Rudolph Posted November 21, 2023 On 11/19/2023 at 3:56 PM, DoomGappy said: We are creating the intermission screens, and we decided to make a small diorama of the maps in UDB and then screenshot it and edit it. That is a great idea! And an original one too, as I do not recall anyone doing that before. Also, today I learned the word "diorama". :P 3 Share this post Link to post
Johnny Cruelty Posted November 21, 2023 8 hours ago, Rus said: Here's "D_HUNT" for map06. This one's hot hot hot on the drums, feels like Bobby Prince channeled his inner Neil Peart in "On the Hunt", so I gave it the extra spicy drum treatment. In some ways this was a literal collision of the two songs, but just a touch heavier, and at the end I extended the spooky whistle from "In the Dark", as that's always been a favorite element of mine that I felt deserved a bit of extra air time. In between verses we have chill interludes to take a break from getting hammered by the double bass drums, and maybe to take cover from some demons. @Johnny Cruelty @DoomGappy @DankMetal good stuff lad! just got on my pc and nic etune@ 1 Share this post Link to post
DoomGappy Posted November 21, 2023 (edited) 33 minutes ago, Rudolph said: That is a great idea! And an original one too, as I do not recall anyone doing that before. Also, today I learned the word "diorama". :P I have no idea if it's diorama or diarama. In Brazilian Portuguese it's diorama, but in English it's diarama, I think. Languages. Edited November 21, 2023 by DoomGappy 1 Share this post Link to post
Rudolph Posted November 21, 2023 No, it is definitely diorama, it seems. Either way, I was not familiar with the concept, so thank you for teaching me something here! 3 Share this post Link to post
Johnny Cruelty Posted November 22, 2023 (edited) Hello, guys! Here we have the first WIP build of the amalgoom shareware version (NOTE THIS IS A WIP, NOT THE OFFICAL VERSION SO HOLD YOUR HORSES AND WAIT TIL IT'S DONE BEFORE YOU DO PLAYTHRU VIDEOS ON YOUTUBE, WE ARE JUST HERE TO ASK FOR BUG FINDING AND FEEDBACK). Changelog v0.2 Maps01-10 (except for map05) All songs that have been finished until the present date UMAPINFO specifying some info for levels and other things Old titlepic for internal versions v0.3 Updated all the maps with the last version available on Drive folder. Bug-hunting If you would like to give us feedback, help us hunt for bugs and fix things that are not working, or something of the sort, please DM any of the project managers and we'll hook you up with the latest version for testing. If you find bugs you should provide: Source port: source port used Source port version: version of the source port Patches and fixes used, if any: if you use fixed like sprite fix or brightmaps. Probably won't matter much, but if possible, run without mods for testing. Bug found and location: what kind of bug it was, and where is it? Bug screenshots, if possible: attach some screenshots of the bug for easier identification. Thank you all for the hard work! (edited) https://www.mediafire.com/file/saykkyce13b4f2r/Amalgoom_-_Shwr_-_v0.3.wad/file Edited November 22, 2023 by Johnny Cruelty 6 Share this post Link to post
Heretic926 Posted November 22, 2023 More Blood Altar screenshots, along with some developer notes of mine. I already put wonderful "Sleepy Prey" track by @Rus, it suits very well! Spoiler Re-imagined blue key room with switches and crushers from E3M5. @DoomGappy actually gave me an idea to do something with this room since he said in our DMs he likes it, so props to him! The reward is rocket launcher, although it's not so simple... Blue key/megasphere room from MAP25. I purposefully don't use METAL2 and its variations in this map since I want to keep "marble hellish cathedral filled with blood" aesthetic, so I'm using various WOOD textures. Kinda looks like Plutonia's MAP12, don't you think? Plasma gun is not free either. 3 Share this post Link to post
DankMetal Posted November 22, 2023 3 minutes ago, Heretic926 said: More Blood Altar screenshots, along with some developer notes of mine. I already put wonderful "Sleepy Prey" track by @Rus, it suits very well! Hide contents Re-imagined blue key room with switches and crushers from E3M5. @DoomGappy actually gave me an idea to do something with this room since he said in our DMs he likes it, so props to him! The reward is rocket launcher, although it's not so simple... Blue key/megasphere room from MAP25. I purposefully don't use METAL2 and its variations in this map since I want to keep "marble hellish cathedral filled with blood" aesthetic, so I'm using various WOOD textures. Kinda looks like Plutonia's MAP12, don't you think? Plasma gun is not free either. I'm glad that someone will finally make justice for one of the most hated maps from doom 1 and also, to one of the most forgetable maps in doom 2. Can't wait to play this one! I hope nothing bad happens to the bfg on ultra violence difficulty. 1 Share this post Link to post
