Walter confetti Posted October 20, 2023 8 hours ago, Johnny Cruelty said: these textures are blank ont he lift to the main icon of sin battle Yeah, i know that. Going to fix It soon. 8 hours ago, Johnny Cruelty said: 2 the icon of sin died on it's own without me touching it, I think something was harming it I put Romero head under a crusher that activates when you cross the Spoiler Lowered spider pillar with a different flat but i can try to redo this by changing some stuff 1 Share this post Link to post
DankMetal Posted October 20, 2023 28 minutes ago, Walter confetti said: Yeah, i know that. Going to fix It soon. I put Romero head under a crusher that activates when you cross the Hide contents Lowered spider pillar with a different flat but i can try to redo this by changing some stuff You can use a voodoo doll to telefrag romero's head, it's the most elegant way to make it on boom format. Also, i personally think that it's a bit anticlimatic that you have to step on a random pillar to kill the icon of sin, if you're going to use the voodoo doll method, you can even make it like a switch hunt, where you have to press x number of switches to kill the icon of sin. Obviously, this is just my opinion, i hadn't even played your map! 2 Share this post Link to post
Johnny Cruelty Posted October 20, 2023 6 hours ago, DankMetal said: Ilike the idea of dividing the levels in episodes, and it's entirely possible with UMAPINFO, but i think that making more secret levels is not worth it. We can't just tell people "hey now your map needs a secret exit!" at this point. And the name, i think it's fine,everyone knows what an amalgamation is. If not, well, they must have to read the description. I agree with extra secret levels, we already have enough, also Amalgoom is still gonna be the name 0 Share this post Link to post
The Royal We Posted October 20, 2023 9 hours ago, DankMetal said: Ilike the idea of dividing the levels in episodes, and it's entirely possible with UMAPINFO, but i think that making more secret levels is not worth it. We can't just tell people "hey now your map needs a secret exit!" at this point. And the name, i think it's fine,everyone knows what an amalgamation is. If not, well, they must have to read the description. All right, then. It was just an idea to organize the maps, and I think there's still plenty of time to create secret exits (I tried to choose maps from Doom 1 and 2 that lead to secret exits). Besides, our map is looking a lot like the beginning of an episode 2, and there will be an super surprise area that would make a good secret passage to another level. I had no idea what amalgamation meant. DC x Marvel? Sorry. My cup of tea is Tsuburaya x Toei. Hehe And, uh, of course, yeah, well, you know, that was all my opinion, man. 0 Share this post Link to post
The Royal We Posted October 20, 2023 3 hours ago, Johnny Cruelty said: I agree with extra secret levels, we already have enough, also Amalgoom is still gonna be the name Oh, and I don't think I've added any extra secret levels, I just have put as a secret one or two maps that wasn't a secret because it didn't seem to fit in with the logic or narrative of the original games. And just to reiterate: the name Amalgoom is great, I just suggest putting a "Doom 1 and 2:", "Doom 1+2:" or "Doom 1&2:" in the name. It would be a bummer if such a marvelous megawad idea wasn’t noticed by those who don't know much about comics. 1 Share this post Link to post
Johnny Cruelty Posted October 20, 2023 17 minutes ago, The Royal We said: Oh, and I don't think I've added any extra secret levels, I just have put as a secret one or two maps that wasn't a secret because it didn't seem to fit in with the logic or narrative of the original games. And just to reiterate: the name Amalgoom is great, I just suggest putting a "Doom 1 and 2:", "Doom 1+2:" or "Doom 1&2:" in the name. It would be a bummer if such a marvelous megawad idea wasn’t noticed by those who don't know much about comics. I'll think about it 0 Share this post Link to post
Johnny Cruelty Posted October 20, 2023 23 minutes ago, The Royal We said: Oh, and I don't think I've added any extra secret levels, I just have put as a secret one or two maps that wasn't a secret because it didn't seem to fit in with the logic or narrative of the original games. And just to reiterate: the name Amalgoom is great, I just suggest putting a "Doom 1 and 2:", "Doom 1+2:" or "Doom 1&2:" in the name. It would be a bummer if such a marvelous megawad idea wasn’t noticed by those who don't know much about comics. Tbh, puting the extra "1 & 2" part is over excessive, Amalgoom on its own works fine. 0 Share this post Link to post
Walter confetti Posted October 20, 2023 9 hours ago, DankMetal said: You can use a voodoo doll to telefrag romero's head, it's the most elegant way to make it on boom format. Also, i personally think that it's a bit anticlimatic that you have to step on a random pillar to kill the icon of sin, if you're going to use the voodoo doll method, you can even make it like a switch hunt, where you have to press x number of switches to kill the icon of sin. Great idea! 3 Share this post Link to post
Individualised Posted October 20, 2023 5 hours ago, The Royal We said: It would be a bummer if such a marvelous megawad idea wasn’t noticed by those who don't know much about comics. "Amalgamation" is an actual word in the English dictionary, it has nothing to do with comics... 1 Share this post Link to post
