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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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Posted (edited)

https://drive.google.com/file/d/1u7Ov8VWFQ34niJYQ_1b4uMSQeY7C9ZZp/view?usp=sharing

 

Map Name: Forgotten Emanation

Author: Beubeu

Length: 10-15 minutes

Difficulty: All implemented

Co-op: No

Music: Desk Lamp by Stuart "Stewboy" Rynn 

Description: A nice temple map with 3 majors fight

 

 

I said in a previous post that I have 2 map plans for this project, I changed my mind since. This would be my only submission and i particularly proud of it. 

 

Feedbacks are highly appreciated so do not hesitate :)

 

 

1667196932_BaseProfileScreenshot2024_04.30-18_34_52_28.png.53b9ccff3c45b4a62cc5bc99d721b5cc.png

 

Edited by Beubeu
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4 hours ago, Vanilla+Unicorn said:

Name: "Everybody Loves The Sunshine"

MIDI: "Pick Up The Pieces" by Passport Designs

HI, I just warn you that the map doesn't work because you misspell the texture name for the skybox in UMAPINFO

 

Also the barrier behind the player start doesn't have a impassable option apply 

 

Good map btw ;)

 

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Map Name: Defiled Dreamscape

Author:Himynameischair

Length: 25 - 30 mins

Difficulty: all 3 difficulty settings are in place. Not too hard, but should be a decent challenge, blue key fight is a bit a ball buster thought.

Coop: coop starts in. no DM starts.

Music: Somber Visions by Tristan Clark

Description: A delve into a long-forgotten temple, situated in a lush cave system. Once where water flowed freely...  it is now overgrown and defiled by an encroaching flow of slime.. even the massive crystals are dimmed and cracked by the corruption. At the heart of this once sacred place... the void creeps in, threatening to tear this place apart.

Authos Note: an homage to Speed of Doom's MAP06 Dreamscape, and a love letter to Darkwave, one of my biggest mapping inspirations. It's a bit sloppy in some spots.. but I truly gave it my all. Apologies that the automap is a mess, I'll make sure to work on that. any feedback is appreciated.

https://drive.google.com/file/d/1McBDNoLMGTrkFVZB8weGe0PWpvwcEC3U/view?usp=sharing

vK7pXOK.png

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Posted (edited)

Map name: Shifty Sands

Author: Moustachio

Length: 10 - 20 minutes

Difficulty: Easy, medium, & hard balanced. Starts out easy, but the last fight is one of the hardest I've made.

Coop: Co-op starts placed, no DM starts.

Music: "Eastern Star" by James Paddock from HacX 2.0

Description: A Doom-style techbase in the middle of a desert. I styled the early gameplay after Doom E1, but the later challenges become more akin to TNT and Plutonia in challenge. Good luck with the last fight! Any and all (constructive) feedback appreciated!

 

Download

 

S69VBi2.png

Edited by Moustachio

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Posted (edited)

Map Name: Sun-Kissed Pseudo-Fed

Author: Gothic Box

Length: ~10-15 minutes

Difficulty: No difficulty settings. Overall difficulty is medium, with some light slaughter later on

Co-op: Co-op starts only

Music: Cover of "Character Making" from Final Fantasy Tactics by Hitoshi Sakimoto

Description: Faux Mulder's really done it this time! Bored with his usual 10 to 2 am contemplation, he took some sketchy chemicals and is tripping out!!! Everything's made of solid colors, his mouth is dryer than sand, and the sun hurts his skin. Of course the only good shade in this parching desert trip is full of his demons...

 

Author's Note: Tool reference? Tool reference. I want Rosetta Stoned to play at my funeral. Also hELLO this is last minute lol. ALSO note the secret BFG fight allows you to leave early

 

Download: SunKissedPseudoFed.zip

 

Screenies:

Spoiler

Screenshot_Doom_20240430_225604.png.5b474f1e0e011340fa6db097d4b3f7fb.pngScreenshot_Doom_20240430_225536.png.9da641c35571f3dfa3be65c063f43f1a.png

 

Edited by Gothic Box

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12 hours ago, Beubeu said:

HI, I just warn you that the map doesn't work because you misspell the texture name for the skybox in UMAPINFO

 

Also the barrier behind the player start doesn't have a impassable option apply 

 

Good map btw ;)

 

First thing is probably because I didn't include resources in WAD, I guess that's the thing that Beetle should later do when compiling levels into single megawad, so at the moment to load the map you need to load resources and sprites externally, and the second thing... on my side it works all right, maybe you've used Boom compability, it should be MBF21, I was also confused when I noticed that Impassable flag didn't work in GZDoom, but it turned out that I've used "Doom Strict" compability, so, yeah, it happens, =)

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Posted (edited)

I'm playing new submissions, probably in alphabetical order.