DoomGappy Posted November 22, 2023 (edited) 26 minutes ago, Heretic926 said: More Blood Altar screenshots, along with some developer notes of mine. I already put wonderful "Sleepy Prey" track by @Rus, it suits very well! Reveal hidden contents Re-imagined blue key room with switches and crushers from E3M5. @DoomGappy actually gave me an idea to do something with this room since he said in our DMs he likes it, so props to him! The reward is rocket launcher, although it's not so simple... Blue key/megasphere room from MAP25. I purposefully don't use METAL2 and its variations in this map since I want to keep "marble hellish cathedral filled with blood" aesthetic, so I'm using various WOOD textures. Kinda looks like Plutonia's MAP12, don't you think? Plasma gun is not free either. Marble and blood is my favorite aesthetic, if you search for these two words in DoomWorld you're going to see my face pop up a lot ahhahhaa. Can't wait to play this one and happy that I gave you ideas somehow (though I had to go check our DMs to remember it). Edited November 22, 2023 by DoomGappy 1 Share this post Link to post
DoomGappy Posted November 23, 2023 (edited) Shareware version 0.6. is on the drive folder for testing. Get it here.Extra info Spoiler Contains Maps01-10 (except for map05) All songs that have been finished until the present date UMAPINFO specifying some info for levels and other things Old titlepic for internal versions Changelogv0.3 - Updated all the maps with the last version available on Drive folder. v0.4 - Minor alignment and tagging problems in Map01 and Map02 - Portal fixes in Map06 v0.5 - Map03 line teleporter fixed - Spacecat's map06 fixed - Fixed map03's song and added map06 music parameterv0.6 - Updated UMAPINFO for map08. Known bugs None so far. Thank you all for the hard work! Edited November 23, 2023 by DoomGappy 2 Share this post Link to post
Rus Posted November 23, 2023 On 11/20/2023 at 1:09 PM, Johnny Cruelty said: also btw, do you wanna do MAP20, Hiding the Archvile? I feel like it could be a upbeat stanky riff fest Ok, I think I know what to do with this one. I'm going for it. I have a bit of a problem to solve in that NONE of the string bends for the guitar solos (and it's basically ALL bends) Bobby used for Message for the Archvile are importing into my software, so we'll see how good my ears are lmao. 4 Share this post Link to post
Cutman Posted November 23, 2023 MAP01 & MAP02: Playing through the whole thing I find the difference in detail level jarring upon entering map03. I think these two could use a comb over to fix up textures and detail, more MAP02 than 1. MAP02: I would join each set of bar sectors so they don't blow your ears out when you open each set of them. The teleporters that when used, have you still facing the wall probably shouldn't do that even if the effect isn't intended. I'd rotate the destinations to face outwards. Lastly near the final area where you need to drop down into the sewer areas, it can be difficult if a monster blocks the bottom especially since you can't see or shoot them from that height. I would add monster blocking lines so a monster can't squeeze in there and block your fall. 1 Share this post Link to post
DoomGappy Posted November 23, 2023 14 hours ago, DoomGappy said: Shareware version 0.6. is on the drive folder for testing. Get it here.Extra info Reveal hidden contents Contains Maps01-10 (except for map05) All songs that have been finished until the present date UMAPINFO specifying some info for levels and other things Old titlepic for internal versions Changelogv0.3 - Updated all the maps with the last version available on Drive folder. v0.4 - Minor alignment and tagging problems in Map01 and Map02 - Portal fixes in Map06 v0.5 - Map03 line teleporter fixed - Spacecat's map06 fixed - Fixed map03's song and added map06 music parameterv0.6 - Updated UMAPINFO for map08. Known bugs None so far. Thank you all for the hard work! v0.8 with new songs and song fixes and many lessons learned the hard way. More updates to come. 2 Share this post Link to post
mr-around Posted November 23, 2023 I guess, this room reminds of the mancubi area of map27 but switched to Limbo? If not, I'll try to make that more familiar. I'm concerning whether it is too original looking or still could be e4m5 clone (which is out of place) Spoiler There, I'm expanding the E3M1 shotgun bridge place... but ... Nirvana inspired Spoiler Pentagram room (map27) Spoiler Map21 - Should be penultimate room (redesigned - you don't just climb down like you did in Nirvana) Spoiler 2 Share this post Link to post
DankMetal Posted November 23, 2023 8 minutes ago, mr-around said: I guess, this room reminds of the mancubi area of map27 but switched to Limbo? If not, I'll try to make that more familiar. I'm concerning whether it is too original looking or still could be e4m5 clone (which is out of place) Reveal hidden contents There, I'm expanding the E3M1 shotgun bridge place... but ... Nirvana inspired Reveal hidden contents Pentagram room (map27) Reveal hidden contents Map21 - Should be penultimate room (redesigned - you don't just climb down like you did in Nirvana) Hide contents Finally we have some screenshots of those maps. Since @SpaceCat_2001 and i are making map 28, which is the spirit world and warrens combined, can we make some references to your map once is finished? Or that bothers you in some way? It could be a cute nod and a really good way to give the illussion of continuity 2 Share this post Link to post
