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UNFINISHED.wad [RC1]


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Map Name: Half & Half [MAP28]

Author: BeachThunder

Music: -

Resources: Vanilla Doom II

Format: Boom

Comments: Okay, I'll add something to the pile. This was supposed to be for Alphabet Doom, but at the time, I was mostly focused on doing small gimmicky levels for UDMF, so I was struggling to adjust to Boom. Also, after doing a bunch of work on the level, I noticed someone else had already made something with the same name & general concept - and they did it at least 7 times better, so I just ended up throwing in the towel.

 

UNFINISHED.wad update: The only change I made was fixing a softlock by adding a return teleporter in the area that was supposed to have been tagged as a secret.

 

Screenshot:

Screenshot_Doom_20230913_190925.png.74527a0b0ee5cfa594c21c53fd61a912.png

 

Download: https://doomshack.org/uploads/HalfAndHalf.wad

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Map Name: MAP09

Author: JJBoren

Music: N/A

Resources: N/A

Format: Boom

Comments: This was meant to be an ePIc finale for a Doom 2 episode I published earlier this year. I abandoned the development of this map after I had come up with a more interesting idea for a finale. I added a functional exit to this map along with ammo and health. I never came up with a name for this map, but "EPIC GENERIC ARENA" might be a fitting name.

100% this map might be a pain due to janky teleporters.

 

I have tested this map with PrBoom+.

 

Edit: Reuploaded the right file.

 

Screenshots:

 

Desktop Screenshot 2023.09.13 - 16.40.53.68.png

MAP09.zip

Edited by JJBoren

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6 hours ago, Pechudin said:

What about finished, but unreleased maps?

 

Then you should release it but that doesn't seem to be what this project's about 😄

 

It's literally called UNFINISHED.WAD

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8 minutes ago, Clippy said:

 

Then you should release it but that doesn't seem to be what this project's about 😄

 

It's literally called UNFINISHED.WAD

 

I refuse to have reading comprehension thenkyouverymuchsir.

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6 hours ago, Pechudin said:

What about finished, but unreleased maps?

Does not fit the project requirements, sorry. 
 

 

 

Also I’ve been thinking. These maps are going to be rather easy to complete, and I imagine 32 will be blown through fairly quickly. 
 

Im opening submissions past that number. This thread will accept maps until the 19th at 11:59PM EST  

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Just now, BluePineapple72 said:

Does not fit the project requirements, sorry. 
 

 

 

Also I’ve been thinking. These maps are going to be rather easy to complete, and I imagine 32 will be blown through fairly quickly. 
 

Im opening submissions past that number. This thread will accept maps until the 19th at 11:59PM EST  

 

Ok, I have some scraps so I'll see what can be done - I'll add an exit line or something. It's fine if we eventually incorporate the scrap into a full map (released elsewhere)?

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I've had similar idea, how to bring the unfinished maps to the release, but little bit more developed.
My idea was, that people will submit their unfinished maps. Then, those maps will be randomly distributed and other people will have task to finish the unfinished maps.
 

Maybe you don't know how to proceed with your map, but someone else could be inspired by it and finish it. :)

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11 minutes ago, damned said:

I've had similar idea, how to bring the unfinished maps to the release, but little bit more developed.
My idea was, that people will submit their unfinished maps. Then, those maps will be randomly distributed and other people will have task to finish the unfinished maps.
 

Maybe you don't know how to proceed with your map, but someone else could be inspired by it and finish it. :)


This was an idea for a project I had called LEFTOVERS.wad, which is essentially what you’ve stated here with mappers posting their leftovers for other mappers to finish. It’d be an interesting project, but not one I’m interested in running. 

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This is...well, my very first lines in an editor ever (Eureka at the time). 

It's vanilla Ultimate Doom, works in Choco, it's as linear as it gets as it's a two room sequence introduced by a corridor : )

I thought about expanding it into a real level but I'm not very creative lately, so I hope it can fit in the project 'cause I think it's very cute anyway.

 

>> gibstart1.wad.zip

 

EDIT :: Damn, sorry, this project is actually for DOOM 2... Could I insert the missing D1 textures as custom ones?

 

 

Edited by s4f3s3x

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41 minutes ago, s4f3s3x said:

EDIT :: Damn, sorry, this project is actually for DOOM 2... Could I insert the missing D1 textures as custom ones?

Yes, only the ones you've used of course. Could you also post your submission in the submission format please?

 

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image.png.d03e159c6ce8f40068e674edbbbb2b45.png

 

Here is the current maplist. Another reevaluation of mine is gonna be on the music of the maps. Since I've extended the scope of the project, once we go past 32, it'll be required for mappers to include a midi with their maps. I think I'm eventually going to retroactively allow mappers to select a midi.

