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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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Yes, as of now Vile Catacombs is essentially complete. Cryptic Void however Im having trouble finding information on how to make the lowering platforms stay transparent. I will upload the newest version of Catacombs in the next day or 2 for review.

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4 minutes ago, Lagoonatic said:

to make the lowering platforms stay transparent.

You probably need to use "create fake floor/ceiling" effect. It will draw the tagged sector as if it was at height sector in front of the line was.

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Posted (edited)
45 minutes ago, ViolentBeetle said:

You probably need to use "create fake floor/ceiling" effect. It will draw the tagged sector as if it was at height sector in front of the line was.

I guess using colormaps, for example, for simulating underwater effect is kinda out of the rules?

For some reason I thought that in Boom it works automatically, but it's not and creating a pool without blue colormap is kinda meh...

Edited by Vanilla+Unicorn

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Just now, Vanilla+Unicorn said:

I guess using colormaps, for example, for simulating underwater effect is kinda out of the rules?

For some reason I thought that in Boom it works automatically, but it's not...

You would need an actual colormaps, I don't know much about them.

If you find one, I will allow it.

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Posted (edited)
7 hours ago, ViolentBeetle said:

We are about 10 days from the end of April, so it's time to do some pings.

 

@DeetOpianSky, are you doing revisions right now?

@Lagoonatic, you still have 2 not entirely finished maps, are you still working on them?

@Razza, my notes say I gave you feedback on something, but I can't quite remember what was you working on, still working, any plans on finishing?

Shit my bad, I thought I'd already uploaded a second version a while back. Haven't changed much anyway, just added a blue and yellow key to the final area, made the final switch need the three keys and made it so the cacos can't get into the baron pens, as for some reason they wouldn't be killed if they get caught in those sectors when the ceilings come down.

 

Chromophobia.zip

Edited by Razza

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Posted (edited)
9 hours ago, Vanilla+Unicorn said:

I guess using colormaps, for example, for simulating underwater effect is kinda out of the rules?

For some reason I thought that in Boom it works automatically, but it's not and creating a pool without blue colormap is kinda meh...

BOOM includes a WATERMAP for underwater areas.
You assign the lower texture on the front of your control sector 242 line "WATERMAP".

There's a great deep water tutorial on this thread.

I gave it a try with the resource pack and it is more of a green effect than blue but it does translate onto the sprites as well.
 

Edited by DeetOpianSky
additional link/info.

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first screenshot of my second map for this project. I just started making this map.. it will be called CPU HELL

 

cpu-hell.png

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I hope its ok to use translucency, I made some radio tubes and a relay just now that uses it, screenshot:

 

translucent.png

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1 hour ago, CBM said:

I hope its ok to use translucency, I made some radio tubes and a relay just now that uses it, screenshot:

Translucency is fine, of course.

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latest update to cpu hell

 

a voodoo powered cpu fan that actually spins in game and a voodoo powered light effect

 

voodoocpufan.png
cpuhell2.png

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On 8/31/2023 at 5:03 PM, DRON12261 said:

A little teaser of the map, some of which I managed to make tonight. And I'd like to take MAP01, or MAP02 if you take MAP01, @ViolentBeetle.

giphy-downsized-large.gif

 

I realize I'm unfashionably late to the party, however if I may be allowed to weigh in with an apropos observation of the astute persuasion: Holy shitballs batman that looks SIIIIIIICK!

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Posted (edited)
On 10/6/2023 at 10:23 PM, Lagoonatic said:

Here is the updated file for Legend Of The Vile Catacombs

LOTVC_v1.1

-changed the transition between 2nd arena and Cyberdemon fight

-prevented skipping cyb fight

-applied further detailing across the map

-added block monster lines to outer rim of final room

-slightest bump in ammo resources

-balance adjustments for all difficulties

 

Just played your map, and have some feedback. Unfortunately I'm sick right now. Like, really sick, so I didn't record an fda I just loaded the resources and your map. I do have some screenshots though. The only other time I've felt this horrible was when I had COVID with a 103 fever....

