Johnny Cruelty Posted October 29, 2023 11 minutes ago, DankMetal said: Okay, i'm making map 18 now and i wanted to share some of my thoughs It has been hard for me to implement details from tower of babel into courtyard, but i had some ideas, especially with this "shootable dead baron wall" idea that @Johnny Crueltygave to me (something that the original courtyard didn't really used outside of 2 very specific situations). And obviously, the main event, the real deal; something that everyone loved about the original map 18 was the pure chaos that ensured on the courtyard itself, and now with an extra cyberdemon in there it became more chaotic and fun to deal, something like a mosh pit in a metal concert. I'm planning on adding some references to the jaguar version of tower of babel (it has the same name and place on the map order, but it's not the same level) for various reasons: 1-i'm one of those guys who actually likes the atari jaguar port 2- i don't have more ideas 3- no one can stop me!!!!1!111 Thanks to anyone who readed this whole rambling about a silly doom level i'm working on. what if there was THREE cyberdemons afterall, a wise man once said "one is not enough, two is too low, it's THREE DOG!!!" 0 Share this post Link to post
The Royal We Posted October 29, 2023 (edited) 38 minutes ago, Johnny Cruelty said: I found this secret spaceship zone with the red key, with this metal hallway with a button that doesn't do anything So. This is a secret that hasn't been finalized yet and it's special because Spoiler the secret spaceship takes you to the E2L1 map of Duke Nukem 3D recreated with the textures of Doom 1 and 2 (a kind of Easter Egg since we're working with the E2M1 map. Metalanguage within metalanguage). Having said that, I would suggest that this is area could lead to a secret map, as it is a difficult secret to access. If you don't like the idea, I'll just leave some nice items for the player in the area and that's it. Edited October 29, 2023 by The Royal We 3 Share this post Link to post
DankMetal Posted October 29, 2023 2 minutes ago, Johnny Cruelty said: what if there was THREE cyberdemons afterall, a wise man once said "one is not enough, two is too low, it's THREE DOG!!!" Hell nah, this is not a cyberden sir. But seriously, i will consider on adding at least ONE more cyberdemon just in case... 1 Share this post Link to post
Johnny Cruelty Posted October 29, 2023 1 minute ago, The Royal We said: So. This is a secret that hasn't been finalized yet and it's special because Hide contents the secret spaceship takes you to the E2L1 map of Duke Nukem 3D recreated with the textures of Doom 1 and 2 (a kind of Easter Egg since we're working with the E2M1 map. Metalanguage within metalanguage). Having said that, I would suggest that this is area could lead to a secret map, as it is a difficult secret to access. If you don't like the idea, I'll just leave some nice items for the player in the area and that's it. heh, you know I love this idea... do it (also maybe to replicate the ship flying around the space station, you could use a enemy on a conveyer belt outside) 1 Share this post Link to post
Johnny Cruelty Posted October 29, 2023 2 minutes ago, DankMetal said: Hell nah, this is not a cyberden sir. But seriously, i will consider on adding at least ONE more cyberdemon just in case... well I think 3 would make a good challenge since you encounter some before map18 to make it a big level threat but if you wanna settle with two, go ahead 0 Share this post Link to post
Johnny Cruelty Posted October 29, 2023 5 minutes ago, DankMetal said: Hell nah, this is not a cyberden sir. But seriously, i will consider on adding at least ONE more cyberdemon just in case... I thought've 3 or more since map18 had a bfg 9000 in it, so maybe it'd be a fair fight if there is a lot of ammo but how are you gonna make Amalgoom map18? is it just gonna be rocket dualing or much more? 0 Share this post Link to post
Cutman Posted October 29, 2023 (edited) @GermanPeter Just played yours, great map! This is what I'm here for, mashups where I every corner is a remixed reference and I got em all. I honestly don't have anything bad to say. Some texture alignments could be cleaned up here and there but that's about it. Edited October 29, 2023 by Cutman 2 Share this post Link to post
DankMetal Posted October 29, 2023 7 minutes ago, Johnny Cruelty said: I thought've 3 or more since map18 had a bfg 9000 in it, so maybe it'd be a fair fight if there is a lot of ammo but how are you gonna make Amalgoom map18? is it just gonna be rocket dualing or much more? I will put other weapons as well, using the rocket launcher can be fun... for like 2 minutes, and only if you're in an open area. 1 Share this post Link to post
GermanPeter Posted October 29, 2023 Where's the Google Drive link? That should be on the main page, btw. 1 Share this post Link to post
Johnny Cruelty Posted October 29, 2023 1 minute ago, GermanPeter said: Where's the Google Drive link? That should be on the main page, btw. https://drive.google.com/drive/folders/1hnlaJNVa270ASqEY7TVFRNdgvV_oQ63p 0 Share this post Link to post