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Map Name: [Redacted]

Author: El Inferno

Resources: stock doom 2

Format: cl 9

Comments: A fairly ambitious map I was working on in Jan-Feb 2023. It wasn't really shaping up as I wanted so I lost interest (and run short on time) in finishing it. Actually turning this into something I'm happy with would take a lot of effort so I might as well start from scratch at this point. Texturing is final, by the way. Everything is extremely raw but a few fights and areas are playable.

 

Screenshot:

[Redacted]

Edited by El Inferno
You are out of luck

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Map Name: Temple of The Frog King

Author: PinkFlamingo

Resources: Textures from Gothic DM texture pack, Final Doom: Plutonia, psyren (marble cthulhu) and Shadow Caster (frog faces)

Music: "Benny's Exploration" from the PC game "I have no mouth and I must scream".

Format: Doom 2 limit removing

Comments: I began working on this somewhere in the middle of last year. It was intended for the CP 'Community Trunk' but at some point I ran out of inspiration and made a completely different map. This was supposed to be a medieval fantasy village with a castle/keep in its center. You were supposed to collect several keys in various areas to unlock the mechanism that would raise a bridge allowing you to enter the keep. The village itself was never made but I did make the final castle area, as well as several dungeon and sewer rooms which were intended to be below the village. For this release, I quickly connected these rooms with teleports. There are no difficulty settings and health/ammo are somewhat haphazardly placed but this is certainly beatable.

Screenshots:

 Screenshot_Doom_20230913_222642.png.84ad3e02ac951264c08ec7d6792888ef.png

 

Download: TempleOfTheFrogKing_by_PinkFlamingo.zip

Edited by PinkFlamingo

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Map Name: Topside Pornstar

Author: Maribo

Music: "harm-organized.mid" by Ribbiks

Resources: Stock Doom 2 + a handful of cc4-tex textures and flats (included).

Format: Boom

Comments: A Speed of Doom + cave episode of Sunlust-inspired map that never came to be. Fixed some of the lighting since it was fucked for some reason.

Screenshots:

Spoiler

3Ui6ngb.png

topside-pornstar.zip

 

Map Name: Sleepwalking

Author: Maribo

Music: SubTerra Remix by Ribbiks

Resources: Stock Doom 2

Format: Boom

Comments: The only thing I have left from when I was working on a sequel map to Her Love Just Washed Away. I built it up considerably more than what's present in this WAD, but I really hated it and ended up deleting everything except some old versions like this one.

Screenshots:

Spoiler

Oyhv9uV.png

 

sleepwalking.zip

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Map Name: Volcanic Bulls (filename was originally called Volcanic Balls)
Author: Chuckles_troll
Music: didn't chosed but it was map01
Ressources: HAMTEX (used textures included on the wad)
Format: Boom
Comments: An extremely unfinished volcanic themed map i wanted to make but got lazy'd

Screenshots:

Spoiler

doom41.png.eaabda58d02cdbdab570082ed333fb77.png


Download: VolcanicBulls.zip

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On 9/12/2023 at 4:42 PM, BluePineapple72 said:

+ I'm limiting this to one map per mapper. If we don't fill up super quickly then I'll allow multiple maps per mappers.

Only one?  I have eleventy-billion sitting around in my graveyard.  Well, I might throw something in this potluck.

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Map Name: Speedmap 30.08.2027, by me of course

Author: Scypek

Resources: no

Format: Vanilla

Comments: 

It was surprisingly tricky to choose! Most of my unreleased stuff are tiny ideas that are quite likely to actually get used eventually. This one, on the other hand, is unlikely to ever amount to anything. It is however a funny glimpse into my early level design style, also examplified by some of my earliest released works such as 100th Wave or my Doomworld Mega Project 2012 submission. In this case, it's a so-called "speedmap", but the doorstep that's supposed to lead to most of the level is instead facing a blank wall, and the only thing that exists is an elaborate chain of secrets, possibly meant to culminate in a secret exit. I'm not sure how the room at the end was meant to function, so now I just added a couple of sectors with an exit and made the monsters actually reachable as well.

 

Screenshots:

Screenshot_Doom_20230914_032337.png.de112229ede70ddc4117a9b3ea2f5abc.png

speedmap30082017bymeofcourse now exitable.zip

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Map Name: Imp City

Author: NoisyVelvet

Resources: mostly stock, but there's a single sky texture called nv_sky in the wad... not sure where it's from

Format: Boom

Comments: This is an incomplete attempt at the SlaughterMAX project from 2017.  Big blue city map made out of stock textures.  I had some ambitions for this map, but it proved too much for me at the time.

