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PUSS XXXII: D-30 (Dev thread) (Event Released)


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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:

 

sje-1.gif?ex=65710847&is=655e9347&hm=b39

 

sje-2.gif?ex=65710847&is=655e9347&hm=2b8

 

Screenshot_Doom_20231121_221633.png?ex=6

 

Screenshot_Doom_20231122_225925.png?ex=6
 

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Edited by NeilForshaw
Forgot to add link to WAD

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@NeilForshaw i think you forgot to submit the dl link to your map ..

(Edit: the 2nd screenshot looks really interesting)

Edited by FEDEX

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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

 

 

 

 

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  • 3 weeks later...
  On 12/11/2023 at 5:06 AM, Death Bear said:

 

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Oh no...I just played my level (E1M2 Chemical Storage BeachThunder)...and I made a little boo boo. It is an extremely easy fix.

 

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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.

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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

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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)

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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...

 

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Playthrough vids below...

 

 

 


 

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Episodes 4-7 finished...

 

Playtesting notes:

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Playthrough vids:

 

 

 

 

 

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  On 12/26/2023 at 8:01 AM, 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 :) 

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-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. :)

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  On 12/26/2023 at 8:01 AM, DemoGorgonZola said:

Episodes 4-7 finished...

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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.

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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 by Death Bear

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  On 12/28/2023 at 10:04 PM, 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.

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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

 

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  On 12/29/2023 at 9:45 PM, 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.

 

 

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Sweet! And good call. I'll make it clearer. Thanks for the suggestion, Neil!

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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.

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