DynamiteKaitorn Posted October 25, 2023 Map Name: Hystbarrelia (Not the name I'd choose but ehh)Author: Heich AKA DynamiteKaitornSlot: MAP23 / E3M3Music: SHOULD be E3M3's track, Deep Into The Code https://www.mediafire.com/file/dkp2ugiayl677bs/Dyna-MAP23-Hystbarrelia-v1.zip/file 1 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 1 hour ago, DynamiteKaitorn said: Map Name: Hystbarrelia (Not the name I'd choose but ehh)Author: Heich AKA DynamiteKaitornSlot: MAP23 / E3M3Music: 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 0 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 1 hour ago, DynamiteKaitorn said: Map Name: Hystbarrelia (Not the name I'd choose but ehh)Author: Heich AKA DynamiteKaitornSlot: MAP23 / E3M3Music: 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 1 Share this post Link to post
SpaceCat_2001 Posted October 25, 2023 (edited) which one is better? And this very rough sketch of title pic: Edited October 25, 2023 by SpaceCat_2001 4 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 43 minutes ago, SpaceCat_2001 said: which one is better? And this very rough sketch of title pic: Top Also nice rough sketch! 0 Share this post Link to post
DankMetal Posted October 25, 2023 3 hours ago, SpaceCat_2001 said: which one is better? And this very rough sketch of title pic: 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. 1 Share this post Link to post
GermanPeter Posted October 25, 2023 4 hours ago, SpaceCat_2001 said: 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. 2 Share this post Link to post
SpaceCat_2001 Posted October 25, 2023 (edited) 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? It reminds me of Bo'om and Tamga-Tash gorges Edited October 25, 2023 by SpaceCat_2001 yes 3 Share this post Link to post
GermanPeter Posted October 25, 2023 34 minutes ago, SpaceCat_2001 said: how about something like that? 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. 1 Share this post Link to post
SpaceCat_2001 Posted October 25, 2023 (edited) 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. Something akin to this? Or should I make the sky more brown Edited October 25, 2023 by SpaceCat_2001 3 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 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 0 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 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 0 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 @SpaceCat_2001 also @DankMetal pinged you 0 Share this post Link to post
GermanPeter Posted October 25, 2023 1 hour ago, SpaceCat_2001 said: 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. 1 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 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? 0 Share this post Link to post
SpaceCat_2001 Posted October 25, 2023 (edited) 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 Edited October 25, 2023 by SpaceCat_2001 2 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 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 Nice, also dank metal pinged you in this thread, he wants to co map, map29 with you and create the Amalgoom logo 0 Share this post Link to post
GermanPeter Posted October 25, 2023 1 hour ago, Johnny Cruelty said: But uhhh what if we rock paper scissors for the sky box? Dude, it's your project, YOU decide 0 Share this post Link to post
GermanPeter Posted October 25, 2023 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 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. 0 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 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 1 Share this post Link to post
Cutman Posted October 25, 2023 (edited) 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. Edited October 25, 2023 by Cutman 2 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 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. NIGGLES?! 0 Share this post Link to post
DoomGappy Posted October 25, 2023 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. What a weird word hahahaha. 4 Share this post Link to post
Max-ko-khan Posted October 25, 2023 (edited) 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 October 25, 2023 by Max-ko-khan 1 Share this post Link to post
Cutman Posted October 25, 2023 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. 1 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 I made some famart of this project 6 Share this post Link to post
Heretic926 Posted October 25, 2023 6 minutes ago, Johnny Cruelty said: I 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. 2 Share this post Link to post
Johnny Cruelty Posted October 25, 2023 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 0 Share this post Link to post
Individualised Posted October 26, 2023 Making this a Boom project seems weird. Vanilla would work much better for this type of thing. 1 Share this post Link to post
Johnny Cruelty Posted October 26, 2023 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 0 Share this post Link to post
Recommended Posts