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[MBF21 Community project] Paint-It Doom. Get creative with simple colors... again! But now with Ancient Aliens palette [Unlimited slots!] [We are past deadline for new maps, finishing phase]


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2 hours ago, randomsounds01 said:

2127549820_Screenshot2023-09-09180039.png.1a365931a4d6e3e5f99f3801b63eca71.png

 

Roasted clips is amazing


After inevitably spending way too long on the mediocre combat of my map, I hope I have the energy to achieve a visual level at least approaching what everyone else is able to do.

 

Edited by Nootsy-Nootsy
removed image of unfinished monster placement

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On 9/8/2023 at 10:09 PM, DynamiteKaitorn said:

VERSION 1.2:

. Changed the 2 hell knights early on to be cacodemons

. edited the red key trap

Snow Zone v1.2.zip

Ok, I'm back. I don't have any more complains. If you think of any improvements, feel free, but I'm satisfied right now.

 

On 9/9/2023 at 3:26 AM, stonedbaroness said:

Swollen Bliss - Version 1.1

Changes made:

  • Removed cramped Cyberdemon fight, replacing w/ 2 mancubi
  • Added more ammo pickups
  • Added more armor/health bonus pickups
  • Removed a few of the overabundant health packs
  • Large outdoor area has a lot more going on, including the Cyberdemon with UMAPINFO boss action function
  • Added secrets
  • Removed teleporters, opting for hallway/stairs approach to bridging large and middle areas

What still needs to be done:

  • Adjusting difficulty settings for enemies in the large area

Overall it feels more complete with some of the changes you suggested!

swollenbliss-v1.1.zip

Now everything makes a lot more sense. I'm satisfied as well.

 

 

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I'm in.

Half-way through a challenging map. Will be my first creation in more than 10 years. So far, a lot of fun, love the limitation! Big outdoor canyon leading into a dark cavern. I'll show off some stuff once I'm further along.

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The only problem with this idea of simple colors is that it makes the way that doom renders textures from far away very noticeable which makes it way harder to map.

 

These are the same texture (I have seen it do far worse):

Spoiler

Screenshot 2023-09-15 205618.png

 

Edited by Raith138

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@randomsounds01

I'm still plagued by navigation difficulties because there's untextured walls or something. In any case, I want to ask you (And everyone) to not use skies as walls so brazenly. I'm fine with an occasional gradient and even and occasional decoration made out of sky, but entire walls made out of clouds and swirls go against the core idea of the project.

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This happens in normal maps but is a far bigger problem here, at random points the brightness gets fricked and I don't know why.

Spoiler

Screenshot 2023-09-16 082701.png

 

Edited by Raith138

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5 minutes ago, Raith138 said:

This happens in normal maps but is a far bigger problem here, at random points the brightness gets fricked and I don't know why.

  Hide contents

Screenshot 2023-09-16 082701.png

 

I think it's just gonna be a quirk with working with these textures.  Personally I think it helps the way maps look, if you had only block colors and no distance light deviation it would be harder to navigate in general imo 

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2 hours ago, Raith138 said:

This happens in normal maps but is a far bigger problem here, at random points the brightness gets fricked and I don't know why.

This looks like "fake contrast", basically doom changes brightness of orthogonal walls. It's not really a problem unless you make curved walls, so the lesson is to, if you have curved walls, avoid lines that go exactly along the cardinal directions (north-south or east-west)

Edited by ViolentBeetle

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https://www.dropbox.com/scl/fi/erc0px6mqqs169b438w0s/pid-treehouseminis.wad?rlkey=72vg72eb920kweg4ih4t5kwae&dl=0

 

Author: Treehouseminis

Name: "You can Wake Up Now"

Midi: "26" - AD_79

 

wad has UMAPINFO lump for name and sky. 

 

Ok heres my submission.  Call it a UV rough draft.  Ill add difficulties later, also depends if the UV is too hard or not, I dont personally think its too bad but awaiting approval of course.  Longer than I expected it to be, my par time is 21 mins roughly.  Based on your comments and descriptions, It is a "slaughter" map but its not  OH EM GEE bfg spam etc, So I think it should be ok.  Ironically the last fight is the easiest. 

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8 hours ago, Treehouseminis said:

https://www.dropbox.com/scl/fi/erc0px6mqqs169b438w0s/pid-treehouseminis.wad?rlkey=72vg72eb920kweg4ih4t5kwae&dl=0

 

Author: Treehouseminis

Name: "You can Wake Up Now"

Midi: "26" - AD_79

 

wad has UMAPINFO lump for name and sky. 