 

Spoiler

Screenshot_20240424_183316.png.f5d584a11aa43f4169a8912684f8ca79.pngWell, the first thing is that trap section, while I initially thought was funny as hell, is just a genuine dick move IMHO. What is the point? The player is exploring the map, looking for secrets, and getting to hidden sections, but then you make it 100% inescapable? Seriously What is the point? In my run I was actually on my second playthrough, since the first time I didn't care about secrets, I just played it as things unfolded. To to have that be literally no way, no hitting a switch, no quick pistol shot or chaingun, no finding a switch.... nothing? I simply don't care for that. I don't think I've ever played any of your maps before, so maybe this is your thing? But it just feels cheap.

 

Also in the same section, I was actually able to make it down to the other level, and then get stuck in multiple other parts of the map as well. No IDCLIP, just standard game-play on cl 21. I didn't do a screenshot, but you can fall down by the first main room section as well if you AVJ on that ledge. After I grabbed the RL I just waited for the vile to spawn, and boom, super easy to AVJ up top in the first section around the put you come through as the player with the SG. I just did it again to provide it can be done, but I can't be bothered to record it at the moment.

 

Other than those things, the map was fun. Just run around and shoot stuff, provoke infighting, decent pacing. I don't particularly care for the exit area either with how you can be blasted on and just be fucked. Maybe I missed a tp somewhere. My head feels like it's about to explode.

image.png.41495bbe0ea45493af654057e30645c5.png

 

Screenshot_20240424_183316.png

 

 

Edited by Human Being

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I made a box full of hurt where a better world is struggling to break into it and you're doing your best to assist that process. You want to escape this box, because being in for long enough will cause you to have No Feeling.

 

Again, I reiterate its potential unsuitability for the project given its slaughter style gameplay but I suppose we can squirrel it into a secret map.

 

doom175.png.73f7f39bcdf454680c6198ec5aef1caf.png

 

doom173.png.109a4a8638788edfbf9a7e675c9aa4fc.png

 

Quote

Map Name: No Feeling
Author: Chookum
Length: Short, but sharp. (10-15 Mins)
Difficulty: All 3 accounted for. (600 or so monsters on UV)
Co-Op?: Starts there, somewhat accounted for in gameplay.
Music: Straight Ahead - Right System, from Mega Man Zero 4
        Arranged by King Meteor (vgmusic.com)

 

Asset Credits:
Paint It Doom assets compiled by ViolentBeetle
Ancient Aliens textures compiled by Skillsaw et al.

 

NOFEELIN.zip

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Posted (edited)

@Human Being hey glad you played and generally enjoyed the map!

- idk what avj means

Quote
6 hours ago, Human Being said:

the first thing is that trap section, while I initially thought was funny as hell, is just a genuine dick move IMHO. What is the point?

... that is the point. It is not labeled a secret and is unnecessary for 100%. It is to troll people who search every nook and cranny for things. It is also near impossible to reach depending on which port you are using. (I might as well just get rid of it)

- the map is solely about the descent to the caverns and the fights you encounter. I just wanted to make a map that could be beaten in roughly 10 minutes. No switch/ key hunting.

- The end fight is meant to put the player to the test. You are on a platform surrounded by columns and roaming arch viles. At this point you should have the BFG and at least enough ammo to one shot nearly all of them at a time. Watch your footing, keep behind cover, stay aware of the Arch viles postions and its fine.

- I would really appreciate footage, I really need to see what is going on as I can't replicate it.

- There is a more recent version of LOTVC just a few posts back, though I am not sure that will remedy any of the issues you've presented.

 

Thanks again brother!

Edited by Lagoonatic

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Posted (edited)

Almost done it, just need a bit of work on details, a bit of work on gameplay, and I think I can publish it.

There wouldn't be beach section, unfortunately, because I'm lazy and I don't have much time to work on it.

 

(btw, midtextures rules, I've made pseudo-3D table with it, yay! :D)


(also, don't expect anything mind blowing, I believe this map would be extra short and gameplay wouldn't be something extraordinary, though I'll try my best)

mHtlnta.png

vzZt1qG.png

l114rSr.pngrNJwhSh.png

Edited by Vanilla+Unicorn

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Map Name: CPU HELL v.0.3 release candidate 1
Author: CBM
Length: Very short (2-5 Mins)
Difficulty: Easy but all 3 accounted for. 46 monsters on UV.
Co-Op?: DM and co_op are present but its meant for single player.
Music: Dot Matrix Constellation by DiR
Alpha Playtesters: Stupid Bunny
Beta Playtesters: NootsyNootsy, TwelvNighn
Asset Credits:
Paint It Doom assets compiled by ViolentBeetle
Ancient Aliens textures compiled by Skillsaw et al.