@Razza, I think map is all good right now. If there's nothing else you want to add, I will move it to accepted.

 

@CBM I do not get CPU Hell. There's not enough ammo to kill the arch-viles and the arachnotron tunnel seems to go nowhere. Also can you maybe move the center of the fans away from the earshot or maybe use fake floor/ceiling to make them not click constantly? It's pretty hard my ears.

 

@Vanilla+Unicorn Loving the map, though would prefer if you added difficulty settings. If only by removing flags on some of the monsters. Minor notes:

  • Monsters can walk through the silent teleport on the stairs which makes them appear and disappear which is weird. But maybe you want them to.
  • Lifts that are leading to the pool don't look like lifts, they look like windows. It took me a while to attempt to use them. maybe add buttons to them?
Edited by ViolentBeetle

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Posted (edited)

@CBM
I also played DIY City, it's great. A few minor notes:

A body hanging from the UFO is blocking. Which may or may not cause issues on the ground - the map is too large for me to explore in editor properly.

I'm looking at something in the sky, I'm not sure what. It's like 4 black pixels in the center of the screen. Misplaced mid texture?

Spoiler

doom235.png.d0516d88e13332ed62fc54bdaac38b93.png

Is there supposed to be only one rocket launcher on the map? You placed multiple versions of others. Not that this is a problem, but maybe you did mean to place more (Or I didn't find them?)

 

On a somewhat related note, I want to use MBF21 functionality to make keen properly fall on the floor without dragging the rope down. Any reason why I shouldn't?

Edited by ViolentBeetle

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Posted (edited)

@HiMyNameIsChair

At the end of the map I'm 49 monsters short, are they in secret I didn't find?

On my way to the red key, one green switch on white field in a room with a pair didn't change texture. You probably put extra switch texture as top

Further down, teleport seems to have inverted lines, so I teleport after stepping off

How confident you are in my inability to just sneak past big fights without making a noise? I didn't try, but the maps seems open enough that I feel it might be easy.

@Moustachio

Also played your map. I think the last fight could use more rockets, or even some plasma. Fodder-surrounded viles vs SSG is not as fun. Also the part where you are in a tiny room with 3 viles seems a bit luck-based, but it is doable.

The blue things in the sky seem to be partially obscured by the sky and also 4 monsters seem to be stuck? Or are they secret-related?

doom237.png

doom236.png

Edited by ViolentBeetle

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14 hours ago, ViolentBeetle said:

I'm playing new submissions, probably in alphabetical order.

@CBM I do not get CPU Hell. There's not enough ammo to kill the arch-viles and the arachnotron tunnel seems to go nowhere. Also can you maybe move the center of the fans away from the earshot or maybe use fake floor/ceiling to make them not click constantly? It's pretty hard my ears.

 

* the viles are now hiding in the keen closet that only opens in round 2 where there should be plenty of ammo plus extra keen placed and shielded in a way that forces player into the big keen room in order to take out all keens

 

* the entrance to the area that lies beyond the arachnoTRON tunnel is now made more visible and yellow dots on the floor helps guide the player in case the glowing edges are not sufficient

 

arachno-TRON-hallway.png

 

* the fans are now silenced by merging them with sectors far away from the play area

 

new download link for CPU Hell release candidate 2 : https://doomshack.org/uploads/paint-it-doom_cbm_cpuhell-rc2.wad

 

 

10 hours ago, ViolentBeetle said:

@CBM
I also played DIY City, it's great. A few minor notes:

A body hanging from the UFO is blocking. Which may or may not cause issues on the ground - the map is too large for me to explore in editor properly.

I'm looking at something in the sky, I'm not sure what. It's like 4 black pixels in the center of the screen. Misplaced mid texture?

 

Is there supposed to be only one rocket launcher on the map? You placed multiple versions of others. Not that this is a problem, but maybe you did mean to place more (Or I didn't find them?)

 

On a somewhat related note, I want to use MBF21 functionality to make keen properly fall on the floor without dragging the rope down. Any reason why I shouldn't?

 

* body removed from ufo and ufo sides have gotten a texture update

 

* sky anomoly fixed (3 sectors had wrong height and ceiling textures)

 

* placed a second rocket launcher on a rooftop

 

I would welcome a fixed keen, that saves me from having to add something weird to DIY City like I did in CPU Hell to hide how weird keen looks after falling

 

new download link for DIY City release candidate 2 : https://doomshack.org/uploads/paint-it-doom_cbm_diy-city-rc2.wad

 

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1 hour ago, ViolentBeetle said:

OK, then I'll move the city to the accepted and check CPU hell later.

