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


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@SG.  got to your second map. Like i said before, i love the concept and the detail. It gets cramped in a few places but the plasma gun is so overpowered in these type of scenarios, that i can't really complain about it. Still had a few deaths though.

 

Spoiler

 

 

   @Raith138 i'm sorry, but i'm going to be honest here. This map was uploaded nearly a month ago, and you received plenty of feedback on how to improve it and fix some of its problems, one of which being the premature exit, which i exploited in the video, once i realized that you didn't bother to change anything. And you might wonder why i'm so blunt with you, and the answer to that is the state this map is in, which doesn't sit right with me. It is too much of an indirect copy of my map 21 submission and i asked you to at least do the minimum effort, so it doesn't look this way. Let's count the similarities.

 

- Egyptian theme - check

- Similar texturing - check

- Same sky - check

- Same midi - check

- Square shaped arena with a raised platform in the center that has an item and monsters spawning on top of it, and in order to collect said item, you have to perform a running jump from the walkways on the sides - check

- Speaking of the elevated walkways that go around the arena... yes, you have that too - check

- Once you climb on the elevated walkways via lift, you then need to press a few switches, each triggering the next encounter and the final one revealing the exit - check!

 

It is simply too much. I would've been okay if you have at least changed the midi as i asked you to, but you didn't bother. Not to mention, your map is on my slot (21), you didn't bother to change that too, which only created confusion as i tried to test it, and will keep creating more confusion for future playtesters.  @Yop i'm going to be honest with you as well. You should've said something about all that, but you leave a lot of stuff fly by. Many maps have not received proper feedback from you, and it's your responsibility to let mappers know it their maps fit the general requirements of a CP, your guidelines, or if they need any changes. Keeping track of the maps is still needlessly difficult, because the map names are not listed in the first post and the new zip file doesn't contain all the information either.

 

Spoiler

 

 

 

 

Edited by Tangra

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34 minutes ago, Tangra said:

This map was uploaded nearly a month ago, and you received plenty of feedback on how to improve it and fix some of its problems

Even trough I agree with your points about @Raith138 map, I believe it was submitted like just a day or two before they got into irl stuff, and moved to location where udb wasn't really usable (and Raith did mention that, as far as I remember)

So I think its should be taken as a note on why map wasn't updated for a long time, cuz otherwise it may bring false claims and stuff, but I still agree - it must be updated

 

I believe Raith already returned back a week ago or something, and I hope, they will made a long awaited update of a map using your post as a reference/reminder of what wasn't fixed and changed before

Edited by SG.

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2 hours ago, Tangra said:

@Yop i'm going to be honest with you as well. You should've said something about all that, but you leave a lot of stuff fly by. Many maps have not received proper feedback from you, and it's your responsibility to let mappers know it their maps fit the general requirements of a CP, your guidelines, or if they need any changes. Keeping track of the maps is still needlessly difficult, because the map names are not listed in the first post and the new zip file doesn't contain all the information either.

 

  Reveal hidden contents

 

 

 

 

I have now Updated the zip to feature all the map names for creators refer to map slots.
As of right now i'm actively going through all the maps and am noting things down such as changes and issues. 
I have 5 personal projects on the side i'm catering to simultaneously alongside this, my apologies for not playtesting them all sooner i just needed to balance it all which i have done now. As i've said 2 lines above i'm actively going through them all so expect my reviews on them popping up soon.

Edited by Yop

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@Yop thank you for that. I understand being busy, having your own stuff to take care of and so on... i respect that. You're not alone here, i'm sure more playtesting and feedback will be shared, once you make the tracking of the maps easier.

 

Speaking of which, here is your second map. I've already said good things about it, and will probably repeat myself, but i like the claustrophobic dungeon feel. You've put more care into the texturing and detailing in this one. I didn't notice the cracks on the floor the first time i played it, but this is a great little detail. The berserk is a nice addition too. You can see that it doesn't make the map much harder than with the soulsphere (or was it a megasphere?) from before. It's probably still not hard enough, but i'm okay with that because i know what follows in some of the final slots. This is a nice breather before things get nasty.

