolls along weirdly aligned sectors that cause it to glide and act like Boom conveyers, but I dont really want to attempt anything like that here. It doesnt sound like its reliable or necessary for what Im doing.

 

I may end up doing a super secret switch for an invuln or a megasphere. I do like the idea of showing what each dispenser contains, but I kinda lined the entire arena with torches so im not sure how cluttered it may end up looking. Either way I would need to add something like an alphabet midtexture to do like an (x QUANTITY) sorta label. The whole idea of the dispensers was that these were supposed to be psudo-secrets in place of not having secret tagged sectors . 

Edited by ABearInThaWoods

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11 hours ago, tumedaskihutaja_37685 said:

Aaaand now I have to make a new map lol. 

 

Anything I do, makes it way too cramped to be navigable.... so unless I overload everything with ammunition, the closets have to stay. Welp... new map it is. 

I don't think it's necessary to scrap the map you've got. I think you just need to tweak a few things, honestly. Perhaps the teleporters you implemented were a little OTT. 

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20 hours ago, FletcherHonoroma said:

I don't think it's necessary to scrap the map you've got. I think you just need to tweak a few things, honestly. Perhaps the teleporters you implemented were a little OTT. 

Not scrapping it, will just use it as a room for another project of mine. I already have a simiilar level with a bit of a different theme in the works.

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Slight change of plans. I intended on doing a map review stream tomorrow but my schedule has changed. Instead I will be trying to get through as many of these as I can on a short (1 to 1.5 hour) stream tonight. I am hesitantly aiming for somewhere around 6PM EST (GMT -5) but if I can do it earlier I will. 

 

Will be happening at https://www.twitch.tv/bearinthawoods

 

About the VOD(s)

Ummm yeah my stream settings were a total hot mess and the stream actively dropped several times. I'm super embarrassed about this because I felt I had IMPROVED the settings from the last stream but it actually got worse. So here are the multiple VODs. I'll try to add additional notes about what maps are played on each video but I'm pressed for time at the moment. Again, super sorry about the quality and the framerate issues.

 

VOD1, VOD2, VOD3, VOD4, VOD5

Edited by ABearInThaWoods

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@ABearInThaWoods Good stream, it's nice to see footage of somebody else playing the map.
Watching your footage reminds me that I must move those monster teleports away from the map. I had originally designed it with the notion that everything must fit within the 1024x1024 box, hence why you can hear revenants nonstop. A part of me would really like to just redo that as a whole new map. It was a very early submission in the project and I think that had I seen some of the maps which were to be submitted later, I'd have put a little more effort into it and made it a good deal less wimpy. 

It was also great to have a look at your Map 30 which is looking phenomenal. Certainly worthy of the final slot.

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@ABearInThaWoods hey, i got some problems and couldn't watch the rest of the stream. thank you for playtesting our maps!
i worried that my map31 may be a little rng heavy, with the berserk damage and with monster infighting, and a little too lunatic too. with the 2 cybers and teleporting archviles. also im thinking in changing the final battle to give the plasma rifle or bfg. killing cybers with rockets is always a little too slow.

your map looks very very cool! and the secret dispensers are a awesome idea. and i like how you are designing it to make use of all the space and still doing a progression though it.

Edited by Higo Doragon

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On 9/6/2023 at 8:02 PM, FletcherHonoroma said:

@ABearInThaWoods A part of me would really like to just redo that as a whole new map. It was a very early submission in the project and I think that had I seen some of the maps which were to be submitted later, I'd have put a little more effort into it and made it a good deal less wimpy. 

It was also great to have a look at your Map 30 which is looking phenomenal. Certainly worthy of the final slot.

 

Well the decision to start over is up to you and you have plenty of time to work on it but I think you have something pretty good already. Take some time and think about what you feel the map lacks and if you cant make it happen with what you currently have, then scrapping it may be the option you need to go with. 

 

On 9/7/2023 at 9:08 AM, Higo Doragon said:

@ABearInThaWoods i worried that my map31 may be a little rng heavy, with the berserk damage and with monster infighting, and a little too lunatic too. with the 2 cybers and teleporting archviles. also im thinking in changing the final battle to give the plasma rifle or bfg. killing cybers with rockets is always a little too slow.

your map looks very very cool! and the secret dispensers are a awesome idea. and i like how you are designing it to make use of all the space and still doing a progression though it.