Johnny Cruelty Posted October 20, 2023 4 minutes ago, Individualised said: "Amalgamation" is an actual word in the English dictionary, it has nothing to do with comics... It sorta does, I kinda got the name for Amalgoom from amalgam comics, but yeah it's basically amalgamation 0 Share this post Link to post
Johnny Cruelty Posted October 20, 2023 On 10/19/2023 at 6:04 AM, DankMetal said: Hey @Johnny CrueltyI made 2 songs for this project, Map 3 and Map 7. Hide contents Title: Darkest Hour Replaces: Countdown to death/ D_COUNTD This is a mashup between Dark Halls and Countdown to death. I've also added some nods to Criminally insane by Slayer because first, i'm a big slayer fan, and two, people says that Dark halls intro is "inspired" by that song, so i decided to make it sound even more similar to it. Title: Shawn's on the prey Replaces: Shawn's got the Shotgun I've send a demo before that was called "predator", so if you heard it before, you should be familiar. It's a mashups between the aforementioned D_SHAWN and Demons on the prey, and a little bit of "Solitude" from the Doom Metal band Candlemass on the last 2 thirds of the song. Both songs are on this zip file: AMALGOOMOST.zip Hope y'all like them Holy fucking jesus on a killdozer, these fucking kickass!!!! please make more, this is just amazing 1 Share this post Link to post
Rorix Posted October 21, 2023 20 hours ago, Johnny Cruelty said: @Rorix how's polishing your map going? Progress is being made. Here's what I've got so far. 1 Share this post Link to post
The Royal We Posted October 21, 2023 5 hours ago, Individualised said: "Amalgamation" is an actual word in the English dictionary, it has nothing to do with comics... Oh, I didn't know that! That's cool. English is not my first language. Living and learning! 2 Share this post Link to post
DankMetal Posted October 21, 2023 I played some maps that have been posted in the past week, i hadn't completed most of them, yet. Once i beat them with any amount of secrets and monsters, i'm going to post their respective demos. @Walter confetti, i've played your map. Some of the problems had been discussed before like some missing textures and all of that, so i'm gonna give my opinion on the combat and other things Spoiler The first battle feels pointless, you can just skip it so easily, and its not even needed for 100% kills (we're in an icon of sin level afterall...), maybe you can change ithe SpiderDemon to a swarn of barons (since the cyberdemon doesn't appear in both levels) like redemption denied, the final level of psx doom, and use the tag 666 to lower the floor instead of using a switch, in that way, you are obligated to kill every baron (and maybe some cacos), and that will make the fight against the spider mommas and the icon more climatic. This is just a suggestion, you don't need to change it of you want! The last fight is a bit too chaotic, there's like, what? 5 monster spawners? On that area, making the spider demons less of a threat and more of a temporal annoyance until the arena gets flooded with enemies. I understand this is a first draft, so i wasn't too nitpicky with your level. Something i liked was the decoration; abstract enough to resemble something that sandy could have done, which is fotting cuz he made both Dis and IoS. But consistent enough to feel unique. Overall you're doing a really good level, so keep going. Here's my demo: DEMOEPICO30.zip 2 Share this post Link to post
Johnny Cruelty Posted October 21, 2023 3 hours ago, Rorix said: Progress is being made. Here's what I've got so far. good so fr, but it's too hard, I feel like it needs more rad suits, a little bit of some more health and ammo, and armor, also the door to the "BFG room" in the mancubus slime pit doesn't open 1 Share this post Link to post
Walter confetti Posted October 21, 2023 4 hours ago, DankMetal said: i've played your map Thanks for the feedback! Anyway, the tag 666 don't work on MAP30 neither on Vanilla or Boom, unless i make a UMAPINFO script if that Is accepted... And if i understand how to make properly a UMAPINFO script. 1 Share this post Link to post
DankMetal Posted October 21, 2023 15 minutes ago, Walter confetti said: Thanks for the feedback! Anyway, the tag 666 don't work on MAP30 neither on Vanilla or Boom, unless i make a UMAPINFO script if that Is accepted... And if i understand how to make properly a UMAPINFO script. Shit you are right, tag 666 work only on e1m8, sorry. 2 Share this post Link to post
Walter confetti Posted October 21, 2023 Or MAP07 with mancubi and arachnotrons 1 Share this post Link to post
Max-ko-khan Posted October 21, 2023 (edited) Right it's done. MAPNOTE: This is my second map. ever. I kept referring back to the original post over and over to see if i got i'm actually understanding this right, but i think i got the premise of "amalgamation". It's abhorrently long around about 14-15 minutes, pretty generous on healing and power ups and a good monster count to boot. You also shouldn't feel like your running low on munitions until the end. Also the name is ass and doesn't at all reflect this stitched together abomination one bit, though i guess it's better than Spawning Tenements, Tenements Vats.Tho Tenevats is pretty good *wink wink* MAPNAME: Apartments MAPSLOT: 17 MIDI: Waltz of the Stalking Healer - By Me (Simple instrument swap of Bobby Prince's 2 tracks, The Healer Stalks and Waltz of the Demons.) DOWNLOAD: AMALGOOM_MAP17-MAXKK.zip Edited October 24, 2023 by Max-ko-khan 2 Share this post Link to post