 

Spoiler

 

 

@TheMightyWhoosh i can't add much to my first comments on your map. I'm simply amazed how much you can do with so little. The texturing, the layout and the geometry changes are all fantastic.

 

Spoiler

 

 

@raddicted this is the first time i played your map to completion, and it was an experience for sure. First of all, this is another stunning map, i applaud your vision here, it looks great with its crazy details that are too much to count. As for the combat, i'm a bit divided. I don't like the start with the three revenants, mostly because i don't see the point of it. It's like, "here's a megasphere, now go play Russian roulette with three revenants, with not enough room to dodge their attacks". It calls for multiple restarts on the spot, until you get out from that fight with decent amount of health and armor. I think it will be better if you remove the revenants, and instead of a megasphere there's a blue armor at the start. The outcome will be the same, but you'll spare the player some unnecessary frustration. The fights after that are very creative and well-designed, they require some thinking on the part of the player, so you will see me fail a fair bit (as it is expected from a noob like me) until i get the right idea. But there's also an elephant in the room, and that is the last fight, which is not my cup of tea, and it also might be stepping over the rules of the project. It is a full on slaughter fight, and not an easy one. It took me time to figure out where to go, after i press the last switch, and i got really lucky with the cyberdemon, who showed mercy on me and didn't spam too many rockets.

 

Spoiler

 

 

I tried to record Map30 as well, but damn, i just can't beat it! :D I'm too bad at melee combat. I did manage to reach the cyberdemon, but then i couldn't figure out how to get the BFG and the cells on the platform next to it, and that put me in a very bad mood, so i had to stop for now. I'll try to figure out what's the deal with that BFG in the editor. Yes, i suck at puzzles too. 

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I actually didn't change the midi because I do not know how and any tutorials I have looked up were not very clear.

I also changed PCs which I am still dealing with the after effects of. The after effects being that my files are all over the place.

I also started running my own CP and need to playtest DoomGPT so I have not had the time to completely redesign the teleport closets.

I will try to fix my map soon.

Edited by Raith138

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42 minutes ago, Raith138 said:

I actually didn't change the midi because I do not know how and any tutorials I have looked up were not very clear

Its actually easy:

 

1. Get the midi file from any kind of source

2. Throw it into the wad via Slade

3. Rename the file to a needed lump - each map has its own, you can check them here

Its done

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@Raith138 you didn't say anything about not knowing how to use Slade at the time, but it's okay. I don't mind your theme, anyone can make an Egyptian themed map, and i'm certainly not the first to make one. But considering the similarities and shared ideas, both having the same midi was too much, so i hope you understand my concern. There are other things that concern me, however, this time with your 30 sectors community project. You used my map as a base, and didn't change the slot or the midi, because you didn't know how... So how are you going to finish your community project, if you don't know how to use custom assets, how to make Umapinfo and Dehacked lumps,  how to change midi files and custom skies, and overall, how to compile wads in slade? These things won't happen on their own, you know? And i'm afraid that starting a community project and trying to learn on the fly how to run one, just isn't going to work. I already see some warning signs in the state the thread is in. So that being said, i have to drop out from the 30 sectors CP. My map is nearly done, but i rather release it as a standalone now. If you're not sure you can carry the project to completion, you should be honest with the other mappers, who invest time making maps for you as we speak. Don't wait until months after the fact. I'm sure you will learn in time, but don't try to bite off too much too early.

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On 9/26/2023 at 5:42 AM, Raith138 said:

I have completely changed Caverns of Despair based on all the suggestions I got from everybody.

 

You left a wrong player start, the map doesn't begin in its intended location. The metal bar that is supposed to be blocking the exit is too low and can be walked over, exiting the map early.

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12 minutes ago, Tangra said:

 

You left a wrong player start, the map doesn't begin in its intended location. The metal bar that is supposed to be blocking the exit is too low and can be walked over, exiting the map early.

Fixed.

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@Yop an update to my maps. It might not be the last, for the next one i'll wait until all submissions are sent and you're ready to compile. 

 

Map17 - ''Cosmic Horror" v4.

