NeilForshaw Posted November 22, 2023 (edited) Whoops. Forgot to submit to this as well as the Discord. Here is for here. Whoops 2...... forgot to link the actual wad :| WAD Download souls_journeys_end.wad Map Name: Soul's Journey's End Author: Neil Forshaw Music: Soul's Journey's End - Neil Forshaw Episode [1,2,3]: 2 or 3 Difficulty Settings: Yes Comments: When your soul cannot take any more of the eternal torture of Hell, there's one last remote outpost where you can end your torment and let your soul embrace the calm silent oblivion forever. Wish I had more time to detail/light it but then again it is in keeping with Doom 1 An ode to E3M6 with heavy use of the plasma rifle for quick demon murder. Screenshots: Spoiler Edited November 24, 2023 by NeilForshaw Forgot to add link to WAD 8 Quote Share this post Link to post
FEDEX Posted November 23, 2023 (edited) @NeilForshaw i think you forgot to submit the dl link to your map .. (Edit: the 2nd screenshot looks really interesting) Edited November 23, 2023 by FEDEX 0 Quote Share this post Link to post
NeilForshaw Posted November 24, 2023 20 hours ago, FEDEX said: @NeilForshaw i think you forgot to submit the dl link to your map .. (Edit: the 2nd screenshot looks really interesting) Whoops. Thanks for pointing that out. I've edited the original post to include it. :) 0 Quote Share this post Link to post
Clippy Posted November 24, 2023 Hey guys don't mind me I'm just stopping by because I happened to meet up with death bear and man with gun last night This looks like a promising set of maps I had fun very nostalgic stuff good times good luck with your project guys 10 Quote Share this post Link to post
Death Bear Posted December 11, 2023 Happy Dirty Thirty, Doom! As promised, here's...well, something. This is beta 2. After we had some more playtesting (big thanks to @Scionox), there are definitely some more stuff that needs to be addressed, but here is a public beta for D-30. This is a SPLIT VERSION made for the target port of Crispy. So, it's split into three wads, and does not have an accompanying UMAPINFO or MAPINFO. Secret Exits are forced. THERE WILL BE A FULL VERSION containing 8 episodes (All 7 featured here, plus 4 more maps in a "Prologue" episode) that will utilize UMAPINFO and MAPINFO for more advanced ports so you can play it in one sitting, or if you'd rather play in DSDA or GZ. I will have this available soon. DOWNLOAD BETA 2 ZIP (Google Drive) THIS IS BETA! If you play this, know that this version is not 100% final. The map order is most likely final. Be sure to let me know as you play it and if you have any bug reports so I can not only address them, but credit you. MAPLIST (63 + 4 Total Maps!): Spoiler EPI1 Phobos Overrun E1M1 Chemical Circumstances ManWithGun E1M2 Chemical Storage BeachThunder E1M3 Nukage Nexus Muumi E1M4 Blast Terminal Lina E1M5 Martian Security BluePineapple72 E1M6 Storage Facility Tiramisu E1M7 Armoury Matt "Cannonball" Powell E1M8 Rotten Core DukeOfDoom E1M9 Swift Crater Facility Peccatum Mihzamiz EPI2 Deimos Corrupted E2M1 Ursine Anomaly Death Bear E2M2 Crate Distress Ludi and Mr. Freeze E2M3 Cratestrophic Failure Muumi E2M4 Infernal Bastard Machine LVENdead E2M5 Go Phish Matt "Cannonball" Powell E2M6 Trolltimber Spire Muumi E2M7 Vat-erinarian Centre Heich E2M8 Babel Rebuilt Late Night Person E2M9 Mistress of Forestry Lina EPI3 Infernal Whispers E3M1 War Toy myolden E3M2 On the Other Hand Late Night Person E3M3 Hot Reception ManWithGun E3M4 Neo Kasyrgan Fun-E Personn E3M5 The Yielding Morality Muumi E3M6 Lost Bastion DFF E3M7 Count's Labyrinth Scionox E3M8 Chill Winds NecrumWarrior E3M9 Forgotten Battlefield Scionox EPI4 Death March (E1 in 2nd Compilation) E4M1 Techbound ManWithGun E4M2 Command Central Silhouette 03 E4M3 Generix X-treme DX NiGHTS108 E4M4 Hazard Control Sesamia E4M5 Phobos Foyer Thelokk E4M6 Disposal N' Decimation Late Night Person E4M7 Computer Core Blexor E4M8 Drain Muumi E4M9 The Chapel NecrumWarrior EPI5 Anomaly Asylum (E2 in 2nd Compilation) E5M1 Asylum of Glowing Crosses Muumi E5M2 Quarantine Zone Steve88 E5M3 Untitled Cyberos Leopard E5M4 Deimos Outpost Somniac E5M5 Voltaire Quarry LoneAlpha2401 E5M6 Compact Facility Weird Sandwich E5M7 Soul's Journey's End Neil Forshaw E5M8 Point Sinister Blexor E5M9 Mountain Factory CBM EPI6 Fever Dream (E3 in 2nd Compilation) E6M1 Spawning Pools Scionox E6M2 Red Skull Rock Walter Confetti E6M3 Thy Tissue Masticated Chuckles_Troll E6M4 Prima Malebolgia Thelokk E6M5 The 666 Factor Late Night Person E6M6 Tomb of the Cursed Tiramisu E6M7 The Enmity Divine Muumi E6M8 Dis-carded Storage Scionox E6M9 Respawning Pools Scionox EPI7 Absurdity (Standalone Wad, Episode 