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


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Yesterday i played some of the maps that people had send in the past week, so i guess i've become Dank, the playteseter of levels. There's some levels where i couldn't record a demo because some wads didn't include a UMAPINFO lump, so please, take this in consideration when sending your map, if you want me, the most sexiest doom player, to record a demo of course.

 

And please, upload them on this Google drive folder made by @DoomGappy, it will make things easier for me.

 

Map 17 by @Max-ko-khan , played on Hurt me plenty, complevel 9.

Spoiler

Demo: DEMOEPICO17.zip

It's a really fun map, but i have some issues with it.

  • There's a slime trail in the starting room. Nothing special.
  • You can get softlocked on the yellow door room if you don't get on the lift quickly.
  • The last room is a godamn nightmare, i appreciate that you gave the player a megasphere before going into the teleporter, but that doesn't solve anything, it's still a sore to survive that assault. You can't use your rocket launcher because you will get damaged, and your other options are the shotgun and the chaingun, which aren't powerful enough to make a difference. 
  • Like Cutman said before, i don't understand the archvile trick. It's an  annoyance rather than a challenge, and the imps that keep getting resurrected aren't even menacing. If you changed them with a chaingunner or a shotgunner it would make that section more challenging and fun to play (ignoring the ocassional archvile attack, but i understand that this is an engine quirk and i don't know if this can be fixed.
  • That secret where you have to kill like a thousand cacos, MY FUCKING EARS WERE OBLITERATED, at least change some of them with other enemies.

Yes, there's a lot of problems that are easy to solve, but hey, if this is really your second map ever, you did good, son, really good.

 

Map 20 by @Cutman, played on Hurt me plenty, complevel 9

Spoiler

I really liked this one, if there's something i liked about Gotcha, is that you can go anywhere, in the order you please, and you translated that in the best way possible. You can explore a bunch of places before getting any of the keys, there's some shortcuts that facillitates the exploration which i appreciate, and the spider mastermind vs cyberdemon fight is intense as fuck, i love it.

Visually, i think this level is alright, it's literally E4M9 but actually good, so... yeah.

 

The only complaint i have is that the last fight is so hard if you don't have the secret BFG, but aside from that, really good map!

 

If you are looking for some demo here, well, this was the level i couldn't record. Sorry!

 

Map 23 by @DynamiteKaitorn, played on Hurt me plenty, complevel 9

Spoiler

Demo:DEMOEPICO23.zip

 

Errmmmm... i don't know what to think about this one.

  • The decoration looks weird and simplistic, but i don't know if this is intentional or not, because it looks like a real fusion between Pandemonium and Barrels o' fun, if that was the intention, you nailed it.
  • Oops! All imps! Seriously, 50% of the killcount is just imps, i would've loved to see more variety, like pain elementals, more mancubi, or even an archvile!  Where's my spider momma? i was actually waiting to see her in any moment, but then i finished the level...
  • For being the level about barrels, there's certainly a lack of them. They would've made things both easier and harder, depending on the scenario.
  • I know this level is also a barrels o' fun replacement, but man, this level feels short compared to pandemonium.

Like @Johnny Cruelty said, this mapneeds to stay in the oven for some extra minutes. I think you can make a good level. Not just because something is simplistic doesn't mean it's automatically bad! This level just needs some variety.

 

Map 30 (version 2) by @Walter confetti, bla bla bla, Hurt me plenty, you know the drill.

Spoiler

Demo:DEMOEPICO302.zip

Well... it's basically the same level.

 

  • The fight against the (now) barons is still skippable, i thought that you were going to make it obligatory to kill them in order to go to the final fight.
  • The switch hunt is annoying, there's like, 10? 12? Switches i have to press in order to kill the icon of sin, it's not a fun task to do when there's like 1 thousand enemies spawning every second.

I don't have any much to say about this map, i've already played it before, so there's that.

I hope this helps to the map makers.

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11 hours ago, Johnny Cruelty said:

 

@JustAthel @glue_sniffer thoughts on this?

I have started my map, but Nanowadmo has taken my focus for a little bit. It will be something I return to and bang out in the next few days, no worries!

