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


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Yes that could be awesome, i don't know any doom musician who is making song commisions at this moment so that would be cool, but in what topic are you gonna post it?

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This looks cursed as hell

Keep me posted. I wanna see this done

Also, Peter is here? Didnt know he played doom


Its cool

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17 minutes ago, Flytrap said:

This looks cursed as hell

Keep me posted. I wanna see this done

Also, Peter is here? Didnt know he played doom


Its cool

He made a video defending the city levels, and the german quirks of both doom 2 and 3

I think he know a little about doom, just a tiny bit

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2 hours ago, DankMetal said:

Yes that could be awesome, i don't know any doom musician who is making song commisions at this moment so that would be cool, but in what topic are you gonna post it?

Idk, what would you recommend?

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13 minutes ago, Johnny Cruelty said:

Idk, what would you recommend?

Maybe on wad discussion? You can share my song in that post so people can trust on you, there have been some interesting posts recently where people promise the most groundbreaking ideas and at the end of the post says "i need a whole team to make all of the work for me" without showing anything to trust them.

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3 hours ago, DankMetal said:

 

Maybe on wad discussion? You can share my song in that post so people can trust on you, there have been some interesting posts recently where people promise the most groundbreaking ideas and at the end of the post says "i need a whole team to make all of the work for me" without showing anything to trust them.

That thread was the most wild thing I've seen here

Edited by SpaceCat_2001

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6 minutes ago, SpaceCat_2001 said:

Its a beta version of the map, its only 60% finished, and there is no exit switch. But guys, i want your opinion about the gameplay. And should i place SSG earlier?

SpaceCat_2001Map10BEYTAH.rar

uhh dude I think you accidentally made player 1 start a voodoo doll

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26 minutes ago, SpaceCat_2001 said:

@Johnny Cruelty fixed it, now its instead of the old link

 

it's neat so far, but I reccomend to fix on of the key doors on the outside and maybe connect the lower floor of the cyberdemon cabin as a room or something for extra non linear-ety

 

but I love the amount of detail, it works!

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Almost done, just testing and tweaking now (E4M9 and MAP20 for reference). Didn't know what to do with the sky yet so I used the Doom one.

 

 

Spoiler

ettu1.jpg

 

 

Spoiler

ettu2.jpg

 

 

Spoiler

ettu3.jpg

 

 

Spoiler

ettu6.jpg

 

Edited by Cutman

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11 minutes ago, Cutman said:

Almost done, just testing and tweaking now (E4M9 and MAP20 for reference). Didn't know what to do with the sky yet so I used the Doom one.

 

 

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ettu1.jpg

 

 

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ettu2.jpg

 

 

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ettu3.jpg

 

 

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ettu6.jpg

 

this looks beautiful... keepitup!

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10 hours ago, SpaceCat_2001 said:

Its a beta version of the map, its only 60% finished, and there is no exit switch. But guys, i want your opinion about the gameplay. And should i place SSG earlier?

SpaceCat_2001Map10BEYTAH.rar (New fixed one)

 

I was going to try this but the file is triggering my Windows defender. Maybe upload the raw wad instead?

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@SpaceCat_2001 M'kay, I done a portion of Map03, now it's your turn... whenever you feel like it, also the bridge that rises up to "The Gantlet" area isn't coded in, so I guess you gotta make up a room that activates it...

 

but I did fully do the gantlet room though

also feel free to tweak, change, or add anything new

 

here

https://www.mediafire.com/file/9bmzgofvh5ownht/MAP03.wad/file

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6 minutes ago, Johnny Cruelty said:

@DankMetal refinery district is still done right? or does it need tweaking?

It's finished, but if someone finds a bug or some weird behaviour, i'm willing to fix it.

Probably gonna add 8 player deathmatch support in the near future

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2 minutes ago, DankMetal said:

It's finished, but if someone finds a bug or some weird behaviour, i'm willing to fix it.

Probably gonna add 8 player deathmatch support in the near future

nice, if that's the case, I'll mark your map as "Complete"

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2 hours ago, Johnny Cruelty said:

@SpaceCat_2001 M'kay, I done a portion of Map03, now it's your turn... whenever you feel like it, also the bridge that rises up to "The Gantlet" area isn't coded in, so I guess you gotta make up a room that activates it...