2) E7M1 Arrival OverflowingMocha E7M2 Pineapples are Absurd NecrumWarrior E7M3 Nukage Surfer OverflowingMocha E7M4 Unassuming Techbase NecrumWarrior E7M5 Sweet Dreams of Pineapples and Cheese OverflowingMocha E7M6 Life the Universe and Everything NecrumWarrior E7M7 Terrorize and Command OverflowingMocha E7M8 Infinite Serenity for All Eternity NecrumWarrior E7M9 Rocket Overload OverflowingMocha Known Issues: There are some maps with some issues. Feel free to share anything you find, though. You never know if it's a previously unnoticed thing. I also know that two of the text screens need to be fixed. That's my bad. I know there are a few mappers here on the forum that aren't in the discord, so I will be sharing feedback from testers this week so you can attend. I'm sorry I haven't gotten it sooner, but it's been a crazy two weeks. I'll do right by y'all, so please everyone be patient while we try and finish this up the best that we can. I'm hopefully shooting in the next week or so to have RC1 ready to go, so if you can add fixes for your maps, please do so. If it's something minor and you'd rather me just do a quick fix, please let me know ASAP. 21 Quote Share this post Link to post
NeilForshaw Posted December 11, 2023 18 hours ago, Death Bear said: MAPLIST (63 + 4 Total Maps!): Wow good grief. Congrats everyone involved. :) 2 Quote Share this post Link to post
Walter confetti Posted December 12, 2023 Congrats on beta release, when i found a spot for fixing the health balancing in my map i'll do It. 3 Quote Share this post Link to post
BeachThunder Posted December 13, 2023 On 12/11/2023 at 4:06 PM, Death Bear said: Oh no...I just played my level (E1M2 Chemical Storage BeachThunder)...and I made a little boo boo. It is an extremely easy fix. Spoiler This backwards C sector should not be tagged as a secret...given that it's inaccessible... 1 Quote Share this post Link to post
Michael63 Posted December 13, 2023 Wow, it's nice to see that so many people are still doing so many oldschool maps for THE FIRST Doom! This looks like a pretty worthwhile job. @ManWithGun, the very first map really fits its slot good. It looks classic and non-standard at the same time. It's an interesting beginning. 3 Quote Share this post Link to post
Somniac Posted December 13, 2023 Hello, in light of my map ending up as E2M4 I decided to expand it a touch, as it was it felt a bit too small for the slot. I decided to change the MIDI and name too (there's a new WILV graphic in the wad) - Download 1 Quote Share this post Link to post
Walter confetti Posted December 13, 2023 Fixed the health issue in my map: redskrok-v3.zip Added a extra rad suit as well in the lava pits as well. 1 Quote Share this post Link to post
Somniac Posted December 14, 2023 Sorry, me again - the revised map I uploaded yesterday was a little buggy. This should be pretty much there, pending any feedback from playtesters. (tidied up the automap a bit, removed some 0-tag linedefs and put a bit of extra ammo around the map too) 0 Quote Share this post Link to post
DemoGorgonZola Posted December 18, 2023 Hi, I played the first compilation so far, plan on playing the rest soon. :) No really major issues and maps were generally fun and enjoyable, but some playtesting notes for Ep 1-3 below... Spoiler I played with pistol-starts on UV in GZDoom 4.5.0 (Doom (strict)): === E1M2 Chemical Storage BeachThunder - secret sector #95 unreachable, tagged accidentaly?E1M3 Nukage Nexus Muumi - exit leads to next normal, not secret level (were supposed to be forced) E1M4 Blast Terminal Lina - somewhat tight on ammo without secretsE1M5 Martian Security BluePineapple72 - outside area where secret sector #251 is unreachable - HOM, missing textures at the step of sector #250 - non-functioning telepad? (sector #50) - bonus health (thing #199) clipping though the floorE1M7 Armoury Matt "Cannonball" Powell - "no slaughter" rule... kekw (but doable and fun)E1M8 Rotten Core DukeOfDoom - secret sectors #130, #217 one after another, possibly one tagged by accident (#130 is the door sector)E1M9 Swift Crater Facility Peccatum Mihzamiz - played out of order last due to exit in E1M3; played though twice, first with the no-yellow-key exploit first, second "as intended" but with a broken monster closet - one closet (sectors #240-245) has tendency to break, not always though so maybe it's something I'm doing weirdly - door (sector #190) has markings indicating both red and yellow but opens with only red key, making portion of the map with yellow key skippable - do the sides of teleports in the zombiemen ambush room were supposed to be actual sky or just walls with sky textures 90s style? (might be