Johnny Cruelty Posted October 22, 2023 1 hour ago, Max-ko-khan said: Right it's "done", just need some extra detailing in places and Difficulty Management. MAPNOTE: This is my second map. ever. I kept referring back to the original post over and over to see if i got i'm actually understanding this right, but i think i got the premise of "amalgamation". It's abhorrently long around about 14-15 minutes, pretty generous on healing and power ups and a good monster count to boot. You also shouldn't feel like your running low on munitions until the end. Also the name is ass and doesn't at all reflect this stitched together abomination one bit, though i guess it's better than Spawning Tenements, Tenements Vats.Tho Tenevats is pretty good *wink wink* MAPNAME: Apartments MAPSLOT: 17 MIDI: Waltz of the Stalking Healer - By Me (Simple instrument swap of Bobby Prince's 2 tracks, The Healer Stalks and Waltz of the Demons.) DOWNLOAD: AMALGOOM_MAP17.zip Hmmm nice nice, I like it, but I guess we could change the name... how about... Barracks, or "Barrack Ward"? anyways difficulty is nice and decent, however some complaints: the area where you get the blue key is too dark and easy to miss, so I reccomend to liht up that area so players don't run in circles 2. I feel like maybe there should be an ambush when picking up the key too... other than that, for a "My 2nd map" it's very good, I like it! also oh yeah one more thing, maybe put an invuln in the map, and a open doors area with hanging corpses and rivers of nukage like from e2m7 great job! 0 Share this post Link to post
Johnny Cruelty Posted October 22, 2023 @EagerBeaver sunce you're doung e1m4/map04, you should add a joke symbol similar to the e1m4 swasiticka, maybe like a peace sumbol, or maybe your insignia 1 Share this post Link to post
Johnny Cruelty Posted October 22, 2023 @The Royal We say, how is you and josuke's map doingz? 0 Share this post Link to post
EagerBeaver Posted October 22, 2023 @Johnny Cruelty, I think I'll add a semi-secret/"easter-egg" room of some sort. Also, I had a sudden surge of inspiration, so I've started to work on Command Center/Industrial Zone hybrid. I'll try to show the first results next weekend, if only my work doesn't change my map-building plans. 1 Share this post Link to post
Johnny Cruelty Posted October 22, 2023 @SpaceCat_2001 would it be possible to code in a doom 1 intermission screen map for amalgoom? 0 Share this post Link to post
The Royal We Posted October 22, 2023 (edited) 16 hours ago, Johnny Cruelty said: @The Royal We say, how is you and josuke's map doingz? I was ill for the last few days and ended up delaying the work. The map is already playable from start to finish, but there's still a lot missing. I'd say it's about 50% done. I believe @DoomGappy is going to post some images today, and we'll make it available to test very soon. M11 and especially E2M1 (the first doom map I ever played, at the age of three) are two very special maps for me, and we're making this combination with a lot of affection. Edited October 22, 2023 by The Royal We 2 Share this post Link to post
Johnny Cruelty Posted October 22, 2023 4 minutes ago, The Royal We said: I was ill for the last few days and ended up delaying the work. The map is already playable from start to finish, but there's still a lot missing. I'd say it's about 50% done. I believe @DoomGappy is going to post some images today, and we'll make it available to test very soon. M11 and especially E2M1 (the first doom map I ever played, at the age of three) are two very special maps for me, and we're making this combination with a lot of affection. excellent!, I can't wait to see it! 0 Share this post Link to post
DankMetal Posted October 22, 2023 4 hours ago, Johnny Cruelty said: @SpaceCat_2001 would it be possible to code in a doom 1 intermission screen map for amalgoom? I'm not SpaceCat_2001, but i think we should just make a normal intermission screen, making this kind of intermission for boom format literally means we have to mess with the source code, and that's not good 2 Share this post Link to post
Johnny Cruelty Posted October 22, 2023 26 minutes ago, DankMetal said: I'm not SpaceCat_2001, but i think we should just make a normal intermission screen, making this kind of intermission for boom format literally means we have to mess with the source code, and that's not good dang... hmmm what if... we made a big ol intermission screen that showcases all maps onto one screen for the whole game? 0 Share this post Link to post
DoomGappy Posted October 23, 2023 (edited) 3 hours ago, The Royal We said: I was ill for the last few days and ended up delaying the work. The map is already playable from start to finish, but there's still a lot missing. I'd say it's about 50% done. I believe @DoomGappy is going to post some images today, and we'll make it available to test very soon. M11 and especially E2M1 (the first doom map I ever played, at the age of three) are two very special maps for me, and we're making this combination with a lot of affection. It's been an interesting back and forth collabing with @The Royal We. The ideas bouncing around from one to the other and the new ideas that come from it are amazing. I just want you guys to know that most of the detail and atmosphere of the map was his work, while I came up with some cool ideas for arenas, contraptions and general structure. It is a great feeeling to be able to combine two great maps into one and be proud of the result, and it's even better doing it with someone who has a different perspective from yours. Without further ado, here are some of the long promised screenshots. Edited October 23, 2023 by DoomGappy 2 Share this post Link to post
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