Screenshots:



image.png

 

image.png

 

image.png

 

Download: Imp City.zip

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Map Name: BitMap

Author: Walter

Resources: 8-bit style MS Paint textures made by myself plus a starry sky from Skulltag iirc

Format: Boom

Comments: A unfinished city style map with a 8-bit style attitude! Includes a disco, changed some IWAD replaced lumps with new name and a ANIMATED Boom lump, made in 2021

Screenshots:

Spoiler

doom00.png doom01.png

 

Download: bitmap.zip

Edited by Walter confetti

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1 hour ago, spineapple tea said:

Can mappers post more than one map now that submissions aren't limited?

I'm gonna limit it to three maps per mapper. Main reason being that some folks have alot of unfinished maps and I don't want there to be a stretch of 15 maps all authored by one person.

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Map Name: The Swamp below Legendary Space

Author: NoisyVelvet

Resources: none

Format: Limit-Removing

Comments: Was dabbling with jmickle's Theme Generator sometime during late 2017 and etched out some shapes.  https://www.jmickle.com/genrerator/maptheme.html

Screenshots:

 

image.png

 

image.png

 

Download: The Swamp below Legendary Space.zip

 


 

Map Name: secondspeedmap

Author: NoisyVelvet

Resources: none

Format: Vanilla

Comments: Really old effort on my part.  Maybe there's some semblance of a Cyberdreams style puzzle here.

Screenshots:

 

image.png

 

image.png

 

Download: secondspeedmap.zip

Edited by NoisyVelvet

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Map Name: Bear's Lament

Author: Death Bear

Resources: None

Music: Jack's Lament from The Nightmare Before Christmas 

Format: Boom

Comments: The first map I began for 12 MORE Days of Doommas was meant to be a ruin Christmas village that you would fight through. I lost passion for speedmapping this idea at the time and tried something else. I added an "exit". Since the Doommas resource is all patches over the original, it just uses stock textures. This will be one of the few PUSS maps I started I will likely never finish. So here it will go...into a PUSS wad that will accept it as-is. Haha.
Screenshots:
 

Spoiler

Screenshot_2023-09-14_224113.png

 

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Here's a couple of maps that I never decided on a way to finish. I was making these during a period of absolutely lacking creativity in naming stuff and in designing rooms too (I was leaning on circular rooms to make it "interesting")
The only stuff I really liked about making these maps is the wacky detailing and going a bit beyond my comfort zone with texture choices (at the time)


https://mega.nz/file/z1khTbqC#aJD5D4BDn6_MLWeCoBw2HgbEdZ4olqi4BNfDrV6JeSQ
Map name: World Anomaly
Author: knifeworld
Resources: one gray custom sky texture I made ages ago
Format: Boom
Comments: This was going to be a BFG-slaughter type encounter on a circular arena, but I never found a way to expand on it and lost interest.
Screenshot:
1cl0H5l.jpg


https://mega.nz/file/Gk8kyThB#E5i7tHeVa8oxk8Z2Vx78q-pB_NWwG8PW8dgPsPRyJGg
Map name: Machine Anomaly
Author: knifeworld
Resources: None / just stock textures
Format: Boom
Comments: Another circular arena that didn't go anywhere. I originally wanted to make something oppressive with cool looking "airships" or flying machines made out of sectors, where demons would teleport from. Pain Elementals were supposed to teleport into the map in a way that they appeared to come from the machines but it only worked like 10% of the time, and I kinda gave up on the map anyway.
Screenshot:
YpBHkXi.jpg

Edit: Forgot to mention the MIDIS. World Anomaly uses "Sea Bats" by Varis Alpha, Machine anomaly uses "Jungle", also by Varis Alpha.
 

Edited by knifeworld
midi

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I got one for you.... the ending needs some work and theres no way to get the blue key but you can exit as is...it is a bit long, but not broken but also not done... try it out, see if it works. its map11 currently, if it fits the build, feel free to stick it anywhere you like, no level specific line actions...

vanilla doom 2 format, but limit removing would be nice for visplanes etc. stock music, skys and tex.

 

or this one... the middle is the void of incompletion...

DownInTheHHole.zip

Poligonal.zip

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4 hours ago, BluePineapple72 said:

I'm gonna limit it to three maps per mapper. Main reason being that some folks have alot of unfinished maps and I don't want there to be a stretch of 15 maps all authored by one person.

You know what's funny? I asked this question with another map I had made in mind and when I went to look for it when I got the go-ahead it just wasn't anywhere on my hard drive. I must have last worked on it back when my sorting system was either way more basic or way more nonexistent. Oh well.

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