Midi - Spitfire by The Prodigy

Custom textures - 32in24-15_tex_v2.wad for the sky only

Download https://www.mediafire.com/file/zahon3gfy91hb5v/CosmicV4.wad/file

 

I've done some cosmetic changes, the computer panels are brighter now. The main change to the combat is when pressing the switch on the top level, it no longer spawns Pain Elementals, just a few extra cacodemons. The rest remains untouched.

 

Map21 - "Scale of Anubis'' v8 (it says 7 in wad because i forgot to change it)

Midi - Voodoo by King Diamond

Custom texture - 32in24-15_tex_v2 for all the Egyptian textures

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

 

Slight difference in the name, it's no longer Scales of Anubis, it's changed to Scale of Anubis. There are no changes to the combat, only visual polish. The brightness level is slightly increased for the entire map

 

Playthrogh for both maps:

 

Spoiler

 

 

 

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Does anyone have any Egyptian MIDIs laying around?

Also, @Yop you should mark map 26 as unfinished now because I dropped Trial of the Pharoah.

I also noticed that the OP doesn't say what format to use so you may want to change that.

Edited by Raith138

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46 minutes ago, Raith138 said:

Does anyone have any Egyptian MIDIs laying around?

Also, @Yop you should mark map 26 as unfinished now because I dropped Trial of the Pharoah.

I also noticed that the OP doesn't say what format to use so you may want to change that.

 

Vanilla limit removing was mentioned, so I think if it runs in crispy, it will be fine lol. 

@Yop You can mark my map as uncompleted, new version will be uploaded later this week, as it fixes multiple issues with the map. The combat is also changed.

Edited by tumedaskihutaja_37685

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It is done.

The map is in slot 21 still because I am tired and need to go to bed.

The MIDI is the same one as @Tangra's map 21 but I actually think it works super well.

 

This is one of the best looking maps I have ever made.

(Difficulties Implemented)

 

 

 

 

Temple of the Damned.zip

Edited by Raith138

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No, your map is in slot 21, because you used my map as the base again (or your previous version, which used my map as the base, so same thing), instead of starting the map from scratch in the correct slot. You don't know how to use a texture pack, is that the reason? Because It's not hard at all, before you start a new map in UDB, first you choose your mapping format and map slot, then you load your Doom2.wad as a resource, then load the texture pack as a second resource, and start the map.

 

But even then, changing the map slot alone is done is seconds, saying that you were tired and that's why you didn't do it, just tells that you don't know how. You're not helping yourself in this case, because if you're honest, people will help you. @SG. already explained to you how to change midi files with Slade, but you took nothing from it. If you don't know how something is done, just ask and you'll get what you need.

I have to ask you again, how are you going to complete your 30 Sectors community project, if you don't know even the basic knowledge of compiling a single map wad in Slade, let alone a megawad? 

Edited by Tangra

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Whilst I understand your qualms, @Tangra, I believe that @Raith138 has made significant enough changes to his map for it to be distinguishable from your own Map 21, regardless of whether it still occupies the same slot - that is an easy enough fix which can be done in a matter of seconds. It does not appear that he has edited your work, only that he has used the same file. However, if you have good reason to believe that he has simply edited your work without your approval then that is different altogether.

 

I do strongly believe you ought to deliver on @Tangra's request to have the midi file changed, @Raith138, and then we can hopefully put this debacle to rest.

Edited by FletcherHonoroma
punctuation

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28 minutes ago, FletcherHonoroma said:

Whilst I understand your qualms, @Tangra, I believe that @Raith138 has made significant enough changes to his map for it to be distinguishable from your own Map 21, regardless of whether it still occupies the same slot - that is an easy enough fix which can be done in a matter of seconds. It does not appear that he has edited your work, only that he has used the same file. However, if you have good reason to believe that he has simply edited your work without your approval then that is different altogether.

 

I agree, i have no problem with his map whatsoever. I don't even care if it's using my map as the base. The issue here is about honesty. The midi and the slot are the same, because he doesn't know how to change them, not because he's just tired and didn't have the time to do so, when it takes literal seconds to change the slot and maybe a minute to open slade and replace the midi. As for the right to use the midi, i have no say in it, the song is not mine obviously, and if @Yop says it's okay for him to use, then it's okay... Except in that case, i will have to quit the project, because i chose this midi for my map, after hours of searching for it, and i'm not okay if it's used in another map in this CP, that also has the same theme. In maps outside 1k1k, he can use it all he wants, and i wouldn't say anything about it, but i believe in a CP, we have to respect each one's choices, not copy them. I was even okay with his previous map as long as the midi is changed, as i said in previous posts.