 

Thats the danger of dealing with berserk, it has such a wide damage range that you cant really expect it to be reliable. Yet, thats part of the fun. 

 

Dont read too much into my complaining about two cybers and the archviles, its mostly my streamer brain blowing things out of proportion. I think the rocket launcher in the finalie is perfectly fine. As i mentioned some people get annoyed with rocket dueling cybers but with an arena that size and the plentiful ammo, on top of two cybers who have had a lot of damage from infighting, it really isnt an extreme challenge. In fact the hardest part of the map seemed to be the initial two waves of revenants. Past that point I didnt really take any deaths. For a map31 I think the gameplay is perfectly tuned, especially compared to map32 which has a similar difficulty scale, imo.

 

I definitely feel like I need to step up my map30's combat after playing your map31. Ive added a couple more dispensers, a super secret dispenser, and gave into my temptations and placed a BFG for when the party starts. The catch being there will only ever be 3 BFG shots, Im debating on making the third locked away in a dispenser.

 

Its been pretty tricky trying to keep the map progression flowing in an interesting way thats easy to understand. There are certainly some things I need to communicate to the player better, but I think that will come down to teleporting monsters into places that will make players curious to check out. 

 

The biggest headache im dealing with is how to end the map. I gotta figure out how to get the player across the finish line help them kill the cyber without making too obvious. That's the game designer life.

Edited by ABearInThaWoods

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5 hours ago, Yop said:

This is a check up post for those who have not said much since taking a slot
@Engired @Emperor S P O O N @Solmyr @dolanmolan @NinjaDelphox @Pegleg @raddicted

How are you progressing with your maps? if you've even started that is.
Simply checking in so that i know how far along everyone is since maps were coming in at a rapid rate.

 

College has REALLY been hitting me hard this semester. On top of that, coming up with a good design within the space constraints has been quite the tricky challenge for me as I've never really done this sort of thing before. Pretty much all of my maps took up more than 1k x 1k units, so it's quite the dramatic change of pace for me. If anybody has any suggestions or ideas, I'm open to them.

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1 hour ago, Emperor S P O O N said:

 

College has REALLY been hitting me hard this semester. On top of that, coming up with a good design within the space constraints has been quite the tricky challenge for me as I've never really done this sort of thing before. Pretty much all of my maps took up more than 1k x 1k units, so it's quite the dramatic change of pace for me. If anybody has any suggestions or ideas, I'm open to them.

I first made a 1024x1024 square and went from there.  It was a decent mapping challenge for me too.  Gonna have to sacrifice ideal fight scenarios and make something weird lol. 

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10 hours ago, Yop said:

This is a check up post for those who have not said much since taking a slot
@Engired @Emperor S P O O N @Solmyr @dolanmolan @NinjaDelphox @Pegleg @raddicted

How are you progressing with your maps? if you've even started that is.
Simply checking in so that i know how far along everyone is since maps were coming in at a rapid rate.

Just finished it:

Map 15: Nintendo 3DS
Song: Our Blood Boils, Mega Man X7
Build time: 1 1/2 hours
No custom textures
Download: Nintendo_3DS.zip

Edited by NinjaDelphox
There was an error in the map, updated 1 hour after post

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14 hours ago, Yop said:

This is a check up post for those who have not said much since taking a slot
@Engired @Emperor S P O O N @Solmyr @dolanmolan @NinjaDelphox @Pegleg @raddicted

How are you progressing with your maps? if you've even started that is.
Simply checking in so that i know how far along everyone is since maps were coming in at a rapid rate.

Almost done, I've just been super busy recently.

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16 hours ago, Yop said:

This is a check up post for those who have not said much since taking a slot
@Engired @Emperor S P O O N @Solmyr @dolanmolan @NinjaDelphox @Pegleg @raddicted

How are you progressing with your maps? if you've even started that is.
Simply checking in so that i know how far along everyone is since maps were coming in at a rapid rate.

Haven't started yet due to real life issues rearing their ugly head, however things are getting better and i will start to map for this project soon.

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16 hours ago, Yop said:

This is a check up post for those who have not said much since taking a slot
@Engired @Emperor S P O O N @Solmyr @dolanmolan @NinjaDelphox @Pegleg @raddicted

How are you progressing with your maps? if you've even started that is.
Simply checking in so that i know how far along everyone is since maps were coming in at a rapid rate.