artistic choice) - cool Romero sector art at the end :) === E2M2 Crate Distress Ludi and Mr. Freeze - sides of yellow door (doortracks, lines #340 & #342) are tagged as a red doorE2M9 Mistress of Forestry Lina - loled hard, good gimmick :)E2M7 Vat-erinarian Centre Heich - off-center floor flat on sector #274 (this is how this graphic looks like on default but the lack of symmetry in this corridor is jarring)E2M8 Babel Rebuilt Late Night Person - progres to yellow key room is not that obvious, maybe add a yellow marker in the back of computer - a few lost souls in the final area might be nice ;) === E3M3 Hot Reception ManWithGun - hard on UV, yes, other difs are implemented but dear god that's an oppressive map, especially when compared to other levels in the sets, like a "pocket slaughter" type than "mostly incidental combat no slaughter" suggestion; going for berserk is probably doable - had a few "almosts" - but feels like a bait or a mop-up solution for the lack of ammo; left the failed attempts in starting room in the vid to show how it went, same later on with invuln secret to yellow key room runs (this fight would've fared better if I didn't get crushed to single-digit hp earlier tough)E3M4 Neo Kasyrgan Fun-E Personn - evil eye partially stuck in wall (thing #384)E3M6 Lost Bastion DFF - exit leads to next normal, not secret level (were supposed to be forced) E3M7 Count's Labyrinth Scionox - kind of miserable on blind (switch hunt/facerocket, the level) but at least doable (even if I save-scummed a lot) - de Sade was a Marquis not a Count, petition to change a mapname wink-winkE3M8 Chill Winds NecrumWarrior - to a quote a classic, amount of lost souls is too damn high (but it is actually doable, so it's fine) - on the other hand, free "almost automatic" pacifist on co-op/solo-net... too easy? or maybe cybies on co-op are too big of a meme not to add? ;)E3M9 Forgotten Battlefield Scionox - played last due to lack of secret exit in E3M6 Playthrough vids below... 9 Quote Share this post Link to post
DemoGorgonZola Posted December 26, 2023 Episodes 4-7 finished... Playtesting notes: Spoiler EPI4 Death March (E1 in 2nd Compilation) - would be kinda funny if the episode was titled "Death March (of Death)" :) E4M9 The Chapel NecrumWarrior - room with soulsphere is unlocked from the inside with a random unmarked wall (supposed to be switch texture?)E4M5 Phobos Foyer Thelokk - small misaligned texture near shotgunners alcove (around lines 0, 291, 292) - missing texture at the stairs at lines #538, 571, 568, 565 - small misaligned texture near 5 corpses decorations (between lines 918, 919) - tight with ammo, I accidentally forgot to pistol start and still ended up with barely enoughE4M7 Computer Core Blexor - very pretty, very techbase, very long, very empty... might benefit from from braking the 200 monsters rule or maybe sprinkle it with Lost Souls (people will "love" me for this sugestion probably, lol) - 30 secrets (for the 30th), some grouped but oof... also the drawing is awesome, it should be a bit more accessible :) EPI5 Anomaly Asylum (E2 in 2nd Compilation)E5M1 Asylum of Glowing Crosses Muumi - berserk sitting in a natural hiding hole for punching... straight in the middle of a blockmap line, that's mean hehe E5M2 Quarantine Zone Steve88 - two rockets near plasma rifle partially in the walls (things #93, #567) - missing texture at lifts leading to armor bonuses (line #2241) and health bonuses (line #1398) - missing texture at the raising bridge for yellow key (line #3112) - not technically a mistake but the yellow doors (sectors #148 and #183) would feel better if they were opened from both sidesE5M3 Untitled Cyberos Leopard - is "Untitled" the title or a placeholder? - line #512 tagged as yellow door, leads to nowhere (outer wall) - path to unlock chain of secrets starts from a one-time teleport (line #1301), not really mistake but a bad habit, especially since without the secrets the map is stingy on resourcesE5M5 Voltaire Quarry LoneAlpha2401 - Yellow Door (sector #188) near RL is not marked with any yellow indicators, not technically a mistake but might be nice for clarity EPI6 Fever Dream (E3 in 2nd Compilation)E6M1 Spawning Pools Scionox - ammo issues, especially since there's a "door with health" blockade, went full on baiting infighting in the beginning areas otherwise it might be Baron punching without berserkE6M2 Red Skull Rock Walter Confetti - missing textures at the disappearing bridge, visible when player skips a segmentE6M3 Thy Tissue Masticated Chuckles_Troll - invisible inescapable death pit where the blue key is (sector #73), raised by nearby switch... trap by design? It also