 

The other issue is with the 30 Sectors CP led by @Raith138. I've been making a map for his project in the last month, only to find out that he's been dishonest, and he has no idea how to work with slade, or in other words, he doesn't know how to bring the project to completion. I'm sorry, but why would you even start a CP if you don't know what is required from you as a project leader? Enthusiasm and ambition are a good thing, but leading people by the nose is not cool.

Edited by Tangra

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@Tangra

It would be a shame to lose your maps from the project as they were certainly some of the highlights of the project, but as you correctly pointed out, @Raith138 is within every right to use that midi as well, and while I do agree that it should be changed considering the quite apparent plagiarism of your map in his previous version, he does have the freedom to use it, just as you also have the freedom to retract your submissions and exit from the project if you so choose to.

I'd like for this matter to come to a clean close and so I do encourage you, @Raith138, to honour @Tangra's wishes and change the midi whenever is most convenient. If you need help, I would gladly direct you in how to change a midi using Slade.

 

As for the 30 Sectors CP, I believe that discussion of that should be kept out of this topic and had in the 30 Sectors' topic or in private with @Raith138 himself. Although I understand what you're saying, it is unfair to drag the people following this topic into a conversation wholly separate to this one.

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The reason I didn't change the MIDI here is that I couldn't find one that worked. You could see from my previous posts that I was attempting to find one but was unsuccessful. I don't understand why you are bringing up how I used your map as a base so much, does it really matter? I completely remade my map and yet I am still getting complaints from you, which is kind of frustrating for me. I liked your Egypt map and decided I wanted to make one, it ended up being the same as yours and I accept responsibility for that. Here, I just wanted it to release it so I could get feedback and then all the problems that were there would have been fixed along with the MIDI and map slot. I had forgotten to say in my post that I was looking for MIDI suggestions so it just looked like I was lying. So, I have fixed both the slot and removed the MIDI so it is now just vanilla doom 2 music. i have not changed the sky but if you want me to I can. I don't want to continue arguing over this so hopefully this is the end of it.

 

Temple of the Damned.zip

Edited by Raith138

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10 hours ago, Raith138 said:

It is done.

The map is in slot 21 still because I am tired and need to go to bed.

The MIDI is the same one as @Tangra's map 21 but I actually think it works super well.

 

This is one of the best looking maps I have ever made.

(Difficulties Implemented)

 

 

 

Temple of the Damned.zip

Temple of the Damned
Played on: UV

I had so many questions playing this
like Why can't i back track?, Why is the ssg 3 seconds after the shotgun?, why am i in a cramped af box with a mancubi, fodder and pinkies, why is that poor rev in a cubby that's clearly too small for it, why is the midi STILL THE SAME?
AND why is the sky box floor a teleporter while the previous teleporter was the texture literally 10 secs before? (probs cos it wouldn't align right but still threw me off thinking it was the end) 
It also feels like you wanted to squeeze the whole doom 2 roster into 1 level (minus barons, SS, cybie and spider mama, hell knights)

Most of these are minor nitpicks (ssg, tp tex, rev and mancubi), some are issues that need to be fixed (midi and backtracking).
Visuals are pretty nice tho :)

EDIT: I'LL CHECK THE NEW VERSION
EDITED: Right so some of these were fixed, midi (there is none), map spot also fixed. Just need some lil' touch ups here and there and i'll have little to no qualms :)
Slot change is ez fix in 10secs.
Also i will be dropping my reviews on maps SOON i've done maps 1-9 so far. I'll do 10 and drop em.


 

Edited by Yop

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26 minutes ago, Yop said:

@FletcherHonoroma can you provide me with the newest/latest version of your map06? I think the one i have is outdated.

Sure. It's still in the oven since I've been overhauling a few things after seeing the demos sent to me. The visuals are all completely wip, so expect HOMs and startan.