 

Ok heres my submission.  Call it a UV rough draft.  Ill add difficulties later, also depends if the UV is too hard or not, I dont personally think its too bad but awaiting approval of course.  Longer than I expected it to be, my par time is 21 mins roughly.  Based on your comments and descriptions, It is a "slaughter" map but its not  OH EM GEE bfg spam etc, So I think it should be ok.  Ironically the last fight is the easiest. 

Yeah, this is definitely slaughter, but within the confines I'm comfortable with. I think it's good as is. Enough tactical thought to make it interesting. Don't have major complaints.

A few notes however:

  1. Am I supposed to retreat from the bridge where large number of revenants teleport in front of me? If yes, it's fine, if you forgot to block me, there's probably too many revenants, without cover.
  2. In the same general areas, one cacodemon from the final fight floated away from me and didn't return. Would it be possible to add some monster-blocking to keep cacos from straying too far? Not sure, but worth consideration.

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2 hours ago, ViolentBeetle said:

Yeah, this is definitely slaughter, but within the confines I'm comfortable with. I think it's good as is. Enough tactical thought to make it interesting. Don't have major complaints.

A few notes however:

  1. Am I supposed to retreat from the bridge where large number of revenants teleport in front of me? If yes, it's fine, if you forgot to block me, there's probably too many revenants, without cover.
  2. In the same general areas, one cacodemon from the final fight floated away from me and didn't return. Would it be possible to add some monster-blocking to keep cacos from straying too far? Not sure, but worth consideration.

Yeah I forgot that you can retreat from the bridge fight, not my intention but I can leave it that way I don't mind too much.  There's enough room on the bridge you can do a few figure 8s and crash the missiles on the revs once there's few enough to go to the other side.  I tried putting cover somewhere for it and it felt like it messed with the flow and I got worse at the fight lol.  

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1 hour ago, Treehouseminis said:

Ok heres version 2.  Difficulties added.  Did another run through on HMP, feels decent.  Added monster blocking lines around/in front of the backround structures in the final fight so cacos dont get too loose. 

 

https://www.dropbox.com/scl/fi/cm23n91jz0r3kjd18y3dg/pid-treehouseminisVER2.wad?rlkey=klcwoc0t5wlwsigxdwksdcdnp&dl=0

I don't have time to test it again right now, so I'm going to trust you to not break it and add it to the accepted. Thanks.

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Map is nearing open testing state. I have a placeholder title currently, almost certain I will change it. 

The goal was to weave the player through damp caverns and a scenic watery canyon with completion time between 10 and 15 minutes. This isn't a leisurely hike though as you will be challenged somewhat heavily. The peak encounter I would place around Medium-hard to Hard. Health and ammo management along with enemy prioritization will be the key to completing this journey. Secrets will offer you a little bump in support so keen eyes and open ears should be maintained.

 

*This texture limitation has been an absolute blast! Really forces you to think more about shading :)

Spoiler

GZDoom 4.10.0  64-bit (2022-12-04 15_23_05 +0100) 9_17_2023 10_32_23 PM.pngGZDoom 4.10.0  64-bit (2022-12-04 15_23_05 +0100) 9_17_2023 10_33_38 PM.pngGZDoom 4.10.0  64-bit (2022-12-04 15_23_05 +0100) 9_17_2023 10_34_28 PM.pngGZDoom 4.10.0  64-bit (2022-12-04 15_23_05 +0100) 9_17_2023 10_34_04 PM.pngGZDoom 4.10.0  64-bit (2022-12-04 15_23_05 +0100) 9_17_2023 10_34_59 PM.pngGZDoom 4.10.0  64-bit (2022-12-04 15_23_05 +0100) 9_17_2023 10_35_44 PM.pngGZDoom 4.10.0  64-bit (2022-12-04 15_23_05 +0100) 9_17_2023 10_42_21 PM.pngThe Murky Depths - DOOM 2_ Hell on Earth 9_17_2023 10_44_40 PM.pngThe Murky Depths - DOOM 2_ Hell on Earth 9_17_2023 10_45_51 PM.pngThe Murky Depths - DOOM 2_ Hell on Earth 9_17_2023 10_46_42 PM.pngThe Murky Depths - DOOM 2_ Hell on Earth 9_17_2023 10_48_59 PM.png

Edited by Lagoonatic

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MAP: Legend Of The Vile Catacombs

AUTHOR: Lagoonatic

MIDI: "Ocean Flute" - Stuart Rynn

 

Still working out some finer details and wouldn't mind some testing. I have played through UV til my fingers bleed and a handful in HMP, HNTR. Both GZDoom and DSDA-DOOM. Still need to work on Co-op. On UV this is a hard map as stated previously. Much focus on resource management and enemy prioritization. Each difficulty lowers the resistance met at each arena particularly of the "Archie" variety. Secrets are worth seeking out as they will give you that little bit of edge to overcome the odds. 

