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[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2


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45 minutes ago, DoomGappy said:

 

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. 

 

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kecc5mi.jpg

 

OqhChmx.jpg

 

MOXQe6f.jpg

 

C1WxgCS.jpg

 

XWx8ECx.jpg

 

looks good looks good

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2 minutes ago, Johnny Cruelty said:

also when will this be in playtesting mode? I wanna try this out!

It's mostly done, there are a few areas that need to be populated. It's my turn now to add monsters, rooms and combat, so I'll try to make something proper for this week. I don't promise anything though. 

Edited by DoomGappy

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11 minutes ago, Johnny Cruelty said:

@DankMetal say is it possible to change where the skyies happen in doom 2? like map11 should use sky2 but sky2 only appears on map12

 

is there a dehacked for that?

Well, since we are making a boom format megawad, you can actually use UMAPINFO to change the sky on every level. You can even use a wall texture as a sky using the line action 272, that's how i recreated the firesky from psx doom/doom 64 for one of my levels outside of this project

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1 minute ago, DankMetal said:

Well, since we are making a boom format megawad, you can actually use UMAPINFO to change the sky on every level. You can even use a wall texture as a sky using the line action 272, that's how i recreated the firesky from psx doom/doom 64 for one of my levels outside of this project

nice

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Sundays seem to be the day I get good chunks of work done on the map. Had a big focus on optional areas today and am continuing to chip away at it.

 

At this point the entire basic layout's at least done (minus making the exit) so it is just a matter of finishing up the detailing before actually moving onto that whole gameplay and functionality thing. Chasm and House of Pain's aesthetics do seem to compliment each other nicely.

 

More WIP screenshots and whatnot:
 

Spoiler

MapProgress.png.b5b4ba2eaff3daf14882eb53c41e6426.pngScreenshot_Doom_20231023_005857.png.6c6909a05b63e0a3cc0ee38d27fd534d.pngScreenshot_Doom_20231023_005947.png.b6efd2c793ef3644cffce49738889e5d.pngScreenshot_Doom_20231023_010050.png.bce4bf4c48081df4dfabf86d2a12b486.pngScreenshot_Doom_20231023_010142.png.dbf721df720541f33026b4912da72b2e.pngScreenshot_Doom_20231023_010239.png.0b72fb9062053412c7f41d11683251b2.png

 

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33 minutes ago, PinkKittyRose said:

Sundays seem to be the day I get good chunks of work done on the map. Had a big focus on optional areas today and am continuing to chip away at it.

 

At this point the entire basic layout's at least done (minus making the exit) so it is just a matter of finishing up the detailing before actually moving onto that whole gameplay and functionality thing. Chasm and House of Pain's aesthetics do seem to compliment each other nicely.

 

More WIP screenshots and whatnot:
 

  Hide contents

MapProgress.png.b5b4ba2eaff3daf14882eb53c41e6426.pngScreenshot_Doom_20231023_005857.png.6c6909a05b63e0a3cc0ee38d27fd534d.pngScreenshot_Doom_20231023_005947.png.b6efd2c793ef3644cffce49738889e5d.pngScreenshot_Doom_20231023_010050.png.bce4bf4c48081df4dfabf86d2a12b486.pngScreenshot_Doom_20231023_010142.png.dbf721df720541f33026b4912da72b2e.pngScreenshot_Doom_20231023_010239.png.0b72fb9062053412c7f41d11683251b2.png

 

Damn this looks amazing...

 

also got a better name than "Cliffside"? it'd be a name that'd combine house of pain and the chasm into one name that fits the themes of both names

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1 minute ago, Johnny Cruelty said:

Damn this looks amazing...

 

also got a better name than "Cliffside"? it'd be a name that'd combine house of pain and the chasm into one name that fits the themes of both names

Oh, I actually did want to propose exactly that!

For many when The Chasm comes up it causes a sense of dread, so I figured "Chasm of Pain" would capture this feeling nicely!

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2 minutes ago, PinkKittyRose said:

Oh, I actually did want to propose exactly that!

For many when The Chasm comes up it causes a sense of dread, so I figured "Chasm of Pain" would capture this feeling nicely!

ehhhh I feel like that's not good, most of the names, (except for a exception of Icon of Dis) use a new name combined from 2 names but don't exactly use the same words

 

for example

 

Halls of the Damned + Suburbs equals Neighborhood of the Exiled

 

similar words but doesn't use the same words from the names of both maps being amalgoomed

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2 minutes ago, Johnny Cruelty said:

ehhhh I feel like that's not good, most of the names, (except for a exception of Icon of Dis) use a new name combined from 2 names but don't exactly use the same words

 

for example

 

Halls of the Damned + Suburbs equals Neighborhood of the Exiled

 

similar words but doesn't use the same words from the names of both maps being amalgoomed

Ahhh, so something along the lines of, say. "Precipice of Torment".

