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


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1 hour ago, DynamiteKaitorn said:

Map Name: Hystbarrelia (Not the name I'd choose but ehh)
Author: Heich AKA DynamiteKaitorn
Slot: MAP23 / E3M3
Music: SHOULD be E3M3's track, Deep Into The Code

 

https://www.mediafire.com/file/dkp2ugiayl677bs/Dyna-MAP23-Hystbarrelia-v1.zip/file

Imma check out your wad

 

(also Hystbarrelia is a pun on Hysteria but with the word "Barrel" shoved into it0

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1 hour ago, DynamiteKaitorn said:

Map Name: Hystbarrelia (Not the name I'd choose but ehh)
Author: Heich AKA DynamiteKaitorn
Slot: MAP23 / E3M3
Music: SHOULD be E3M3's track, Deep Into The Code

 

https://www.mediafire.com/file/dkp2ugiayl677bs/Dyna-MAP23-Hystbarrelia-v1.zip/file

ehhhhh

 

 

idk bro this is uhhh

 

well

 

I think it needs a LOT more time in the oven, it's too linear, textering is bland, it's also very short ehhh

 

 

could you work on this more? it's missing a lot of e3m3 and barrels of fun stuff, maybe make it non-linear based and put the bfg 9000 in a secret

 

 

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3 hours ago, SpaceCat_2001 said:

1804751089_SKY1.png.be2c776a45f033b02f78d9395f2021a1.pngSKY1GRAT.png.8122eb879d0661b97cc4c85d1364c271.png

which one is better?

And this very rough sketch of title pic:

Shittysketch.png.0e5e2126d041de2ff1ec9e2d5a4c08a7.png

Hey spacecat, i didn't know you were still alive. How's map 29 going? If it's still in progress, may i can collab with you? Like you can make the main path and i make the "second half" of the level with the fake exit and the new open areas. Just if you want, if not, i'm completely ok with it!

And @Johnny Crueltycan i make the logo for amalgoom? I've made some for my noisegrind project before (see my pfp for example) so i think i could make a decent one.

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4 hours ago, SpaceCat_2001 said:

1804751089_SKY1.png.be2c776a45f033b02f78d9395f2021a1.pngSKY1GRAT.png.8122eb879d0661b97cc4c85d1364c271.png

which one is better?


The left one, the right one looks like neither of the skyboxes. Though honestly, I think the hills should be green still. This one reminds me more of Hexen than Doom.

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4 hours ago, GermanPeter said:


The left one, the right one looks like neither of the skyboxes. Though honestly, I think the hills should be green still. This one reminds me more of Hexen than Doom.

how about something like that?

SKY1COOL.png.acee2e518a2eb7edb0ed3b93ecad813d.png

It reminds me of Bo'om and Tamga-Tash gorges

Edited by SpaceCat_2001
yes

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34 minutes ago, SpaceCat_2001 said:

how about something like that?

SKY1COOL.png.acee2e518a2eb7edb0ed3b93ecad813d.png

It reminds me of Bo'om and Tamga-Tash gorge

Now the mountains look great, but the gray sky just makes it look like Doom's standard skybox texture. I'd just combine the green mountains will the brown sky, personally.

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27 minutes ago, GermanPeter said:

Now the mountains look great, but the gray sky just makes it look like Doom's standard skybox texture. I'd just combine the green mountains will the brown sky, personally.

794092629_SKY1.png.b8cb586cbe4f480aabdcb76415eada37.png

Something akin to this? Or should I make the sky more brown

Edited by SpaceCat_2001

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5 hours ago, GermanPeter said:


The left one, the right one looks like neither of the skyboxes. Though honestly, I think the hills should be green still. This one reminds me more of Hexen than Doom.

Tbh, I prefer top image for project

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5 hours ago, DankMetal said:

Hey spacecat, i didn't know you were still alive. How's map 29 going? If it's still in progress, may i can collab with you? Like you can make the main path and i make the "second half" of the level with the fake exit and the new open areas. Just if you want, if not, i'm completely ok with it!