 

It's not a bad idea to keep track of how things are going with your contributors.

 

I haven't started my map yet.

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[Map 30 - Toxic Pool Party]

[Midi - Pumpin' Hot Stuff from Pizza Tower]

[Stock Doom II Textures]

[DOWNLOAD] [1k1k-Map30-BearDemo.zip]

 

Well I think I finally have a first version of my Map30 ready to go. At the end of a long wad the demons invited Doomguy over to their local pool... they just didn't mention that it was an acid pool! Littered all around the arena are "secret" dispensers that you can shoot for +25 Health and +25 Armor a piece. There's also a super secret switch that provides a SoulSphere and a Blue Armor. Monsters should reveal themselves as you progress, so if you're coming across baddies you're doing something right! Just be aware that since this is Map30 it is hard coded in Doom II to allow telefrags of enemies and players alike. It's potentially the hardest map I've ever made (but that's not really saying much, most of my maps are pretty breezy easy) so I'd be willing to tune it down if it's proving too difficult. 

 

Edit: I've recorded and added a demo to show how the map can be completed. I'm worried that it's a little unclear, despite my best efforts to lead the player along.

 

To Do List

Spoiler

 

-Add HNTR and HMP difficulties

-Touch up on the visuals, there are some texture issues that need addressed

-Maybe add more dispensers

 

 

Edited by ABearInThaWoods

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Spoiler

image.png.ea5ada7683b7ebc897614915af1b6408.png

 

Screenshot of the newer version of the map. Well, it's more of a techbase now. But it is going slower as I now have a lot more contraints to work with, as the map is intended to be more of a breather map. and architecture focused. Still a box as we all see lol

 

Edit: Map22 Beta now up.

To do: 

  • Health and Ammunition balance
  • More testing

Map is a bit cramped, but it was the only way I could resolve the sounding gameplay issue of 1024x1024 units max size. I Barely made it inside that area, but for now, it should be rules compliant.

Custom textures: 1 slade recolor, 3 support pillars from 32in24_15 textures. 

 

music(if you use UMAPINFO when compiling you can delete the lump): D_DEAD (for the moment)

 

Download:Leakage.zip

Edited by tumedaskihutaja_37685

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Apologies, @NinjaDelphox and @ABearInThaWoods for not having posted any feedback for your maps as of yet. I downloaded both of them the other night and gave them a quick whizz before I slept. Truth be told, I had a bit of difficulty and haven't completed either yet lol, but give me a break, I was playing keyboard only.

I'll post more in-depth reviews later once I've played through them a couple times. So far, I've really liked both. The two maps pair very well together actually and share their best qualities. 
I do remember having a bit of trouble on your Map 30, @ABearInThaWoods, in regards to the progression - most specifically getting the BFG. I must watch your demo, because I'm sure how I got them isn't the intended way. (I jumped on the rim of the Cyberdemon's sewage fountain and then shot the switch.)

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Same here, i tried @NinjaDelphox map the moment it got uploaded, but i just couldn't survive it :D. I was finally able to beat it on UV last night with severe save scumming, and by skipping the last fight entirely, because i had no cells to deal with the 4 (at least that's how much i counted) archviles and 2 cybers... not that i would be able to survive that with a million cells. You're expected to two shot the first two cyberdemons i guess, but that's beyond my skill. I might've missed more cells in these final closets that reveal the archviles, i'm not sure if i saw some there, because in that last fight, it was impossible for me to look around and not get killed in the process, i manically pressed the exit switch and that was it. Other than that, i think the map is really cool visually and conceptually. Played it on ITYTD later and had a blast with it, i really needed that double ammo and reduced damage, to be able to kill the cybers in peace, because i'm really that bad in killing them at close range. 

 

As for @ABearInThaWoods map 30... to be honest, i was afraid to play it, because Tyson gameplay is not my thing, so i can't really criticize it, i can only share my personal feelings on this type of gameplay.