mr-around Posted November 23, 2023 16 minutes ago, DankMetal said: ...can we make some references to your map once is finished? Or that bothers you in some way? Sure, why not! 2 Share this post Link to post
The Royal We Posted November 23, 2023 Here's the feedback, with text and video, on the first three maps: Map 01: Clearence Zone, by @Johnny Cruelty Spoiler - It was the second map I liked best, after the third. I thought it was more beautiful and well done than I thought it would be. This beauty, however, sometimes seems out of context with the original maps (which are EXTREMELY iconic, and should therefore be referenced more and studied more). - The lack of a shotgun for practically the entire map made the gameplay a little tedious at times. Remember that on Ultraviolence difficulty in Doom 1, you can pick up the shotgun in the first room after killing the zombies. - This criticism applies to all three maps, but it's worth highlighting both the first and second: the maps are very, very confusing. The first, in particular, is the map that opens the game, and just like the originals, it needs to be much clearer for the player to find their way around. - This criticism also applies to the other maps, but it deserves to be emphasised here: at many points I felt like I was playing a good map, but one that isn't based on Doom 1 and Doom 2. It feels more like its own map with a few references to the original ones than a real union of the two maps. - The difficulty is well balanced. - SUGGESTION: the first map of Doom 1 was made by John Romero with the idea of showing all the visual features of the game right away: different levels of light and height, doors, floors and ceilings with different textures, and MOST IMPORTANTLY: an outdoor area that unites the entire map and that the player can see and access. I'd think about how to implement that in this map too. Map 02: Sewage Treatment, by @Johnny Cruelty Spoiler - I apologise in advance, but of the three maps so far, this is the only one I can say I didn't like. I feel it's a very confusing map (especially because of the excessive use of different textures). A huge labyrinth. It's true that the original maps are large, but they make excellent loops, so that the player doesn't feel lost, and I think that this striking feature has been lost in this union. - The difficulty is well balanced. - If you want to stay true to the original maps, no more than one backpack per level. Please. - Here's an important question: where's the super shotgun? Isn't it on the map to make the shareware version more in line with Doom 1? Is it hidden? If so, take it out of the secret, please. It's one of Doom 2's most iconic moments. If you don't want to use the Super Shotgun, create an emblematic moment inspired by the original map, even if the player receives another weapon, I don't know. - Unfortunately, I don't have much to say about this particular map. My suggestion is that you play and replay the original maps again, that you study them with love and affection, and that you think hard about a more intuitive looping for the player. If I hadn't been involved with the project, I might have stopped playing megawad here. I don't know if it's a map that should be remade from scratch, but in any case, it's the only map that I feel needs lots and lots of changes. Map 03: Corrections Facilty, by @Johnny Cruelty and @SpaceCat_2001 Spoiler - My favorite so far. Very well balanced, with excellent references to the original maps. - Just like the other two maps, it is quite confusing. I would try to make it a little less confusing. However, we are already talking about the third map, and the lack of linearity is already more acceptable at this point. - I think the introduction of the Chaingunners needs to be more emblematic. This is the first time they appear in Doom 2 (and therefore in our lives, for those who played Doom in order). - Where the hell is the red key? As a whole, I'm enjoying the experience. My most important addition is: all the maps so far seem more like single maps with touches of Doom 1 and Doom 2 than maps that seek to combine Doom 1 and Doom 2. Remember to play the original maps several times, study the style of each mapper of the first games. I think it's great that new ideas are implemented, but be very careful not to let them overshadow the main purpose of the project: uniting maps that already exist and that players are already familiar with. 1 Share this post Link to post
Cutman Posted November 23, 2023 MAP09 has some safe areas on top of nukage. The sectors shown in the first screenshot. The second screenshot shows a HOM when running in dsda. 3 Share this post Link to post