 

but I did fully do the gantlet room though

also feel free to tweak, change, or add anything new

 

here

https://www.mediafire.com/file/9bmzgofvh5ownht/MAP03.wad/file

@SpaceCat_2001 did you see this?

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Hey @Johnny Cruelty, i've seen other people's community projects and when they need music (mostly when all maps had been  completed) they just write in the title (MUSICIANS WANTED!). You should absolutely do that, along with a list with song slots and making a "Submition format" for this. Something like this would be good for this project:

Spoiler
  • Song title: title of your Beautiful song
  • Replaces: name of the song you intend to replace (example: D_RUNNIN/ Running from evil)

[Write a description of your song, is it a remix? A mashup? Which songs are you combining? Etc.]

[File; must be a .zip/ .rar]

Also, i've taken the time to make a submition format for maps, just to make things a bit more organized:

Spoiler
  • Map name:[...]
  • Author/s:[...]
  • Map slot:[...]
  • Umapinfo implemented: Yes/ No
  • Custom midi: [midi name and author; MUST BE IN LINE WITH THIS PROJECT'S GIMMICK]/ no
  • Difficulty settings: yes/ no
  • Multiplayer: yes/ no
  • Deathmatch: yes/ no
  • Tested in: [ports which you've used to playtest your level]

[A little description of your map]

[File]

 

Edited by DankMetal

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@Johnny Cruelty, here's my report - general layout for MAP04 is done (screenshot is under the spoiler), now I need to paint the walls, deck the halls, place the monsters etc.

 

Also, some "developer's thoughts" about this map building.

 

I think, it has more "Command Control" vibes. "The Focus" was a pretty small and straight-forward map, while "Command Control" was more on an "exploratory" side (plus, it was one of my favourite levels in DOOM 1 when I was a kid), so I decided to create a large "mazy" map with intertwined corridors and passages, where the player can roam freely (well, almost freely) and collect 3 keys to open the door to the exit teleporter.

 

Spoiler

54873346_Amalgoom_Checkpoint_generallayout.jpg.7f3e4c9b99a48b6ae08567c4f9d7bd47.jpg

 

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23 minutes ago, Track Federal said:

I made a custom statusbar for this project, what do you think people?
 

  Hide contents

doom48.png.20053ffe43f40286a62e6e6e27e8616b.pngdoom47.png.b196707f838d1150b310fe0f1d1d3fa7.png

 

It looks kinda of strange tbh, and you should make background behind doomguys face darker, so hes super sexy handsome face will standout

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I don't understand what you find strange, the idea was that this statusbar is from the original gray wall texture with a dark stripe, so it looks like the original statusbar but at the same time different. Also i made a few changes

Spoiler

doom49.png.2c7990377b4a695898617fb09d657d91.png

 

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24 minutes ago, Track Federal said:

I don't understand what you find strange, the idea was that this statusbar is from the original gray wall texture with a dark stripe, so it looks like the original statusbar but at the same time different. Also i made a few changes

  Hide contents

doom49.png.2c7990377b4a695898617fb09d657d91.png

 

You know what, this strangeness is actually good for the status bar, because premise of the wad is cursed anyway, it perfectly fits

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14 hours ago, DankMetal said:

It's finished, but if someone finds a bug or some weird behaviour, i'm willing to fix it.

Probably gonna add 8 player deathmatch support in the near future

ok I will write this in this project's title

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7 hours ago, EagerBeaver said:

@Johnny Cruelty, here's my report - general layout for MAP04 is done (screenshot is under the spoiler), now I need to paint the walls, deck the halls, place the monsters etc.

 

Also, some "developer's thoughts" about this map building.

 

I think, it has more "Command Control" vibes. "The Focus" was a pretty small and straight-forward map, while "Command Control" was more on an "exploratory" side (plus, it was one of my favourite levels in DOOM 1 when I was a kid), so I decided to create a large "mazy" map with intertwined corridors and passages, where the player can roam freely (well, almost freely) and collect 3 keys to open the door to the exit teleporter.

 

  Hide contents

54873346_Amalgoom_Checkpoint_generallayout.jpg.7f3e4c9b99a48b6ae08567c4f9d7bd47.jpg

 

ooh looks very mazy, I like it!

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