Cool. I have 2 things regarding DIY City that I wanted to hear your thoughts on though:

 

Spoiler

 

1. Should I add a Cyberdemon in the exit so there is an exit boss fight?

2. Should I add the blue filter to the secret area inside the waterfall?


 

 

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9 minutes ago, CBM said:

Cool. I have 2 things regarding DIY City that I wanted to hear your thoughts on though:

1. I think it's better without it. Chasing all the keens is a time sink in itself, I feel like adding a fight after would be an overkill.

2. I don't see why not.

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Posted (edited)
5 hours ago, ViolentBeetle said:

@HiMyNameIsChair

At the end of the map I'm 49 monsters short, are they in secret I didn't find?

On my way to the red key, one green switch on white field in a room with a pair didn't change texture. You probably put extra switch texture as top

Further down, teleport seems to have inverted lines, so I teleport after stepping off

How confident you are in my inability to just sneak past big fights without making a noise? I didn't try, but the maps seems open enough that I feel it might be easy.

 

Hmmm 49 enemies? Iirc I only hid 3 enemies in secret: a berserk secret at the start of the map. 

 

There are two fights you could technically skip: the SSG trap in the central room, and the rocket launcher fight in the big round room by the door heading down to the blue key fight.

 

If not I might have to move my dummy sectors and add some more preplaced monsters to some sections to make sure it's not too easy to just slip by them

 

Also I wanna get your feedback on this: The Blue Key fight, was it too easy? Too hard? Just right? I've never done a sort of big, complex wave based pincer fight like this and I kinda put all my chips on it ( almost half the monster count is down there), so I wasn't sure if i found the right balance.

Edited by HiMyNameIsChair

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24 minutes ago, HiMyNameIsChair said:

Also I wanna get your feedback on this: The Blue Key fight, was it too easy? Too hard? Just right? I've never done a sort of big, complex wave based pincer fight like this and I kinda put all my chips on it ( almost half the monster count is down there), so I wasn't sure if i found the right balance. 

If I remember correctly, it was pretty hard, but I managed. So I think it was fine.

I'm not sure if I skipped anything you described, but personally I think it's not a very good practice to hide monsters behind pickups one might choose to save for the later and never come back.

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Posted (edited)
1 hour ago, ViolentBeetle said:

personally I think it's not a very good practice to hide monsters behind pickups one might choose to save for the later and never come back.

fair enough. I might lean off that in the future then. I took a bit of inspiration from how Antares likes to place a lot of extras of weapons, and since the pick ups (specifically weapon pick ups) are pretty important I figured players would  pick them up immediately. I guess that was my mindset.

 

I'll keep that in mind, thank you.

Edited by HiMyNameIsChair

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Posted (edited)
20 hours ago, ViolentBeetle said:

I'm playing new submissions, probably in alphabetical order.

@Razza, I think map is all good right now. If there's nothing else you want to add, I will move it to accepted.

 

@CBM I do not get CPU Hell. There's not enough ammo to kill the arch-viles and the arachnotron tunnel seems to go nowhere. Also can you maybe move the center of the fans away from the earshot or maybe use fake floor/ceiling to make them not click constantly? It's pretty hard my ears.

 

@Vanilla+Unicorn Loving the map, though would prefer if you added difficulty settings. If only by removing flags on some of the monsters. Minor notes:

  • Monsters can walk through the silent teleport on the stairs which makes them appear and disappear which is weird. But maybe you want them to.
  • Lifts that are leading to the pool don't look like lifts, they look like windows. It took me a while to attempt to use them. maybe add buttons to them?

Glad that you liked it!

I'm working right now on patch, which not only will fix these things which you described, but I will also try to polish my map with details / doom-cute as much as I can, =)

I'm very inspired with this map, so just give me some time and you'll see it even better looking!

Edited by Vanilla+Unicorn

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All right, so here's Version 1.1

1. Added "Block Monsters" flag to silent teleports.

2. Added switches near the lifts.

3. Added difficulty settings (I believe?), they may not be too fun, but still, I tried to make them kinda balanced, I'm novice of terms of that.

4. Lots of new details, doom-cute, and other stuff, you shall see it almost instantly.

 

DOWNLOAD

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I will be uploading a revised version of Legend Of The Vile Catacombs later tonight. Cryptic Void I still cannot figure out how to get the transparency to work on lowering floors even after looking it up if someone could help guide me on that, I'd very much appreciate it.

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44 minutes ago, Lagoonatic said:

Cryptic Void I still cannot figure out how to get the transparency to work on lowering floors even after looking it up if someone could help guide me on that, I'd very much appreciate it.

I don't remember what it was supposed to look like, but transparency only works on mid textures. You can use create fake floor/ceiling effect to make sector appear at the same height as sector in front of the line. And you can adjust alignment of the texture to be below floor.