SpaceCat_2001 Posted November 24, 2023 9 hours ago, The Royal We said: Here's the feedback, with text and video, on the first three maps: Map 01: Clearence Zone, by @Johnny Cruelty Reveal hidden contents - It was the second map I liked best, after the third. I thought it was more beautiful and well done than I thought it would be. This beauty, however, sometimes seems out of context with the original maps (which are EXTREMELY iconic, and should therefore be referenced more and studied more). - The lack of a shotgun for practically the entire map made the gameplay a little tedious at times. Remember that on Ultraviolence difficulty in Doom 1, you can pick up the shotgun in the first room after killing the zombies. - This criticism applies to all three maps, but it's worth highlighting both the first and second: the maps are very, very confusing. The first, in particular, is the map that opens the game, and just like the originals, it needs to be much clearer for the player to find their way around. - This criticism also applies to the other maps, but it deserves to be emphasised here: at many points I felt like I was playing a good map, but one that isn't based on Doom 1 and Doom 2. It feels more like its own map with a few references to the original ones than a real union of the two maps. - The difficulty is well balanced. - SUGGESTION: the first map of Doom 1 was made by John Romero with the idea of showing all the visual features of the game right away: different levels of light and height, doors, floors and ceilings with different textures, and MOST IMPORTANTLY: an outdoor area that unites the entire map and that the player can see and access. I'd think about how to implement that in this map too. Map 02: Sewage Treatment, by @Johnny Cruelty Reveal hidden contents - I apologise in advance, but of the three maps so far, this is the only one I can say I didn't like. I feel it's a very confusing map (especially because of the excessive use of different textures). A huge labyrinth. It's true that the original maps are large, but they make excellent loops, so that the player doesn't feel lost, and I think that this striking feature has been lost in this union. - The difficulty is well balanced. - If you want to stay true to the original maps, no more than one backpack per level. Please. - Here's an important question: where's the super shotgun? Isn't it on the map to make the shareware version more in line with Doom 1? Is it hidden? If so, take it out of the secret, please. It's one of Doom 2's most iconic moments. If you don't want to use the Super Shotgun, create an emblematic moment inspired by the original map, even if the player receives another weapon, I don't know. - Unfortunately, I don't have much to say about this particular map. My suggestion is that you play and replay the original maps again, that you study them with love and affection, and that you think hard about a more intuitive looping for the player. If I hadn't been involved with the project, I might have stopped playing megawad here. I don't know if it's a map that should be remade from scratch, but in any case, it's the only map that I feel needs lots and lots of changes. Map 03: Corrections Facilty, by @Johnny Cruelty and @SpaceCat_2001 Hide contents - My favorite so far. Very well balanced, with excellent references to the original maps. - Just like the other two maps, it is quite confusing. I would try to make it a little less confusing. However, we are already talking about the third map, and the lack of linearity is already more acceptable at this point. - I think the introduction of the Chaingunners needs to be more emblematic. This is the first time they appear in Doom 2 (and therefore in our lives, for those who played Doom in order). - Where the hell is the red key? As a whole, I'm enjoying the experience. My most important addition is: all the maps so far seem more like single maps with touches of Doom 1 and Doom 2 than maps that seek to combine Doom 1 and Doom 2. Remember to play the original maps several times, study the style of each mapper of the first games. I think it's great that new ideas are implemented, but be very careful not to let them overshadow the main purpose of the project: uniting maps that already exist and that players are already familiar with. I do think that i need to overhaul Map03, its just theres not a lot you can do, when original MAP03 have like 3 rooms, and E1M3 is massive, the red key was near yellow one, in small room with chaingunners, overall quirkiness of Johnnys ideas, is what map kinda of confusing 1 Share this post Link to post
Johnny Cruelty Posted November 24, 2023 1 minute ago, SpaceCat_2001 said: I do think that i need to overhaul Map03, its just theres not a lot you can do, when original MAP03 have like 3 rooms, and E1M3 is massive, the red key was near yellow one, in small room with chaingunners, overall quirkiness of Johnnys ideas, is what map kinda of confusing You can add more stuff sure 0 Share this post Link to post
The Royal We Posted November 24, 2023 8 hours ago, Johnny Cruelty said: You can add more stuff sure For God's sake, don't add more stuff. If the first three maps need anything, it's more simplicity. 1 Share this post Link to post
URROVA Posted November 24, 2023 Here is a WIP of the E3M8/MAP30 midi: WIP MAP30_E3M8.zip The blank space between the 2 parts is not permanent, it will be filled with another section that connects these parts 2 Share this post Link to post
Johnny Cruelty Posted November 24, 2023 1 hour ago, URROVA said: Here is a WIP of the E3M8/MAP30 midi: WIP MAP30_E3M8.zip The blank space between the 2 parts is not permanent, it will be filled with another section that connects these parts kickass 1 Share this post Link to post