DoomGappy Posted October 29, 2023 2 minutes ago, Johnny Cruelty said: https://drive.google.com/drive/folders/1hnlaJNVa270ASqEY7TVFRNdgvV_oQ63p You should update it on the Opening post, it would be easier to find. 1 Share this post Link to post
Cutman Posted October 29, 2023 (edited) @DoomGappy @The Royal We And finally finished this one. Feels like the hardest one so far with its puzzle box traps. The blue key fight can be cheesed if you tip toe into the room. With voodoo dolls I imagine it would be easy to fix this, though you may want to leave it if you want players to be able to cut down this fight piece by piece. Personally I prefer just jumping in with the plasma. However I think there may be one too many chaingunners waiting for you outside, picking them off before you can platform to the key is a pain. Some missing textures here, and the door texture is too tall (see screenshot). The double pain elemental trap is a bit mean, I would maybe allow the player to escape back or drop some health in there as they're about to face: WAY too many shotgunners! I actually don't mind this too much but the ones on the ledge tend to take their time teleporting in which is a bit of a slog. You may want to reexamine their teleport closet. It seems you can't return after reaching the exit area. I would make it so you can so you can try to hunt down all the secrets. Also in co-op you might get stuck here, though I'm not sure if we're testing for co-op. The Computer Area Map reveals some random lines when you first get and look at it. Spoiler Edited October 29, 2023 by Cutman 1 Share this post Link to post
GermanPeter Posted October 29, 2023 4 minutes ago, Johnny Cruelty said: https://drive.google.com/drive/folders/1hnlaJNVa270ASqEY7TVFRNdgvV_oQ63p Uploaded! 1 Share this post Link to post
Cutman Posted October 29, 2023 @DankMetal would you be willing to share one of your newly obtained map slots? I know you're just starting but either one would be fine. If not no worries. 1 Share this post Link to post
DankMetal Posted October 29, 2023 9 minutes ago, Cutman said: @DankMetal would you be willing to share one of your newly obtained map slots? I know you're just starting but either one would be fine. If not no worries. Yes, i think that map 8 is perfect for this, given by the nature of the level being "rooms with silly gimmicks". I was planning on making a lobby similar to the one present in Tricks n' Traps, but with only 5 rooms instead of 8, and try to make the map look vaguely like a star, just like e1m8. I want to make the final arena of this level, taking that iconic room with the barons and the cyberdemon and transform it into an epic showdown against both enemies, but you can take any other room if you want. Once i have the lobby done i will share it to you, to make things easier and organized. 1 Share this post Link to post
Cutman Posted October 29, 2023 2 minutes ago, DankMetal said: Yes, i think that map 8 is perfect for this, given by the nature of the level being "rooms with silly gimmicks". I was planning on making a lobby similar to the one present in Tricks n' Traps, but with only 5 rooms instead of 8, and try to make the map look vaguely like a star, just like e1m8. Oh right you mean a collaboration, I was thinking just taking the slot off you. But I guess I could do that too if you want :) That star thing is almost exactly what I had in mind also for that map too, heh. 1 Share this post Link to post
DankMetal Posted October 29, 2023 8 minutes ago, Cutman said: Oh right you mean a collaboration, I was thinking just taking the slot off you. But I guess I could do that too if you want :) That star thing is almost exactly what I had in mind also for that map too, heh. Shit, sorry for misunderstanding your comment, but if you're fine with it, then i think it's alright 1 Share this post Link to post
Johnny Cruelty Posted October 29, 2023 4 minutes ago, DankMetal said: Shit, sorry for misunderstanding your comment, but if you're fine with it, then i think it's alright love how both y'all got accidentally got yourselves into a co mapping agreement, I'll mark you @Cutman as a co mapper in tje slots 0 Share this post Link to post
Cutman Posted October 29, 2023 Sure, just send me a ping when you have something for me to finish or add to with instructions on what you want me to do. 1 Share this post Link to post