And @Johnny Crueltycan i make the logo for amalgoom? I've made some for my noisegrind project before (see my pfp for example) so i think i could make a decent one.

Sure you can make logo

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1 hour ago, SpaceCat_2001 said:

794092629_SKY1.png.b8cb586cbe4f480aabdcb76415eada37.png

Something akin to this? Or should I make the sky more brown

I mean I'm kinda a basic bastard so I'd say the sky should just be brown and not gray at all.
You already have the trees from the Doom 1 skybox, but the brown sky is literally all Doom 2 has. So if you take that away, you have nothing.

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22 minutes ago, GermanPeter said:

I mean I'm kinda a basic bastard so I'd say the sky should just be brown and not gray at all.
You already have the trees from the Doom 1 skybox, but the brown sky is literally all Doom 2 has. So if you take that away, you have nothing.

But uhhh what if we rock paper scissors for the sky box?

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23 minutes ago, GermanPeter said:

I mean I'm kinda a basic bastard so I'd say the sky should just be brown and not gray at all.
You already have the trees from the Doom 1 skybox, but the brown sky is literally all Doom 2 has. So if you take that away, you have nothing.

Its just for me as an artist i always try to apply aerodynamics into the picture so the foreground would standout, but anyway not like your average Mambet player would think about that

1527038687_SKY1.png.27019301ec2912a039b73f5b5481ef07.png

Edited by SpaceCat_2001

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1 minute ago, SpaceCat_2001 said:

Its just for me as an artist i always try to apply aerodynamics into the picture so the foreground would standout, anyway not like your average Mambet would think about that

1527038687_SKY1.png.27019301ec2912a039b73f5b5481ef07.png

Nice, also dank metal pinged you in this thread, he wants to co map, map29 with you and create the Amalgoom logo

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1 hour ago, SpaceCat_2001 said:

Its just for me as an artist i always try to apply aerodynamics into the picture so the foreground would standout, but anyway not like your average Mambet player would think about that

1527038687_SKY1.png.27019301ec2912a039b73f5b5481ef07.png

True, it's just that the other one looks less like you chose lighter brown tones to make the hill stand out, it looks more like you just decreased the saturation by 50% and it looks not good. If you redid the entire palette, it could be better, but so far I think this one is best.

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7 hours ago, GermanPeter said:


The left one, the right one looks like neither of the skyboxes. Though honestly, I think the hills should be green still. This one reminds me more of Hexen than Doom.

I am gonna nna go with top one for project, I think it looks the coolest

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On 10/24/2023 at 1:17 PM, Max-ko-khan said:

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.

 

I've got some feedback for you:

 

  • You can get trapped if you stay next to the yellow door after the lift goes up if you don't have the yellow key to get out.
  • I found a few missing textures. The lift next to the megasphere and 2 revenants (see first screenshot). The others are minor but lowering the stair case you can see multiple missing textures from the back sides (see second screenshot).
  • The secret teleporter that leads to the invul fight probably needs its line flipping as you can stand on the teleporter (see screenshot 3).
  • Only had two real gameplay niggles: First, the two hidden archviles are a bit unusual as it's hard to figure out where their attacks are coming from initially. If you're going to keep them, maybe change the wall texture to gore or something so players know roughly where they could be hiding. Second, and I know the original did this too, but in the plasma secret if you fall it seems you can't escape. Not game breaking but some players may find it a bit annoying if they find it late into the map.

hom1.jpg

hom2.jpg

teleoops.jpg

Edited by Cutman

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7 minutes ago, Cutman said:

 

I've got some feedback for you:

 

  • You can get trapped if you stay next to the yellow door after the lift goes up if you don't have the yellow key to get out.
  • I found a few missing textures. The lift next to the megasphere and 2 revenants (see first screenshot). The others are minor but lowering the stair case you can see multiple missing textures from the back sides (see second screenshot).
  • The secret teleporter that leads to the invul fight probably needs its line flipping as you can stand on the teleporter (see screenshot 3).
  • Only had two real gameplay niggles: First, the two hidden archviles are a bit unusual as it's hard to figure out where their attacks are coming from initially. If you're going to keep them, maybe change the wall texture to gore or something so players know roughly where they could be hiding. Second, and I know the original did this too, but in the plasma secret if you fall it seems you can't escape. Not game breaking but some players may find it a bit annoying if they find it late into the map.

hom1.jpg

hom2.jpg

teleoops.jpg

NIGGLES?! 