I love berserking an occasional revenant, hell knight or baron in a map, to preserve ammo, but only when that's a choice/strategy i can make. Maps that force me to melee groups of revenants (that's how far i got, before giving up), that attack you from different sides, just frustrate me to no end. And not even so much the difficulty parts that made me quit (i understand the map has to be difficult in that slot)... it's that every single mistake that i make, results in game over. Every misplaced punch, every wrong step, every bad damage roll, or just overall having bad luck, makes the concept painful to me. I will try it in lower difficulties when they get implemented. The visuals are lovely, and the little switch puzzle is really cool from what i can tell... i didn't see all of it, but i assume, the map keeps changing in shape. I should probably replay it with no monster just to see that alone. 

Edited by Tangra

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On 9/8/2023 at 5:11 PM, Emperor S P O O N said:

 

College has REALLY been hitting me hard this semester. On top of that, coming up with a good design within the space constraints has been quite the tricky challenge for me as I've never really done this sort of thing before. Pretty much all of my maps took up more than 1k x 1k units, so it's quite the dramatic change of pace for me. If anybody has any suggestions or ideas, I'm open to them.

 


it has been a challenge for me as well. my first submission went over the limit. So I had to start over lol. But basically, I went for depth/height instead of length. It's basically a one room breather map. 

Then there is bears lvl30 which is a wierd thing of it's own, being basically a constantly changing room

Edited by tumedaskihutaja_37685

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On 9/9/2023 at 5:03 PM, ABearInThaWoods said:

[Map 30 - Toxic Pool Party]

[Midi - Pumpin' Hot Stuff from Pizza Tower]

[Stock Doom II Textures]

[DOWNLOAD] [1k1k-Map30-BearDemo.zip]

 

Well I think I finally have a first version of my Map30 ready to go. At the end of a long wad the demons invited Doomguy over to their local pool... they just didn't mention that it was an acid pool! Littered all around the arena are "secret" dispensers that you can shoot for +25 Health and +25 Armor a piece. There's also a super secret switch that provides a SoulSphere and a Blue Armor. Monsters should reveal themselves as you progress, so if you're coming across baddies you're doing something right! Just be aware that since this is Map30 it is hard coded in Doom II to allow telefrags of enemies and players alike. It's potentially the hardest map I've ever made (but that's not really saying much, most of my maps are pretty breezy easy) so I'd be willing to tune it down if it's proving too difficult. 

 

Edit: I've recorded and added a demo to show how the map can be completed. I'm worried that it's a little unclear, despite my best efforts to lead the player along.

 

To Do List

  Reveal hidden contents

 

-Add HNTR and HMP difficulties

-Touch up on the visuals, there are some texture issues that need addressed

-Maybe add more dispensers

 

 

I actually think it is pretty easy all things considered.

Other then the fricking cyberdemon.

The exit seems bugged, and also, how the hell do you expect anyone to see the switch on the tower? It literally has a wall in front of it. Also maybe make the progression switches all the same texture because otherwise some of them look like dispensers.

Though maybe that will make it less obvious to shoot them so idk.

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1 hour ago, Raith138 said:

I actually think it is pretty easy all things considered.

Other then the fricking cyberdemon.

@ABearInThaWoods
The fight when you obtain the BFG was where I had left off a couple nights ago (when the archvile appears iirc) so I cannot speak for any further fights which may have occurred, but up until that point, I felt the map needed to exert more pressure upon the player. I reckon an Arachnotron or two raining hellfire would heat things up considerably. The map's setting is a sort of Demon pool dance party, and I think that the map would benefit greatly from something which kept the player dancing, so to speak.

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3 hours ago, Raith138 said:

I actually think it is pretty easy all things considered.

Other then the fricking cyberdemon.

The exit seems bugged, and also, how the hell do you expect anyone to see the switch on the tower? It literally has a wall in front of it. Also maybe make the progression switches all the same texture because otherwise some of them look like dispensers.

Though maybe that will make it less obvious to shoot them so idk.

 

Currently all of the shoot switches use the same texture but you make a good point about progression switches and dispenser switches. I'll try to do something about that. The switch on the tower was a happy accident. At first it was really far away and hard to hit, then I tested it but forgot about the raising platforms and when that secret would be accessable. I ended up making it extra valuable due to how easy it is to miss. Maybe I should add a shoot switch that drops the platforms as an audio clue?

 

The exit not dealing damage is something I forgot to address but did notice. I drew a couple boxes for the exit sign and the light around it but forgot to apply the sector effect Damage/Exit on them. That'll go on the to-do list.