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2 minutes ago, JustAthel said:

I have started my map, but Nanowadmo has taken my focus for a little bit. It will be something I return to and bang out in the next few days, no worries!

Well, we were talking about swithing the Plutonia map (that you are supposed to make hybrid of) with a secret map from PSX Doom, are you okay with that idea?

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Oh I missed that... I wouldn't be alright if I were mixing the two since I do have a clear idea of wolfenstein + plutonia in my head, but if the majority is supportive of it I can give the slot to someone else? I say this because I'm not too familiar with the PSX levels to confidently mix them with PC levels

Edited by JustAthel

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2 minutes ago, JustAthel said:

Oh I missed that... I wouldn't be alright if I were mixing the two since I do have a clear idea of wolfenstein + plutonia in my head, but if the majority is supportive of it I can give the slot to someone else? I say this because I'm not too familiar with the PSX levels to confidently mix them with PC levels

Well there was no vote or iron statement, so just dont give up outright

Edited by SpaceCat_2001

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I am not giving up, merely offering if that is something that people would like to be in this main campaign. At any rate we could probably have a couple bonus maps here and there

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Just now, JustAthel said:

I am not giving up, merely offering if that is something that people would like to be in this main campaign. At any rate we could probably have a couple bonus maps here and there

Yes, I'M CRAVING to make more maps for this project, one wasn't enough. Maybe we can make something like Doom 2 the way we remember it, with more interpretations of the same levels as a bonus

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19 minutes ago, JustAthel said:

I am not giving up, merely offering if that is something that people would like to be in this main campaign. At any rate we could probably have a couple bonus maps here and there

If you started on map32, go ahead

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4 hours ago, SpaceCat_2001 said:
  Reveal hidden contents

doom35.png.b74bd67f46d441bef996b143a162f0cf.pngdoom34.png.e84b6e8d801360e45fe1ba55cf90e483.pngdoom33.png.e81fb04be38948deae826b0e8a79f69d.png

 

 

SpaceCat_2001Map10_v0.1.rar

@Johnny Cruelty WHEW, i finally finished it. Its a hard map, i would suggest saving periodically. People, I need your feedback on it, i want to know if this thing a slog or fun. @DoomGappy i dont want to be intrusive but that would be cool if you make a videocommentary on it, if you want to of course

I'll play rn

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5 hours ago, SpaceCat_2001 said:
  Reveal hidden contents

doom35.png.b74bd67f46d441bef996b143a162f0cf.pngdoom34.png.e84b6e8d801360e45fe1ba55cf90e483.pngdoom33.png.e81fb04be38948deae826b0e8a79f69d.png

 

 

SpaceCat_2001Map10_v0.1.rar

@Johnny Cruelty WHEW, i finally finished it. Its a hard map, i would suggest saving periodically. People, I need your feedback on it, i want to know if this thing a slog or fun. @DoomGappy i dont want to be intrusive but that would be cool if you make a videocommentary on it, if you want to of course

good map... I like it!

the detailing is nice and combat is hard but rewarding

 

but I got an Idea

what if the end of the level had an e1m8 ambush

 

so it flows thru with episode 2, or, maps11 through 20

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Just now, Johnny Cruelty said:

good map... I like it!

the detailing is nice and combat is hard but rewarding

 

but I got an Idea

what if the end of the level had an e1m8 ambush

 

so it flows thru with episode 2, or, maps11 through 20

Oh, thats sound like a great idea for the end. i will add it later

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1 hour ago, DankMetal said:

 

Map 17 by @Max-ko-khan , played on Hurt me plenty, complevel 9.

  Reveal hidden contents

Demo: DEMOEPICO17.zip

It's a really fun map, but i have some issues with it.

  • There's a slime trail in the starting room. Nothing special.
  • You can get softlocked on the yellow door room if you don't get on the lift quickly.
  • The last room is a godamn nightmare, i appreciate that you gave the player a megasphere before going into the teleporter, but that doesn't solve anything, it's still a sore to survive that assault. You can't use your rocket launcher because you will get damaged, and your other options are the shotgun and the chaingun, which aren't powerful enough to make a difference. 
  • Like Cutman said before, i don't understand the archvile trick. It's an  annoyance rather than a challenge, and the imps that keep getting resurrected aren't even menacing. If you changed them with a chaingunner or a shotgunner it would make that section more challenging and fun to play (ignoring the ocassional archvile attack, but i understand that this is an engine quirk and i don't know if this can be fixed.
  • That secret where you have to kill like a thousand cacos, MY FUCKING EARS WERE OBLITERATED, at least change some of them with other enemies.