DoomGappy Posted October 29, 2023 (edited) 2 hours ago, Cutman said: @DoomGappy @The Royal We And finally finished this one. Feels like the hardest one so far with its puzzle box traps. The blue key fight can be cheesed if you tip toe into the room. With voodoo dolls I imagine it would be easy to fix this, though you may want to leave it if you want players to be able to cut down this fight piece by piece. Personally I prefer just jumping in with the plasma. However I think there may be one too many chaingunners waiting for you outside, picking them off before you can platform to the key is a pain. Some missing textures here, and the door texture is too tall (see screenshot). The double pain elemental trap is a bit mean, I would maybe allow the player to escape back or drop some health in there as they're about to face: WAY too many shotgunners! I actually don't mind this too much but the ones on the ledge tend to take their time teleporting in which is a bit of a slog. You may want to reexamine their teleport closet. It seems you can't return after reaching the exit area. I would make it so you can so you can try to hunt down all the secrets. Also in co-op you might get stuck here, though I'm not sure if we're testing for co-op. The Computer Area Map reveals some random lines when you first get and look at it. Hide contents Alright, so I'm going bit by bit here, and this is for all future testers of the map too. 1 - Getting the blue key can be much easier. You just need to pay attention to the details. 2 - Fixed the door height and missing texture. 3 - The last area is meant to be tackled with the invuln. It shouldn't be hard to figure how to get it. We made it this way because we felt like in the original map 11, the invulnerability in the secret was kinda useless, because you have to rush to get the rocket launcher after that, and by that time it's already over. Thus, we made that enormous number of shotgunners repopulate the main area. I'll recheck the closets, but I think they take a long time because they teleport to small areas. We could spread them around a bit more. 4 - We'll fix the no returning after reaching the end area. I don't like to lock the player from moving forward or back from an area either. 5 - I'll take a look at the automap mode for this. Thanks for playing and thanks for the feedback! Edited October 29, 2023 by DoomGappy 1 Share this post Link to post
The Royal We Posted October 30, 2023 (edited) 2 hours ago, DoomGappy said: Alright, so I'm going bit by bit here, and this is for all future testers of the map too. 1 - Getting the blue key can be much easier. You just need to pay attention to the details. 2 - Fixed the door height and missing texture. 3 - The last area is meant to be tackled with the invuln. It shouldn't be hard to figure how to get it. We made it this way because we felt like in the original map 11, the invulnerability in the secret was kinda useless, because you have to rush to get the rocket launcher after that, and by that time it's already over. Thus, we made that enormous number of shotgunners repopulate the main area. I'll recheck the closets, but I think they take a long time because they teleport to small areas. We could spread them around a bit more. 4 - We'll fix the no returning after reaching the end area. I don't like to lock the player from moving forward or back from an area either. 5 - I'll take a look at the automap mode for this. Thanks for playing and thanks for the feedback! A few addendums: 1 - “much easier” 👹 (If there's a little angel and a little devil on @DoomGappy’s shoulders, I'm the devil. Or demon). 2 - This was the last part implemented on the map, so it is, as the poet would say, “FUCKING RAW”. 3 - This part is also in the testing phase. That's why your feedback is so important. Thank you, @Cutman! 4 - It's already on the to-do list, it just hasn't been done yet for lack of time (as simple as it is). 5 - That’s a bummer, man. That’s a bummer. I repeat my friend's words: thank you all for your feedback. It means a lot to us! Edited October 30, 2023 by The Royal We 1 Share this post Link to post
PinkKittyRose Posted October 30, 2023 Got some more solid chunks of work in on the map this week. At this point everything other than a couple of the "Chasm" rooms has been fully detailed and I got some of the more complicated functionality done. Getting pretty close to finally being able to work on combat and whatnot and hey, the map has an exit at last. Have probably maybe gone a little over-board in some aspects, but I am liking how it is all turning out... Screenshots include a teaser of a precarious obstacle that is very in-line with Chasm's general motif that should prove interesting to have some combat occurring around. One of the screenshots is also a room I showed a WIP earlier now post detailing and whatnot. More WIP screenshots ahoy: Spoiler 3 Share this post Link to post
Johnny Cruelty Posted October 30, 2023 3 minutes ago, PinkKittyRose said: Got some more solid chunks of work in on the map this week. At this point everything other than a couple of the "Chasm" rooms has been fully detailed and I got some of the more complicated functionality done. Getting pretty close to finally being able to work on combat and whatnot and hey, the map has an exit at last. Have probably maybe gone a little over-board in some aspects, but I am liking how it is all turning out... Screenshots include a teaser of a precarious obstacle that is very in-line with Chasm's general motif that should prove interesting to have some combat occurring around. One of the screenshots is also a room I showed a WIP earlier now post detailing and whatnot. More WIP screenshots ahoy: Hide contents damn I cannot wait to play this when it's out 0 Share this post Link to post