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29 minutes ago, Cutman said:

 

I've got some feedback for you:

 

  • You can get trapped if you stay next to the yellow door after the lift goes up if you don't have the yellow key to get out.
  • I found a few missing textures. The lift next to the megasphere and 2 revenants (see first screenshot). The others are minor but lowering the stair case you can see multiple missing textures from the back sides (see second screenshot).
  • The secret teleporter that leads to the invul fight probably needs its line flipping as you can stand on the teleporter (see screenshot 3).
  • Only had two real gameplay niggles: First, the two hidden archviles are a bit unusual as it's hard to figure out where their attacks are coming from initially. If you're going to keep them, maybe change the wall texture to gore or something so players know roughly where they could be hiding. Second, and I know the original did this too, but in the plasma secret if you fall it seems you can't escape. Not game breaking but some players may find it a bit annoying if they find it late into the map.

hom1.jpg

hom2.jpg

teleoops.jpg

 

Screenshot_20231025_182835.jpg.72ceba9e81dfe648a57e6e096fc1f563.jpg

 

What a weird word hahahaha.

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38 minutes ago, Cutman said:

 

I've got some feedback for you:

 

  • You can get trapped if you stay next to the yellow door after the lift goes up if you don't have the yellow key to get out.
  • I found a few missing textures. The lift next to the megasphere and 2 revenants (see first screenshot). The others are minor but lowering the stair case you can see multiple missing textures from the back sides (see second screenshot).
  • The secret teleporter that leads to the invul fight probably needs its line flipping as you can stand on the teleporter (see screenshot 3).
  • Only had two real gameplay niggles: First, the two hidden archviles are a bit unusual as it's hard to figure out where their attacks are coming from initially. If you're going to keep them, maybe change the wall texture to gore or something so players know roughly where they could be hiding. Second, and I know the original did this too, but in the plasma secret if you fall it seems you can't escape. Not game breaking but some players may find it a bit annoying if they find it late into the map.


Fixed all the stuff you mentioned. As for the two hidden Archviles, I was aiming for something like Plutonia. with them resurrecting the imps over and over until you kill them.
Also added the teleporter in the plasma secret.
AMALGOOM_MAP17-MAXKK.zip

Edited by Max-ko-khan

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Yeah I get that, it's just that first timers have no idea where they're getting flamed from. I thought it was from the silver UAC thing at first for example. Plutonia hides the archviles underground so they can resurrect but can't hit the player, if you wanna go for that approach.

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6 minutes ago, Johnny Cruelty said:

IMG_20231025_151149_024.jpg.c636eb454c84f1894225efeb562e463c.jpgI made some famart of this project

This is cool concept actually, I think it would fit well as a title screen if someone would like to work on it. Like the left half can portray Doom 1 monsters on hellish landscape, while the right one - Doom 2 monsters on burning city background (though I think Doomguy should be facing the screen in that case).

 

And "fan art" spelled with a "n", just in case.

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14 minutes ago, Heretic926 said:

This is cool concept actually, I think it would fit well as a title screen if someone would like to work on it. Like the left half can portray Doom 1 monsters on hellish landscape, while the right one - Doom 2 monsters on burning city background (though I think Doomguy should be facing the screen in that case).

 

And "fan art" spelled with a "n", just in case.

I was thinking it could be used as the background for titlepic 2 credits

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32 minutes ago, Individualised said:

Making this a Boom project seems weird. Vanilla would work much better for this type of thing.

Boom allows more stuff

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