Yes, there's a lot of problems that are easy to solve, but hey, if this is really your second map ever, you did good, son, really good.

 

I have made a new version here AMALGOOM_MAP17-MAXKK.zip
Changes imps to Chaingunners as per your suggestion, as for the final room i had no issues during testing with difficulty but i have changed some monsters to not appear on hmp in that final room to make it easier.
also changed the caco-slaughter so it should be less intensively loud by reducing the number of cacos and swapping some out for revenants.
OR if that don't suit your eardrums just turn down the volume and it'll be a non-issue.
As for this "soft-lock" in yellow door room with the elevator it's not even a thing. Just press on the elevator and it will come down i have tested this over and over.
As for slime trails i'm unsure of how to fix them as i've never encountered them before

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2 minutes ago, Max-ko-khan said:

I have made a new version here AMALGOOM_MAP17-MAXKK.zip
Changes imps to Chaingunners as per your suggestion, as for the final room i had no issues during testing with difficulty but i have changed some monsters to not appear on hmp in that final room to make it easier.
also changed the caco-slaughter so it should be less intensively loud by reducing the number of cacos and swapping some out for revenants.
OR if that don't suit your eardrums just turn down the volume and it'll be a non-issue.
As for this "soft-lock" in yellow door room with the elevator it's not even a thing. Just press on the elevator and it will come down i have tested this over and over.
As for slime trails i'm unsure of how to fix them as i've never encountered them before

"changed the caco-slaughter so it should be less intensively loud by reducing the number of cacos and swapping some out for revenants."

Replaced cacos with revenants, that are even more louder lol

Edited by SpaceCat_2001

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2 minutes ago, Max-ko-khan said:

I have made a new version here AMALGOOM_MAP17-MAXKK.zip
Changes imps to Chaingunners as per your suggestion, as for the final room i had no issues during testing with difficulty but i have changed some monsters to not appear on hmp in that final room to make it easier.
also changed the caco-slaughter so it should be less intensively loud by reducing the number of cacos and swapping some out for revenants.
OR if that don't suit your eardrums just turn down the volume and it'll be a non-issue.
As for this "soft-lock" in yellow door room with the elevator it's not even a thing. Just press on the elevator and it will come down i have tested this over and over.
As for slime trails i'm unsure of how to fix them as i've never encountered them before

Make sure if this is the final version, to put it in the google drive

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3 minutes ago, Max-ko-khan said:

oh well just lower your volume :) 

Im just joking and i love the song of skeleton people that consists only of AAA

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18 minutes ago, Johnny Cruelty said:

Make sure if this is the final version, to put it in the google drive

If people have many versions they can still upload them there with version names, I think nobody is going to upload a 50mb wad. It's actually good to keep track of revisions and changes. 

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3 hours ago, DankMetal said:

Map 20 by @Cutman, played on Hurt me plenty, complevel 9

  Reveal hidden contents

I really liked this one, if there's something i liked about Gotcha, is that you can go anywhere, in the order you please, and you translated that in the best way possible. You can explore a bunch of places before getting any of the keys, there's some shortcuts that facillitates the exploration which i appreciate, and the spider mastermind vs cyberdemon fight is intense as fuck, i love it.

Visually, i think this level is alright, it's literally E4M9 but actually good, so... yeah.

 

The only complaint i have is that the last fight is so hard if you don't have the secret BFG, but aside from that, really good map!

 

If you are looking for some demo here, well, this was the level i couldn't record. Sorry!

 

Thanks for the feedback, I wasn't sure if the final room was too much or not. I'll see what others think. Btw out of curiosity why do you need a UMAPINFO to record a demo?