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Posted (edited)
3 hours ago, Lagoonatic said:

I will be uploading a revised version of Legend Of The Vile Catacombs later tonight. Cryptic Void I still cannot figure out how to get the transparency to work on lowering floors even after looking it up if someone could help guide me on that, I'd very much appreciate it.

If the mid-texture is lower unpegged it will raise/lower with the sector it's attached to, it can be transparent if you want via lineaction 260.
For my map Hollowmind there is an example of this w/o transparent midtextures in the skull room.
 



You can add an invisible wall by creating an untextured wall then creating a control sector with the same floor/ceiling as the room w/o the wall and giving one of the lines action 242 and the same sector tag; then just set your trigger to lower/raise both of them at the same time (the actual sector w/o textures and the midtexture I mean).
An example of transparent mid-textures plus an invidible wall /w action 242 can be found in my other map for this project The Icon of Shin.
Example of transparent midtextures in front of an invisible wall.

Sorry I don't have an example showing both at the same time.

Edited by DeetOpianSky
additional link/info.

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Made all the changes/fixes requested: pid-moustachio-V2.zip

 

Those four out-of-bounds enemies were indeed part of a secret. I included a demo where I UV-max the level. Added a bunch more rockets and some plasma towards the end, and the last fight is a lot more fun now. I never noticed the sky issue because I was using the OpenGL renderer in dsda, so fixed that. The ending got fleshed out as well, with an extra cave added.

 

@ViolentBeetle, did you have fun with the map overall?

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Posted (edited)

An updated version of Dreamscape with the fixed teleport lines & switch texture, also fixed some missing textures. 

 

Changed the red key fight from a walk over activation to a shootable switch activation (a failsafe to make sure everything teleports in correctly as the red key fight felt like the likely culprit, not something I usual use but felt necessary here mainly to narrow down what hadnt spawned in). Also realized the red key shortcut Teleporter didn't require the red key, whoops. that's been fixed as well.

 

took Beetle's comment about not hiding a ton of enemies in optional fights to heart, and changed the layout in the main area to make the rocket launcher fight on the blue key side mandatory. The SSG skirmish in the main area is still optional, but I may adjust this later if needed. Ended up removing a small fight in the main area spiral staircase as it's kind of out of the way and wasn't all that impactful. Also adjusted a few monsters placements, added a few to certain fights and added a few pre-placed to some locations

 

NGL i'm feeling kinda gloomy on the gameplay situation, but if nothing else, this has been a helpful learning lesson on things I might not want to do anymore going forward.

 

if anything doesn't teleport in correctly again or anything else breaks, please let me know.

 

https://drive.google.com/file/d/1SfETe5x7zvw2NzBep5fjSWNHIk2-opMw/view?usp=sharing

Edited by HiMyNameIsChair

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@Beubeu

I've put it off being intimidated by monster count but now I've finished it.

One big problem: It's very easy to wander into red key area without rocket launcher and ruin your game. Considering that original rocket launcher is nearby, I would add another one just for the sake of those who took the wrong turn

 

Other notes:

  • BFG room heavily favors running away and monsters can't follow me. Maybe you can use teleporters (With destination originally blocked by someone else) to let them follow me around. To the final valley, perhaps.
  • The final valley is big and empty until (I assume) you collect 3 keys. Perhaps if you move switches to the start of the valley and block the door there, it would work better, both in a sense that I won't hit a dead end and I get to be wowed by the valley at the end. This might be a good place for final fight, including some trickle in monsters. You might want to make the area more complex to navigate so I can't run past it though. Maybe cyberdemon should stand in the exit while a few more monsters would stand below. 
Found two big slime trails.
 

doom239.png

doom238.png

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I think i can fix the rocket launcher issue easely 

 

but i am not fully agreed for the final valley, i want the map to have a peaceful vibe, and for me a final fight in this area would be to much but i would think about it 

 

Also i didn't think you can run out the bfg room easily, maybe add more monsters will fit

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Posted (edited)

@ViolentBeetle

What's about my map?

Should I fix // improve something or you accept it?

(I released Version 1.1 yesterday, but, idk, it may not be ideal)

Edited by Vanilla+Unicorn

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1 hour ago, Beubeu said:

Also i didn't think you can run out the bfg room easily, maybe add more monsters will fit 

Maybe more pinkies or something. I suppose I can live with the empty valley

 

1 hour ago, Vanilla+Unicorn said:

(I released Version 1.1 yesterday, but, idk, it may not be ideal) 

I haven't had a chance to try it yet, I will get back to it.

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@CBM, played the new CPU hell, now it's playable. Am I supposed to just squeeze past the spiders or am I missing something?

Also, I think you split a secret in two by accident.

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@Vanilla+Unicorn

I'm happy with your map, I will move it into accepted now.

The staircase teleportation is a little off, but I can't figure out why and it's not big deal. If you figure out how to make it more seamless, would be great.

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