 

1 hour ago, FletcherHonoroma said:

@ABearInThaWoods
The fight when you obtain the BFG was where I had left off a couple nights ago (when the archvile appears iirc) so I cannot speak for any further fights which may have occurred, but up until that point, I felt the map needed to exert more pressure upon the player. I reckon an Arachnotron or two raining hellfire would heat things up considerably. The map's setting is a sort of Demon pool dance party, and I think that the map would benefit greatly from something which kept the player dancing, so to speak.

 

Originally the Cacos were Arachnotrons and they were going to stay on the upper platforms but I really push for 100% kills to be possible on my maps. Thats partially the reason I dislike monsters in secrets, lol. I'll try cranking up the pressure in the early fights again, originally the second wave was 12 Revs and it felt a little unfair.

 

So we have two opinions on the difficulty being slightly easy, at least in the early portions of the map. I'll play with different monster combos to see what cooks the best. Expect Pain... Elementals and maybe a couple Mancubi.

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[Map 30 - Toxic Pool Party V2]

[Midi - Pumpin' Hot Stuff from Pizza Tower]

[Stock Doom II Textures]

[DOWNLOAD]

 

Changes from V1

-Added Difficulties

-Fixed Texture alignments

-Attempted to make progression switches and dispenser switches more distinct from one another

-Added visual touches throughout the arena

-Reorganized the fights to be a little more dynamic

-Additional dispensers added

-Shoot switch next to central fountain has been changed to a normal switch.

 

When it comes to difficulty for this map I took a slightly different approach. Instead of changing what enemies spawn I changed what weaponry you had to face the map with. You still gain the Berserk in each difficulty but on HMP difficulty you get a basic shotgun and on HNTR you get a plasma gun instead. The dispensers on HNTR also provide double the goodies and the Blur Sphere has been changed to an Invulnerability. Furthermore, you can grab a Soul Sphere on top of the tall platform, but beware the final fight is much more spicy than before. 

 

This will probably be my last update for a while unless the UV difficulty turns out to be far too difficult to complete. I was able to reliably get to the final fight and eventually finish it. I consider myself pretty middle of the road in terms of skill and this map is a good, albeit volatile, experience. 

 

Edit: Fixed the link

Edited by ABearInThaWoods

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So, I still have HNTR and HMP to balance, but otherwise this map is ready. UV is implemented in it's (Hopefully) intended way. However, it did not end up as breather as the previous version, but the difficulty curve is more stable, on UV anyway. 


V0.99 Development log:

 

Adjusted: Combat. Multiple hitscan enemies have been removed or replaced with different enemies
Adjusted: Ammunition: You can now clear the whole map with ammunition to spare, provided a few demons don't throw a wrench into that plan.

Adjusted: Health and armor. Both health and Armor pickups have been adjusted. Some more OOMPH added to doomguy.

Adjusted: You can now actually get out. But it is, shall we say, not optimal.

Maintained: Try-spike curve.

Probable issue: Bit slaughtery. 

Latest version: LeakageV099_1.zip
 

Archive:

 

Spoiler

Download:LeakageV099.zip

 

Edited by tumedaskihutaja_37685

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Finally was able to playtest new maps

 

5 hours ago, ABearInThaWoods said:

[Map 30 - Toxic Pool Party V2]

[Midi - Pumpin' Hot Stuff from Pizza Tower]

[Stock Doom II Textures]

[DOWNLOAD]

The link here goes to map05, oops

 

@Higo Doragon

Played your map31, really good stuff, don't really see any reasons to change anything, I mean, even tho cybers can take some time to be killed with rockets, they are usually somewhat damaged from infighting, so its ok

 

@NinjaDelphox

This is some really fast-paced map, i like it! Especially with the midi like this one

 

@tumedaskihutaja_37685

Good map, but I have some small nitpicks:

-Dont really see the reason for all the cacos that spawn in starting place during final fight, most of them just stuck here and do nothing

-I would have swapped the placement of rocket launcher and plasma gun in the final fight, cuz plasma is essential for the fight, and yet, first thing you see is rocket, cuz you go in spiral-like way. And considering the fight is pretty chaotic and fast it may be a bit, "uncomfortable" sort of, for learning the arena and item placement

But last one is huge imo. Other than that good map

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