Whilst I have your ear, I wanted to ask about compatibility. @Gothic Box and mine's Map24 isn't compatible with ZDoom based ports. A section of the map relies on bugs which are fixed on those ports. Since this is aimed for limit-removing ports, I had hoped that this wouldn't be an issue, however, if it is an issue, it can be removed, but not without significant changes to that particular section.

 

 

1K1K_MAP06_VERSION3.6.zip

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11 minutes ago, FletcherHonoroma said:

Whilst I have your ear, I wanted to ask about compatibility. @Gothic Box and mine's Map24 isn't compatible with ZDoom based ports. A section of the map relies on bugs which are fixed on those ports. Since this is aimed for limit-removing ports, I had hoped that this wouldn't be an issue, however, if it is an issue, it can be removed, but not without significant changes to that particular section.

 

 

1K1K_MAP06_VERSION3.6.zip


Hmm i do want this to be played by most if not all people on any source port, having this would be naturally quite annoying for any zdoom players, so please do remove it sorry if this greatly inconveniences your map but i don't think it'll put the rest of it in jeopardy :) 

Edited by Yop

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

I don't know where to put it.

Please give me ideas on that and the MIDI.

I also think this map may be better in an earlier slot then 26 with its difficulty and size.

 

Everything else is fixed.

 

 

 

Temple of the Damned.zip

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My review of "EP1" is done after playing through these pieces i'm even more excited to get into "EP2"!
Some of these aren't as in-depth as others as some i didn't have much to point out or complain about.
Missing: Pepperbox due to it undergoing overhauls, Imps Eulogy because it was done by me, MAP04 AND 07 due to them not being submitted yet. 

MAP01

Spoiler

MAP01 - River of Blood - @Raith138
Tested on: Ultra Violence
- Very solid map overall and a nice starter to the project as a whole, I have no real major gripes with this.
Personally liked mowing down the hall of chaingunners for the red key and the archie was a nice surprise.


MAP03

Spoiler

Map03 - Red House with Demons inside - @EagerBeaver
Tested on: Ultra Violence
- Very fun map, the midi is a bop and every just culminates into a nice experience that didn't feel too hard but that's expected for these starter maps before
this all derails in madness. Very very good job!


MAP05

Spoiler

Map05 - Thin Walls Fall - @ABearInThaWoods
Tested on: Ultra Violence
- Exhilarating! That's one word i'd choose to describe this one, there are a few oddities i noticed on my various attempts after being smoked by arch-viles and hitscanners
namely the Metal Door leading into the building after the two revs at the start having a slight misalignment, and a spot outside where the rocket launcher sits
where the lighting is brighter than the other spots on the cliff other than that no issues. Good Job!


MAP08

Spoiler

MAP08 - Medbay - @Solmyr
Tested on: Ultra Violence
Short Sweet and a nice breather map, punching revs is always a nice way of giving them a taste of their own medicine.


MAP09

Spoiler

MAP09 - Naked and Screaming - @Gothic Box
Tested on: Ultra Violence
Took me a few tries to get this one done on UV, but there's plenty of health so i wasn't complaining much. The Combat is very tight knit as i've come to expect from this.
No Qualms with this well done!


MAP10

Spoiler

MAP10 - Haunting the Chapel - @DankMetal
Tested on: Ultra Violence 
Took me far too many attempts but i got there in the end, died mostly to the cacophony of "hump ur mom" after opening the blue door, even after that i get smoked by 2 barons.
I think this fit well into 10th slot so well done!
P.S. That soulsphere secret was neat took me a while to notice.


MAP11

Spoiler

MAP11 - Rocket Gardens - @Higo Doragon
Tested on: Ultra Violence
Holy shit. This took me the longest out of all of these, if this is a sign of episode 2 being as chaotically vile based i'm in for a wild ride.
The Midi is very upbeat compared to the torturous gameplay here, it ain't bad and hey what better to churn rockets at than archies and revs! But i think a berserk would've been handy to kill off stragglers.
But at a total 15 attempts i finally did it. well done Higo you certainly cooked with this one.

 

Edited by Yop
Mentioned the wrong person yikes

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