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4 minutes ago, Cutman said:

Thanks for the feedback, I wasn't sure if the final room was too much or not. I'll see what others think. Btw out of curiosity why do you need a UMAPINFO to record a demo?

It gives me an error everytime i tried to record a demo, so i went to the wad file and i made an UMAPINFO lump myself, and it worked perfectly, but i thought it was "unethical" to make something like this, so i just discarded the demo. Boom quirks i guess

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First of all, I must be clear: IT'S A DRAFT. 

That said, since the idea of the project is to unite Doom 1 with Doom 2, I made this sketch thinking about how the Doom 1 title screen would look with Doom 2 monsters and skyboxes. 

I'm aware that I didn't go with the idea of the various Cyberdemons, but if you guys like it, I can continue:

amalgoom.png.de27e815f381de69aac3dadd89535898.png

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14 minutes ago, The Royal We said:

First of all, I must be clear: IT'S A DRAFT. 

That said, since the idea of the project is to unite Doom 1 with Doom 2, I made this sketch thinking about how the Doom 1 title screen would look with Doom 2 monsters and skyboxes. 

I'm aware that I didn't go with the idea of the various Cyberdemons, but if you guys like it, I can continue:

amalgoom.png.de27e815f381de69aac3dadd89535898.png

I like this... @DankMetal @SpaceCat_2001 thoughts?

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18 minutes ago, The Royal We said:

First of all, I must be clear: IT'S A DRAFT. 

That said, since the idea of the project is to unite Doom 1 with Doom 2, I made this sketch thinking about how the Doom 1 title screen would look with Doom 2 monsters and skyboxes. 

I'm aware that I didn't go with the idea of the various Cyberdemons, but if you guys like it, I can continue:

amalgoom.png.de27e815f381de69aac3dadd89535898.png

hmm what if doomguy here's hand wasn't clipping, he had his doom 2 spikey haircut, and the orange circles on his shoulderpads and the bandoleer?

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19 minutes ago, The Royal We said:

First of all, I must be clear: IT'S A DRAFT. 

That said, since the idea of the project is to unite Doom 1 with Doom 2, I made this sketch thinking about how the Doom 1 title screen would look with Doom 2 monsters and skyboxes. 

I'm aware that I didn't go with the idea of the various Cyberdemons, but if you guys like it, I can continue:

amalgoom.png.de27e815f381de69aac3dadd89535898.png

also I think @DankMetal was gonna design a logo, so I guess we can put that in here too

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1 minute ago, Johnny Cruelty said:

also I think @DankMetal was gonna design a logo, so I guess we can put that in here too

Yes, i'm still making that logo

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Just now, Johnny Cruelty said:

also I think @DankMetal was gonna design a logo, so I guess we can put that in here too


I was just going to say that. To continue, I would need help from someone who could make the logo (I wouldn't have time for everything).

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27 minutes ago, The Royal We said:


I was just going to say that. To continue, I would need help from someone who could make the logo (I wouldn't have time for everything).

I shittily edited doomguy's hair to look like that spikeyhaircut from doom 2 image.png.1ea2fce71a3c3cd1f635821cb868e219.png

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I'm done with my map (MAP16 + E2M6), FINALLY!
I was really struggling at the start because both maps SUCK visually and I swear E2M6 uses at most 8 different textures and 3 different enemies. So everything I made looked like garbage, but that was because I wanted to stick very close to the original designs.

But then I found my groove and ended up really enjoying working on the map, and I do think that I was able to combine the two designs quite effectively! Even managed to add some twists and turns here and there, while keeping the open-ended nature of Suburbs intact (because I love that so much).


I playtested the map on Ultra-Violence and it's pretty alright, I added some more ammo here and there, but I'd love some feedback. Haven't gotten anyone else to playtest it yet.

 

Link to map:

https://mega.nz/file/FKhRWD5Z#B5BDuOCLMcRtlZr5YUMxq4PKuLFeyfNCTDZjc3cEODM

 

Screenshots:

Spoiler

Screenshot_Doom_20231028_220055.pngScreenshot_Doom_20231028_220122.pngScreenshot_Doom_20231028_220111.pngScreenshot_Doom_20231028_220101.png

Edited by GermanPeter

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