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Holy shit is that PinkKittyRose? I didn't know you were a doom fan. Well, i've just seen your vods playing pizza tower and megaman, but anyway, what a surprise

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6 minutes ago, DankMetal said:

Holy shit is that PinkKittyRose? I didn't know you were a doom fan. Well, i've just seen your vods playing pizza tower and megaman, but anyway, what a surprise

you blind? she's been here for a bit lol

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Version 2 with fixed bugs found by Johnny and DankMetal:

wa-amal-v2.zip

- Added coop starts

- Changed the spider mastermind in the Dis arena to a baron horde. Swapped the baron in the northeast corner with a revenant

- Added the missing marble walls and added another lift before the Dis teleport room

- Lowered a little the entrance teleport to the weapon room

- Turn the icon of sin death fight with a switch-hunt run, icon of sin still be crashed after you hit all the switches.

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Just noticed a slight oopsie in my map selection.

DooM's E3M3 and MAP23 of DooM ii both lack the plasma rifle.

 

 

 

Hippity hoppity BFG time!

Edited by DynamiteKaitorn
fixed a typo.

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7 minutes ago, DynamiteKaitorn said:

Just noticed a slight oopsie in my map selection.

DooM's E3M3 and MAP23 of DooM ii both lack the plasma rifle.

 

 

 

Hippity hoppity BFG time!

yeah take your time

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1 hour ago, Walter confetti said:

Version 2 with fixed bugs found by Johnny and DankMetal:

wa-amal-v2.zip

- Added coop starts

- Changed the spider mastermind in the Dis arena to a baron horde. Swapped the baron in the northeast corner with a revenant

- Added the missing marble walls and added another lift before the Dis teleport room

- Lowered a little the entrance teleport to the weapon room

- Turn the icon of sin death fight with a switch-hunt run, icon of sin still be crashed after you hit all the switches.

good stuff.

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1 hour ago, Walter confetti said:

Version 2 with fixed bugs found by Johnny and DankMetal:

wa-amal-v2.zip

- Added coop starts

- Changed the spider mastermind in the Dis arena to a baron horde. Swapped the baron in the northeast corner with a revenant

- Added the missing marble walls and added another lift before the Dis teleport room

- Lowered a little the entrance teleport to the weapon room

- Turn the icon of sin death fight with a switch-hunt run, icon of sin still be crashed after you hit all the switches.

wait... k, what if the wad had TWO ways to be beaten?

 

1. the switch hunt way

 

or

 

2. the traditional icon of sin battle

 

it'd be like he cthon from quake 

Edited by Johnny Cruelty

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On 10/22/2023 at 12:15 AM, Max-ko-khan said:

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

 

I have updated this post with a new download for the new version, which has the outside area with hanging corpses from e2m7, as a secret + an invuln as well as difficulty scaled enemies.
Graphically wise it's still the same, i saw no need for some extra detailing as it seemed good enough as is.
GL with the rest of community project, i will take my leave now unless there's something damning that needs to be fixed.

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Hey guys, what if we do an Amalgoom intermission map art project, the intermission screen would be a map that contains all 32 locations on it and all 32 of us mappers would draw our map on it

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1 hour ago, Johnny Cruelty said:

Hey guys, what if we do an Amalgoom intermission map art project, the intermission screen would be a map that contains all 32 locations on it and all 32 of us mappers would draw our map on it

Honestly, it's a pointless waste of time and it would be better to make a traditional art pieces for intermission, title screens, etc. Besides, I'm pretty sure that your idea is not possible to fit in 320x200 pic.

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39 minutes ago, Heretic926 said:

Honestly, it's a pointless waste of time and it would be better to make a traditional art pieces for intermission, title screens, etc. Besides, I'm pretty sure that your idea is not possible to fit in 320x200 pic.

Hmm what should intermission be?

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32 minutes ago, DynamiteKaitorn said:

The rule about items only from either maps are allowed, does this affect keys?

hmmm idk, just go with your flow I guess

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1 hour ago, Rorix said:

First draft of map09 is finished. Any and all criticism is helpful.

 

I liked this one a lot. My only beef is:

Spoiler

The barrel trap. Wouldn't be as bad if the barrels were visible behind the fences so you have a visual of what not to do, but you can't see them in the darkness so players would be expect to survive if they stood a little bit away from them.

 

Also getting down into the giant arena (east) is very difficult if the mancubus end up blocking the lift. I was playing with mouselook so I managed it but without it I would have probably been forced to squeeze down and die. I would maybe make the lift a bit bigger to allow mancs to come up or use a monster block line or something.

Edited by Cutman

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All done. I added difficulty settings and coop player starts. Tweaked things a bit according to Cutman's comments. For some reason, my sky windows are displaying HOMs.

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2 hours ago, DynamiteKaitorn said:

The rule about items only from either maps are allowed, does this affect keys?

My first draft of my map used 2 keys but I later found out I only had access to a single yellow key. I had to alter my design to instead use a switch that visibly showed what it was opening, perhaps you can do the same with your layout instead of using another key.

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