produces the infamous "illusio-pit" HOM (bonus clip after main run using DSDA where it's more apparent) - non-damaging lava just before exit (sector #103, plus the lowering bridge) - missing textures at the disappearing bridge, visible when player skips a segment - bars in front of crusher are passable (player can walk through them) - exit door sides (lines #226, #234) have red marble textures, doortrak would be better - all doors and the crusher have unchecked "unpegged" sidesE6M5 The 666 Factor Late Night Person - you can jump from soulsphere secret to the final area with SpiderMastermind, potential skipE6M6 Tomb of the Cursed Tiramisu - half of the map is optional? - exit is normal not secret (were supposed to be forced)E6M8 Dis-carded Storage Scionox - not impossible but it's a really steep difficulty increase, savescummed hardE6M9 Respawning Pools Scionox - *deep sigh* I get the idea and in a sense along with E6M1 it's a good representation of the episode title but... urgh, savescummed hard EPI7 Absurdity (Standalone Wad, Episode 2) - I like the idea of apphabet areas, and since it's only a small part it's not as forced here as with usual when mappers make a word-wad :) - missing bear in the intermission screen, or maybe - a wild idea, with umapinfo it's possible to add a custom entering/exiting screens etc... and I remember one particularly fitting pic of cheese covered pineapple on PUSS Discord that would tie in E7M5 and is "absurd" enough :)E7M4 Unassuming Techbase NecrumWarrior - broken monster closet with 4 pinkies (sectors #222, 223)E7M5 Sweet Dreams of Pineapples and Cheese OverflowingMocha - when I first read the title and author's name it seamlessly blended into one thing, "cheese overflowing"... chef's kiss :) - decorative BFGs? (that we can only have sweet dreams of)... maybe that's a nice 90s thing but seems a bit wrong :/ E7M9 Rocket Overload OverflowingMocha - broken monster closets with pinkies (teleport linedefs lead to sector tagged #2 and none is tagged)E7M7 Terrorize and Command OverflowingMocha - door to final area stays open, it seems like it should close and trap player for a bit after hitting the switch (or maybe I'm just not appreciating mappers generosity of "you can just leave" gesture)E7M8 Infinite Serenity for All Eternity NecrumWarrior - hehe, episode title clicked into place - nice homage... also it begs for a "...and Beyond" in at least ending text (it's og Doom screen at the moment) :) Playthrough vids: 9 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 26, 2023 On 12/18/2023 at 12:01 PM, DemoGorgonZola said: some playtesting notes for Ep 1-3 below... Thank you! Fixed the monster closet issue in my map (plus the rest has also finally been fixed/changed)! 1 Quote Share this post Link to post
Blexor Posted December 27, 2023 17 hours ago, DemoGorgonZola said: - very pretty, very techbase, very long, very empty... might benefit from from braking the 200 monsters rule or maybe sprinkle it with Lost Souls (people will "love" me for this sugestion probably, lol) - 30 secrets (for the 30th), some grouped but oof... also the drawing is awesome, it should be a bit more accessible :) -Not sure that even 200 more lost souls would fix the issue lol. Actually, I'm pretty sure that I counted the lost souls in that map as part of the final total, since I figured that I had to. The way that I saw it, a map with only 50 monsters but 500 lost souls would be against the spirit of the rules. It wasn't until later that I learned this wasn't the case. I considered releasing a stand-alone version of this map with no 200-monster cap. Might still do that, not sure. It just uses the stock resources, after all. -The 30 secrets are more of a self-imposed challenge / because I thought it would be funny, rather than something I expected players to find or be overly useful. And that whole drawing is tagged as being visible on the automap from the start, so anyone curious enough to open the map should see it. Glad you liked it, though. :) 2 Quote Share this post Link to post