DoomGappy Posted October 30, 2023 (edited) 38 minutes ago, PinkKittyRose said: Got some more solid chunks of work in on the map this week. At this point everything other than a couple of the "Chasm" rooms has been fully detailed and I got some of the more complicated functionality done. Getting pretty close to finally being able to work on combat and whatnot and hey, the map has an exit at last. Have probably maybe gone a little over-board in some aspects, but I am liking how it is all turning out... Screenshots include a teaser of a precarious obstacle that is very in-line with Chasm's general motif that should prove interesting to have some combat occurring around. One of the screenshots is also a room I showed a WIP earlier now post detailing and whatnot. More WIP screenshots ahoy: Reveal hidden contents This looks incredible. Love the chasm. Edited October 30, 2023 by DoomGappy 1 Share this post Link to post
Johnny Cruelty Posted October 30, 2023 @SpaceCat_2001 @DoomGappy @DankMetal say, can we try and get this on the next wadazine? 0 Share this post Link to post
DoomGappy Posted October 30, 2023 5 minutes ago, Johnny Cruelty said: @SpaceCat_2001 @DoomGappy @DankMetal say, can we try and get this on the next wadazine? What do you mean by that? Get an article published, or the mapset available until the next edition? 1 Share this post Link to post
Johnny Cruelty Posted October 30, 2023 2 minutes ago, DoomGappy said: What do you mean by that? Get an article published, or the mapset available until the next edition? yeah get an article published so we get more popularity 0 Share this post Link to post
DoomGappy Posted October 30, 2023 Well, we could try for sure. I could try to write up an article and send it there for review and approval. I still am not super familiar with how it works, only recently have I discovered It. 1 Share this post Link to post
Johnny Cruelty Posted October 30, 2023 Just now, DoomGappy said: Well, we could try for sure. I could try to write up an article and send it there for review and approval. I still am not super familiar with how it works, only recently have I discovered It. well maybe study articles and stuff for inspiration 0 Share this post Link to post
SpaceCat_2001 Posted October 30, 2023 (edited) 15 hours ago, Cutman said: @SpaceCat_2001 I liked it, I enjoy the tense start. MAP10 is my favourite map in Doom2 so I recognized the influences. Not so much the E1M10 ones but only because I've never played that map. Here's a few bugs and nitpicks: Playing with the elevator switches near the start can do... well, this (see screenshot 1). This slow raising door is weird. Not sure if a bug or intended as a timed door? Either way there are nicer ways to do this, but letting the player in there a few seconds early surely isn't going to harm anything (2). Not sure why this door locks behind you and makes you run all the way around again after getting the blue key (3). Cacos can get up here which looks a bit weird (4). This Arachno got stuck after infighting. It may be best to put monster blocking lines around some of these to stop this from happening (5). The sudden raising platforms still damage you if you manage to ride them up. The lowered exit platform also damages you. There's a missing texture here, maybe more (5). Also I think all the damaging liquids hurt you too much in this map, especially when this is your first run through and you're trying to figure out where to go. Maybe knock them down to the weaker version. Floating medikits (6). Hide contents Reveal hidden contents Reveal hidden contents Reveal hidden contents Reveal hidden contents Hide contents Hide contents Thanks a lot for playtesting, @Cutman! About the Inluences, there's a small issue with E1M10... It's shitty, basic, confusing and very obscure, so It was hard to merge maps due to Sewers having no interesting landmarks. I don't know how did you achieve breaking the first lift like that, I would need to look at the map, maybe I fucked up the tags Yeah this is a timed door, I just wanted the player to fight off the ambush and then go to the cyberdemon room. I made floors hurt so much in big room so the player won't try to go into the darkness without the suit(by the way did you find it? If not I will change it's location to a more obvious one) about other damaging floors around the map, I will lower their damage. I will fix raising platforms having floor damage after the activation. I made an outdoor yellow door one-sided, first: so the player won't try to run away back into the outdoors, second so the player will backtrack into gray cement room, to fight with cacos and imps. And I will fix cacos getting into the ambient architecture and add block monsters property to sectors with arachnos. And finally did you understand the monitor in the light glowing room meant that exit has opened In the main big room? I just want to know how well it translates the point of exit being open to the player Edited October 30, 2023 by SpaceCat_2001 0 Share this post Link to post
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