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Box Doom - Community Project [Slots Filled]


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7 hours ago, Halfblind said:

Hey Steve,

 

I noticed that they placed your room in order right after my two. Would you be willing to let me make some small edits to your room? That way it transitions better from mine. Then I can upload both of our rooms together to help the project leader with compiling. The edits that I want to make would be:

  1. Replacing your entry door with my exit door.
  2. Replacing the soul sphere with an invisibility sphere, because my room ends with a blue soul.
  3. Adding a specter somewhere, because invisible things in the bathroom is hilarious.

I hope this works for you thanks.

 

BlindChaos

 

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Screenshot_Doom_20230904_215028.png.5dc9d9fd3630939a32687c8dde4d137d.pngScreenshot_Doom_20230904_215100.png.93c8d5e587e260faacb0d2a07208e11c.png

 

Sure thing pal!

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I want to submit a room for testing. I don't know which number, but I would recommend it be put on a later part where the player has already got some weapons or ammo and possibly some armor , otherwise it's too hard. Maybe 71, 74 or 77? Fits with the layout. I put a SSG and some ammo for testing purposes. It's a mean little room, so maybe rebalance the health or armor pickups? Took me like 8 tries to beat it. This is my first map submission ever, so feedback would be appreciated. I'm thinking about making another room, but this time a 512 one. I used the fourth tag to close the player's way to backtrack, locking him in the room with no escape, it would be nice if you could use one of the tags of the following room to lower this wall, allowing backtracking to be possible. There is a door missing for testing purposes, but I would like it to be the same texture as the one behind the enemies. Also, if possible, don't change the lighting too much. 

 

Jo2uke Gappy - Trial by fire.7z

Edited by jo2ukegappy

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4 hours ago, stochastic said:

I'd love to take 71 and 72! I've got an idea for 72 already, so it'll be called "The Red Room." 

I wonder if it's gonna have chaingunners or cacos in it.

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It is assumed that you have the shotgun and only the shotgun at this point.

This is meant to be the place you get the chaingun but I can change it if you ask.

 

Screenshot:

Spoiler

pJWQtf.jpg

 

Bastion_of_Blood.zip

(The ridiculous file size is because otex is saved into the map.

Edited by Raith138

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Damn I just saw that otex is needed, I just made it using the regular doom 2 textures. Can you at least playtest it if possible and give me a feedback so I can texture it, @randomsounds01? Also, if I make some small areas outside of the box to make some blood fountains, is that okay?

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1 minute ago, jo2ukegappy said:

Damn I just saw that otex is needed, I just made it using the regular doom 2 textures. Can you at least playtest it if possible and give me a feedback so I can texture it, @randomsounds01? Also, if I make some small areas outside of the box to make some blood fountains, is that okay?

Alright, sure!

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On 9/4/2023 at 5:03 PM, DankMetal said:

Here are my 2 maps, they're both inside the .7z file.

 

Map 39 is called "Evil Reincarnate"

And map 40 is "Something Satanic This Way Comes"

 

SOMETHINGEVIL.7z

Alright, here's the new .7z file

The exit it's the sector with a door that connects to the next box.

SOMETHINGSATANIC.7z

"Evil Reincarnate (EVILREINCARNATE.WAD)" it's a tribute to Wolf 3D

"Something satanic this way comes(SOMETHINGSATANIC.WAD)" it's a simple hellish box

Both maps contains a secret.

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15 hours ago, randomsounds01 said:

Alright, sure!


Here is the OTEX Revision, and I also made another room. This one can go earlier in the map if it's okay. Plays a lot easier. I'm claiming 26 for it if that's okay. Also, not a lot of work went into lighting and detailing with this one, so you can change whatever you think is necessary if you feel like it. You can call it mosh pit. 

 

Jo2uke Gappy - Trial by fire and mosh pit.7z

EDIT: Fixed the lighting in the second room, some lines and tags that were wrong, and put some shotgun shells for the battle. 

 

Jo2uke Gappy - Trial by fire and mosh pit 2.7z

Edited by jo2ukegappy

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Box 31 - Burn.

 

A 512 size map using only stock Doom 2 textures and only 4 tags.

Entrance & exit doors are floor 0 and ceiling 128, so you can connect them easily. There are a couple of tiny (2x2 units size!!!) dummy sectors but they are within the 512 dimensions, so please make sure you don't remove them or merge them accidentally. Also there are some BOOM-like tricks, so please ignore any possible map error if you happen to check it.

The map only works in Boom-compatible ports as it uses generalized linetypes. Tested on PrBoom Plus.

Difficulties are also implemented.

 

I think it meets all the requirements, but if there is any issue, please let me know.

Also, would you please test the map in UV difficulty? I need to know if the difficulty is properly balanced in UV. 

 

Box31_Burn.zip

 

Thank you.

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36 minutes ago, macro said:

Box 31 - Burn.

 

A 512 size map using only stock Doom 2 textures and only 4 tags.

Entrance & exit doors are floor 0 and ceiling 128, so you can connect them easily. There are a couple of tiny (2x2 units size!!!) dummy sectors but they are within the 512 dimensions, so please make sure you don't remove them or merge them accidentally. Also there are some BOOM-like tricks, so please ignore any possible map error if you happen to check it.

The map only works in Boom-compatible ports as it uses generalized linetypes. Tested on PrBoom Plus.

Difficulties are also implemented.

 

I think it meets all the requirements, but if there is any issue, please let me know.

Also, would you please test the map in UV difficulty? I need to know if the difficulty is properly balanced in UV. 

 

Box31_Burn.zip

 

Thank you.

I am definitely not right person to do that but it's pretty playable if you manage to hide from the archvile's attack behind a thin wall, that's the part where I always died.

Also the map design is freaking awesome.

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6 minutes ago, Djoga said:

I am definitely not right person to do that but it's pretty playable if you manage to hide from the archvile's attack behind a thin wall, that's the part where I always died.

Also the map design is freaking awesome.

 

Thanks for your reply. Why wouldn't you be the right person? Feedback about any aspect of the map is always appreciated.

Yes, the archvile part is the most difficult one. That thin wall you mention I placed it there on purpose so there is at least some way to hide from the attack.

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49 minutes ago, No-Man Baugh said:

Do monster corpse decorations count towards the enemy cap when an Archvile is in the box? (which can resurrect them into proper enemies)

Unless you are talking about the monsters killed off screen and then teleported in the room as corpses, then no, cuz decorations can't be resurrected.

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When is the due date? I'll take a slot if it's not due soon

Edited by DoomGuy999
Spelling error

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6 minutes ago, DoomGuy999 said:

When is the due date? I'll take a slot if it's not due soon

From the OP,

Quote

We hope to get all submissions by November 1st, however this can definitely be extended if I procrastinate too much or if your submission is almost done.

But if all 80 box submissions come in before November 1st, then the submissions will close (of course).

 

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