GermanPeter Posted November 24, 2023 Man, I feel pretty underdressed with my map compared to everyone else's maps, because they all look amazing and I made mine look like garbage on purpose lol Like, you go from bombshell to bombshell to bombshell to "Who the hell gave Sandy access to Doom Builder?" I'm not upset in the slightest, but woof, that's gonna be a big tonal shift. 1 Share this post Link to post
DoomGappy Posted November 24, 2023 (edited) 5 minutes ago, GermanPeter said: Man, I feel pretty underdressed with my map compared to everyone else's maps, because they all look amazing and I made mine look like garbage on purpose lol Like, you go from bombshell to bombshell to bombshell to "Who the hell gave Sandy access to Doom Builder?" I'm not upset in the slightest, but woof, that's gonna be a big tonal shift. If it makes you feel better, I would absolutely love if anybody ever gave Sandy a copy of Doombuilder. Sandy, if you're reading this, please come back and do just one more episode for us, please. Happy you seem to have enjoyed the maps, though. Edited November 24, 2023 by DoomGappy 2 Share this post Link to post
DankMetal Posted November 24, 2023 24 minutes ago, GermanPeter said: Man, I feel pretty underdressed with my map compared to everyone else's maps, because they all look amazing and I made mine look like garbage on purpose lol Like, you go from bombshell to bombshell to bombshell to "Who the hell gave Sandy access to Doom Builder?" I'm not upset in the slightest, but woof, that's gonna be a big tonal shift. But you achieved something that no one here seemed to achieve: your map actually looks like something out of the official Iwads. You actually studied the "Sandy style" to make your map, and i appreciate it for that. I don't know if the rest would see your level from that perspective, but at least for me, a huge Sandy fan, this is a good homage. 6 Share this post Link to post
GermanPeter Posted November 25, 2023 15 minutes ago, DankMetal said: But you achieved something that no one here seemed to achieve: your map actually looks like something out of the official Iwads. You actually studied the "Sandy style" to make your map, and i appreciate it for that. I don't know if the rest would see your level from that perspective, but at least for me, a huge Sandy fan, this is a good homage. Yeah, I basically asked myself: "How can I make this look as barebones as possible?" :P Even sanded off a lot of the edges here and to make it even more angular. Was really painful too, because I designed something that looked really nice, but then I went "Oh wait, you have to make this look worse" and had to get rid of a lof details. 2 Share this post Link to post
DoomGappy Posted November 25, 2023 (edited) Shareware v1.0 is here. Changelog Spoiler v0.2 - Maps01-10 (except for map05) - All songs that have been finished until the present date - UMAPINFO specifying some info for levels and other things - Old titlepic for internal versions v0.3 - Updated all the maps with the last version available on Drive folder. v0.4 - Minor alignment and tagging problems in Map01 and Map02 - Portal fixes in Map06 v0.5 - Map03 line teleporter fixed - Spacecat's map06 fixed - Fixed map03's song and added map06 music parameter v1.0 - Renamed songs to original Doom2's IWAD patches to simplify WAD building. - Updated versions of map01 and map02 with some retexturing. Known bugs None yet. Edited November 25, 2023 by DoomGappy 2 Share this post Link to post
Cutman Posted November 25, 2023 8 minutes ago, GermanPeter said: Yeah, I basically asked myself: "How can I make this look as barebones as possible?" :P Even sanded off a lot of the edges here and to make it even more angular. Was really painful too, because I designed something that looked really nice, but then I went "Oh wait, you have to make this look worse" and had to get rid of a lof details. I sort of went for the same approach, but as I was making it I saw what people were making and shifted to detailing a bit more. I could do a lot better for sure, but I wanted my contributions to feel vanilla. Hopefully they still do a bit. It's fine honestly, community projects being more grab baggy and mixed makes them more interesting to discuss. 4 Share this post Link to post
Johnny Cruelty Posted November 25, 2023 3 hours ago, DoomGappy said: Shareware v1.0 is here. Changelog Reveal hidden contents v0.2 - Maps01-10 (except for map05) - All songs that have been finished until the present date - UMAPINFO specifying some info for levels and other things - Old titlepic for internal versions v0.3 - Updated all the maps with the last version available on Drive folder. v0.4 - Minor alignment and tagging problems in Map01 and Map02 - Portal fixes in Map06 v0.5 - Map03 line teleporter fixed - Spacecat's map06 fixed - Fixed map03's song and added map06 music parameter v1.0 - Renamed songs to original Doom2's IWAD patches to simplify WAD building. - Updated versions of map01 and map02 with some retexturing. Known bugs None yet. link is broken 0 Share this post Link to post
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