Snapshot_127.JPG

LOTVC_v1.0

Spoiler

- On the 2nd level of the canyon you are meant to strafe run in order to make it through the lowered bars

- Some may find the final encounter really difficult but keep at it and you will be triumphant

Snapshot_129.JPG.dcc8299cf395cab25c937dd2fe91a5b6.JPGSnapshot_111.JPGSnapshot_114.JPGSnapshot_115.JPGSnapshot_123.JPGSnapshot_125.JPGSnapshot_118.JPGSnapshot_126.JPG

 

Edited by Lagoonatic

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On 9/19/2023 at 11:03 AM, Lagoonatic said:

- On the 2nd level of the canyon you are meant to strafe run in order to make it through the lowered bars

I haven't beaten final fight yet, will try again with more cells. For now, I'm not sure that strafe run thing works. There isn't really much opposition to keep me from skipping the fight, and also running is kinda annoying.

 

23 hours ago, Raith138 said:

It is really short but you said that you wanted shorter maps:

 

MAP NAME: A Day at the Beach

 

paintitdoom.zip

You seem to have forggoten to actually make an exit button that works. Or am I missing something?

I liked the room with 3 buttons, how it filled with monsters, put a lot of pressure on me. But the last room doesn't seem that interesting and also much smaller. Perhaps instead of a lift, you would open up the wall and reveal beach on the same level with a few more monsters? I think that might be more fun.

Also, any thoughts on MIDI?

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8 hours ago, ViolentBeetle said:

I haven't beaten final fight yet, will try again with more cells. For now, I'm not sure that strafe run thing works. There isn't really much opposition to keep me from skipping the fight, and also running is kinda annoying.

Good point. I wasn't 100% on the strafe run either and already came up with something I think is better and deters from fight skipping. That plus a handful of improvements will be in the updated file once uploaded. Thank you for testing @ViolentBeetle

 

I've also got a 2nd map coming along nearing a testing state, currently titled "Cryptic Void".552235893_GZDoom4_10.064-bit(2022-12-0415_23_050100)9_21_20236_30_32PM.png.3738747f45f601010a7456d59e4d1aac.png

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28 minutes ago, Raith138 said:

Also wdym have the walls lower to reveal a beach?

Right now, I ride a lift to the top. I think it might be more interesting if you lower the sectors to the same level and instead of lift, made a large connecting sector that lowers and reveals the final group of monsters. I think that would be more interesting.

Also, shouldn't there be a sky above the beach?

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 I guess I'll give this a shot, especially since I really enjoyed playing DIY.

 

A bit out of my comfort zone, and idk if I can even pull it off, but yeah I'll start a submission for this, maybe even a second if I have time. 

 

 

4gs43m3.png

 

XAEpa9V.png

 

VLSUEqW.png

 

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MAP: The Cryptic Void

AUTHOR: Lagoonatic

MIDI: "Mad" - Jeremy Doyle

CrypticVoid_WIP

 

Submitting this for testing. The Cryptic Void sees the player jumping from one arena to another more challenging arena in an attempt to break free from the darkness. There is one rule however - NEVER cross the red barrier into the darkness lest you fancy seeing your innards splattered. I would rank this as "Hard", it will certainly test you. The midway point pits you in a series of Arch-Vile traps that you must use quick wit (and basic platforming skills) to overcome. At the end the void will throw everything it has left to try and stop you from escaping its grasp (a dose of micro-slaughter).

There are a handful of things I have already listed for revision (balancing, detailing, resources, etc.) but please feel free to run through it and let me know. Currently it is only optimized for UV (difficulties are next on my list) and seems to run well on GZ and DSDA.2046581133_CV4.png.b226466a69b2defc24c8437e3d05c1a5.png

Spoiler

1531077803_CV3.png.6fe1ab31e9f39330b40c4a3fa6357fb1.png197156099_CV1.png.271b923fc647b0d3b88b56688ec3157c.png196121684_CV2.png.7ea73c36ca1181c1bf2aec403cd6688a.pngSnapshot_137.JPG.7070c1bdba356481dbc67edf1c4bf7c4.JPGSnapshot_139.JPG.3ba81aff44cdd9b433b51af33d5fddcf.JPG

 

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