CyberosLeopard Posted December 28, 2023 On 12/26/2023 at 8:01 AM, DemoGorgonZola said: Episodes 4-7 finished... Thank you for playtesting my map, it's very much appreciated. 34:30 So the idea behind the hurt floor blood area was to try and give the player a difficult choice: limit one’s movement to the platforms while juggling monsters; or have free movement while continuously taking damage. Maybe I should have blocked the player from being able to go back to the start… but I don't think that settles with me, oh well. 34:52 I’m quite sure I’ve corrected the mistake regarding the yellow door/exterior wall (I moved a door), but maybe I am misremembering. Thanks for highlighting it. 38:00 The one-sided teleport to the nested secrets is/was deliberate: my thought process being that if one makes a mistake, one cannot get all of the secrets. I’ve personally never worried about getting 100% secrets the first time around, but if you'd like, I could change that linedef :) 41:32 Oh, I have left some default Eureka textures. Thanks! Finally, yeah, I’ve been struggling with a name (I’ll ping DeathBear after this), and the stingy resources is my way of trying to make the hard difficulties... hard, but not overbearing or requiring the player to have precognition on encounters. I could add a few extra pieces of ammo if you’d like? Thanks again. 1 Quote Share this post Link to post
Death Bear Posted December 28, 2023 (edited) Alright, with that amount of playtesting, I think that covers the major stuff we need to do to get this baby to RC1. I'm going to allow some time for some critical updates. Please have those to me no later than a week from today (January 4th, 2024). Here is your final major update. Please check over your work in the update and double check to make sure I'm up to date on your work. 67 is a lot of maps, and I'm trying to keep track of everything. LMK if I missed anything. I have two credits for music that I need to reach out for. If I missed your credit for playtesting, I apologize. Please lmk so I can properly credit you.Beta 3 (Google Drive) EDIT: Just provided a hotfix with a map update and UMAPINFO fix (12.28, 25 mins after posting this.) Second Edit: I managed to break nearly every episode ending with the UMAPINFO, but it appears to be working now. This contains (should) all current updates to maps, as well as the FULL VERSION using UMAPINFO for full play in supported ports. It contains all 7 episodes, and a 4-map prologue, which also contains a credits map. There're a few minor things we may need, but most everything should be good. I'm planning to move to RC1 the weekend of the 6th, with a week window for any more last minute and critical updates before uploading to idgames the January 13th weekend. Congratulations to everyone for making PUSS' celebration of Doom's Dirty Thirty such a fun time! We're almost there! Let's get this finished up! Edited December 28, 2023 by Death Bear 7 Quote Share this post Link to post
NeilForshaw Posted December 29, 2023 23 hours ago, Death Bear said: Please check over your work in the update and double check to make sure I'm up to date on your work. OK I've just checked my map (Soul's Journey's End) and that's all good on both wads. Also had a quick poke around the wads to see if anything unexpected happened. Only thing I've found is the Absurdity WAD doesn't have the custom titlepic picture. Everything else seemed to work as expected. One thing is I got confused with is which WAD is which? I ended up running Absurdity first (maybe I just misread the readme). Maybe just a bit near the start of the readme something like. Quote UMAPINFO ports D30.Full.wad - All Maps plus Prologue EP8 (or is it 1?) Non-UMAPINFO ports D30.comp1 - Episodes 1 - 3 D30.comp2 - Episodes 4 - 6 D30.Absurdity - Episode 7 0 Quote Share this post Link to post
Death Bear Posted December 30, 2023 4 hours ago, NeilForshaw said: OK I've just checked my map (Soul's Journey's End) and that's all good on both wads. Also had a quick poke around the wads to see if anything unexpected happened. Only thing I've found is the Absurdity WAD doesn't have the custom titlepic picture. Everything else seemed to work as expected. One thing is I got confused with is which WAD is which? I ended up running Absurdity first (maybe I just misread the readme). Maybe just a bit near the start of the readme something like. Sweet! And good call. I'll make it clearer. Thanks for the suggestion, Neil! 1 Quote Share this post Link to post
Death Bear Posted January 3 Bumping this thread to remind all mappers that RC1 is closely approaching, so please have any critical updates to me in the next two days, so I can apply them and get this release thread started this weekend! I know I'm still waiting on at least two mappers that have reached out to me, and we now have a name for our previously untitled map! If there's anything you need me to handle for you, please let me know asap. 3 Quote Share this post Link to post
Somniac Posted January 5 Hopefully just in the nick of time here! Fixed some broken joined sectors and a missing texture - link 1 Quote Share this post Link to post
Death Bear Posted January 5 Alright, thank you! See you in the release thread! 0 Quote Share this post Link to post
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