 

download:

https://doomshack.org/uploads/cpuhell-rc1.wad

 

pics:

ch4.png
ch3.png
ch2.png
ch1.png

 

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Posted (edited)

Just a quick check-in to say that Defiled Dreamscape is more or less done, it just needs some final touches, some softlock proofing, and one last good round of testing. should be done in the next 2 days, once I'm off work, and I can just wrap it all up.

 

Also, regrettably, I'm probably going to have to pull my 2nd map, things just didn't work out and I didn't have time to finish both. so into the bin it goes to maybe be retooled for another project, a DIY sequel, or as a standalone in the future.

 

ynX7c0K.png

 

ggdtz6t.png

 

 

Edited by HiMyNameIsChair

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Posted (edited)

Polish things, making first portion of gameplay...

My wish is to release it today, but we'll see how things go.

uNARWUZ.png

6Usnua0.png

 

 

 

fmjqnuU.png

Edited by Vanilla+Unicorn

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Posted (edited)

Updates to both of my maps uploaded to drive.

Icon of Shin -
Things to do:
Detailing.
Co-Op Starts and considerations

Difficulties

Spoiler

 

At this point the secret exit can be reached w/o interacting with the puzzle OR the 'boss' and is much more noticable.

 



Hollowmind - (*Most Recent Version 05/28/2024)
The map is now completable and more toward 99% done.
Things to do:
Some detailing here and there; correct a small sector bleed.
Co-Op Starts and considerations

Difficulties

Spoiler

Adjust the final/exit fight.
Add some additional signposting;
 

Spoiler

Shield proof of concept. - Video volume is a bit loud.


"His shield must be magical!" or
"Attack when his shield is down!" or something along those lines.
Any notes would be appreciated.
Completely impliment a few secrets;
I wanted to make sure the map would be of acceptable difficulty without the additional aid the secrets would provide.


 

Edited by DeetOpianSky
Updated version info.

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Tomorrow is my last day of hard work for a while, so I should be able to go through those submissions at the start of May. Everyone who sent something will have time at least until the end of may to work on my feedback if necessary.

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Here's some screenshots to show that I'm working on a submission for this CP. Dunno if I'm going to finish it today, I need to make 2 to 3 more rooms and some polishing, so I could use some "individual extension" to the deadline if possible and if necessary.

image.png.6ef8569afd9ded6fb0ff3e1b115fb184.png
image.png.c57d9704ac2cb4c1f46a0efc1df425fe.png

Toilets (very important)
image.png.60d0d7c516ad22a637cee26d516aa5c0.png

owo what's this mysterious place!?!?
image.png.79c1ec881fd76af2c93640fdef7b7c5d.png

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Posted (edited)

All right, here's Release 1.0 of my map.

"If you like this level, let me know. If you hate it, let me know why."

https://drive.google.com/file/d/1xA9RedNh1Lz4VO3wocyBP6On903M4H00/view?usp=sharing

 

It may suck here and there in terms of timings, ammo / monster balance, etc, like always, my maps only improves with few patches, but still, it should be compleatable.

Also, I rushed like hell, cause I was paranoid about losing the train, so... yep!

I tried to make it fun and beautiful, :D

 

Map name: "Everybody Loves The Sunshine"

Author: Async Unicorn

Length: 10 minutes

Difficulty: Medium, difficulty is the same for all skills.

Coop: Co-op and DM starts are here, though I'm not guarantee that I will be fun and will work by any means

Music: "Pick Up The Pieces" by Passport Designs

Edited by Vanilla+Unicorn

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Unfortunately i will need delay to deliver my map

 

For some reason the map doesn’t exist anymore in the wad file 

 

But there is still hope, I have a backup file so does anyone know if i can get my map back from it ? 

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1 minute ago, Beubeu said:

Unfortunately i will need delay to deliver my map

 

For some reason the map doesn’t exist anymore in the wad file 

 

But there is still hope, I have a backup file so does anyone know if i can get my map back from it ? 

Rename file extension to ".wad" and you should get the map, =)

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1 minute ago, Vanilla+Unicorn said:

Rename file extension to ".wad" and you should get the map, =)

I was scared for a minute 

 

Thanks a lot !!!!!!

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