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


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10 minutes ago, DankMetal said:

Oh, talking about map 8, i've dedicated this day to make my part, that is basically the final battle and exit. I can't remember if i talked about this before, but the thing is that instead of fighting against the bruiser bros, you fight against 2 Cyberdemons, Cyberbros if you will. I think that it fits perfectly since this is their first introduction in doom 2, bonus points for making a callback to the first baron encounter in doom 1. You still have to make them infight with some enemies in the arena, like tricks and traps, that wouldn't kill them, but at least they have less health. Also, i'm using one of my favorite tricks in boom: colormaps!, for some reason the star shaped arena from e1m8 has nukage on the ceiling for some reason, this gave me the idea of "what if you're fighting on an arena flooded with some liquid?".

I will send screenshots as soon as i can! I have to show this

After @The Royal We talked about vision of design of Doom, i presume acid on the ceiling was part of surreal hellish corruption

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7 hours ago, DankMetal said:

Oh, talking about map 8, i've dedicated this day to make my part, that is basically the final battle and exit. I can't remember if i talked about this before, but the thing is that instead of fighting against the bruiser bros, you fight against 2 Cyberdemons, Cyberbros if you will. I think that it fits perfectly since this is their first introduction in doom 2, bonus points for making a callback to the first baron encounter in doom 1. You still have to make them infight with some enemies in the arena, like tricks and traps, that wouldn't kill them, but at least they have less health. Also, i'm using one of my favorite tricks in boom: colormaps!, for some reason the star shaped arena from e1m8 has nukage on the ceiling for some reason, this gave me the idea of "what if you're fighting on an arena flooded with some liquid?".

I will send screenshots as soon as i can! I have to show this

Nice, also what if instead of spectres like in e1m8, we had invisible barons

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36 minutes ago, Johnny Cruelty said:

Nice, also what if instead of spectres like in e1m8, we had invisible barons

Thats not possible on technical level you installed for the project

 

Edited by SpaceCat_2001

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9 hours ago, Johnny Cruelty said:

Eh, I feel like alpha build should be maps 1-10, if you and @RileyXY1 can finish soon, we should patch, write intermissions, music and compile and release it publically as a sample, then we focus on the rest of the wad, 

 

Also tomorrow is 1 month past of development and we gotta month left til the deadline, should we extend it?

Are all slots filled? I think we've done a great amount of work already for just one single month. Let's make the "shareware version" of Amalgoom.

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3 hours ago, Johnny Cruelty said:

@DankMetal @Cutman how are the final levels for episode 1 going? Got any screenshots?

 

I was under the impression I needed to wait for DankMetal to start so I can add rooms to it later. If this is not the case let me know and I will start the map.

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I'm near to completing my part of map 8, i promise! It's just that i've been busy this last days, and it's hard to test my part of the map since it's the last fight, and i don't feel comfortable using idkfa. I will post screenshots soon

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21 minutes ago, DankMetal said:

I'm near to completing my part of map 8, i promise! It's just that i've been busy this last days, and it's hard to test my part of the map since it's the last fight, and i don't feel comfortable using idkfa. I will post screenshots soon

That is ok, you can take your time

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Friends, just so you know, Johnny allowed me to build up the wad. I'm going back and playing everyone's maps to check for things that haven't been reported yet, and I will send it to mappers inbox so they can fix stuff and send an updated version to the folder. We should have a "shareware episode" as soon as all maps from 1 to 10 are available. It will be divided into three episodes, episode 1 going from 1 to 10, episode 2 from 11 to 20 and episode 3 from 21 to 30. 31 is the secret level, accessible from level 15, and 32 is the super secret level, accessible from level 31. I think that's it for now. I can also do some light texture alignment and sector optimization if needed and allowed. Cheers to all, and happy mapping. 

Edited by DoomGappy

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15 minutes ago, DoomGappy said:

Friends, just so you know, Johnny allowed me to build up the wad. I'm going back and playing everyone's maps to check for things that haven't been reported yet, and I will send it to mappers inbox so they can fix stuff and send an updated version to the folder. We should have a "shareware episode" as soon as all maps from 1 to 10 are available. It will be divided into three episodes, episode 1 going from 1 to 10, episode 2 from 11 to 20 and episode 3 from 21 to 30. 31 is the secret level, accessible from level 15, and 32 is the super secret level, accessible from level 31. I think that's it for now. I can also do some light texture alignment and sector optimization if needed and allowed. Cheers to all, and happy mapping. 

can you optimize my levels? just don't go too overboard

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3 minutes ago, Johnny Cruelty said:

can you optimize my levels? just don't go too overboard

Wait, what do you mean by optimize? The only problems i've seen on your levels are some of the textures and that door that doesn't open in map 2.

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1 minute ago, DankMetal said:

Wait, what do you mean by optimize? The only problems i've seen on your levels are some of the textures and that door that doesn't open in map 2.

yeah textures, also what door again? may I see a screenshot?

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2 minutes ago, DankMetal said:

Wait, what do you mean by optimize? The only problems i've seen on your levels are some of the textures and that door that doesn't open in map 2.

I think he means general texture alignment and removal of unnecessary linedefs and such. I will take a look at it and post it here for others to check, nothing that changes the essence of the map too much.

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22 minutes ago, Johnny Cruelty said:

yeah textures, also what door again? may I see a screenshot?

Wait, can i do that job? To make @DoomGappy's life easier. I still have them on my wads folder

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Just now, Johnny Cruelty said:

sure, but I have a updated amalgoom levls 1&2 on the drive

I will download 'em soon mate

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1 hour ago, DankMetal said:

Wait, can i do that job? To make @DoomGappy's life easier. I still have them on my wads folder

Of course you can. I still haven't playtested your map, I'm going from all the ones that are on finished. The ones that I have playtested will go to the other folder and mappers can make the necessary alterations according to feedback, like missing textures, misalignments, stuff like that. I am just doing 

Edited by DoomGappy

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I made some minor adjustments to map09, and uploaded it to the drive folder. I added a few extra rockets, and teleporters to escape the pit in the rocket launcher room. I know that the original map's acid is a death trap, but not everyone is as familiar with the original maps as I am.          

The exit switch displays the wrong texture, and I have no idea how to fix it. The editor displays the correct texture; it's supposed to be BROWN1 with a toggle switch on it. I could change it, but that's the texture I want. It's like the player is shutting down the map, and I like that idea.

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55 minutes ago, Rorix said:

I made some minor adjustments to map09, and uploaded it to the drive folder. I added a few extra rockets, and teleporters to escape the pit in the rocket launcher room. I know that the original map's acid is a death trap, but not everyone is as familiar with the original maps as I am.          

The exit switch displays the wrong texture, and I have no idea how to fix it. The editor displays the correct texture; it's supposed to be BROWN1 with a toggle switch on it. I could change it, but that's the texture I want. It's like the player is shutting down the map, and I like that idea.

I don't think it needs a teleporter. You should just make it the fastest kill floor available, which is 10 or 20%, IMO.

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