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[DONE] DOOMIUM II: A Community Project focusing on Short and Frantic Maps (BOOM+UMAPINFO)


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Everyone, the deadline does not mean I stop accepting maps, so don't panic, it means I'll not accept ppl if anyone quit

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Posted (edited)

Interstellar Boarding Party, Voyage I (Edit) - James Paddock, A Space level where you board a stolen cruiser and take it back from it's demonic occupants (With extreme prejudice),     

Spoiler

Screenshot_Doom_20240317_164036.png.8fba25e2cb02f01f045be32e6e2f9c88.pngScreenshot_Doom_20240317_164059.png.fdf47347ff0fcd6942c726f7c026de0d.pngScreenshot_Doom_20240317_164123.png.fe7b6058b7a96c854f1dfae8e7807675.png

 

Doomium 28.zip

Edited by JacaCaca
Nunya

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Posted (edited)

Ok, my map is done. I think is the finest map I've ever made so far, it's amazing

 

Map 21

Name: Cliffside Village

Music: "Haze" by Eris Falling from the Revolution! Midi Pack
Download: https://cdn.discordapp.com/attachments/841814524385951788/1219091322560970792/DMIUM2_E5_Map21V2.wad?ex=660a0a44&is=65f79544&hm=b193bd5906e54f0f83c00992d82e11edd1e98d7ad313d8d4b5b6a72efb2345bd&

 

Changes:

Spoiler

- completely revamped the combat to be not boring

- changed the progression

- added difficulty and co-op spawns

- balanced the monster/ammo placements

- a few minor visual touchups here and there, including a lot more lighting

I'm only gonna be updating this if bugs or other complaints are found.

Edited by Logamuffin

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SECOND REMINDER TO:

@EagerBeaver MAP03, MAP05

@Heretic926 MAP10

@JackDBS E2SECRET

@Hydrus MAP12

@knifeworld MAP14

@SpaceCat_2001 MAP15, E3SECRET

@stochastic MAP17

@Bochnik Chleba MAP20

@Steve D MAP23

@PasokonDeacon MAP24

@Pottus MAP29

@Super Mighty G E6SECRET

 

Also I forgot that Russin quit, so MAP09 is open, I claimed it for now, but if anyone here is really moltivated to do another map go ahead and claim it.

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@fai1025 Don't worry, it's coming. This map has over 11,000 sidedefs, and probably 8,000 in the arena need re-texturing from the CC4-tex original. It turned out to be a bigger job than I expected, but the arena is finally coming together. Alas, I have little time for mapping on weekdays, so I'm guessing at least 3 days to get this puppy finished. Take note of the at least. ;)

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@fai1025 I'll be posting my map tomorrow night after I implement difficulties.

There will likely be some additional balancing and bug fixes identified in playtesting, but we'll cross that bridge when we come to it. Will also do some minor enhancements and sector cleanup too - but the map is 95% done - secret exit is implemented and par time is 12 minutes. 

 

Map is titled "Spectropolis" and uses Stewboy's midi "Shoot the Pianist" from the Alien Vendetta midi pack, which I think fits pretty perfectly with its gameplay and aesthetics.

Here's the map for kicks and giggles:

sto-map17.PNG.69557f1176bd9bdf1f0380ed80cb0846.PNG

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REMINDER

Please make death exit if your map is at the end of the episode, there's no command for clearing inventory for UMAPINFO, so it has to be done the conventional way.

This include MAP30, as I want player to have a clear inventory when getting into the credit map.

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Posted (edited)

I haven't had time to do extensive playtesting/detailing but map is completable start to finish.

 

Episode VI, MAP SECRET: Voidcast Citadel 

Difficulty Settings: Yes  

Multiplayer Starts: No

Midi: Echoes by Ze_Mystic 

 

I'll write up a description soon.

 

Screenshot_Doom_20240319_112152.png.cbbd7e55305560e05b260810ff1b014c.png

DMIUM2_EVI_SECRET(RC1).zip

Edited by Super Mighty G

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Posted (edited)

@fai1025 Alright, here's my submission.

Map Slot: Episode IV, MAP 17

Map Title: "Spectropolis"

Author: stochastic

MIDI: "Shoot the Pianist" by Stewboy - from the Alien Vendetta MIDI pack

Download: Download (all my Doomium II maps)

Description: An abstract power station/techbase nestled deep in a valley on some godforsaken moon. Try not to let the lights distract you too much - you've got work to do.

Note: Par time = 13 minutes. This map is on the larger side for a project like this, but is quick, very straightforward, and able to be played through within the project's map par time requirements.

Screenshot:

doom101.png.77076ac359859c372e31eb46d124285d.png

 

Edited by stochastic
Added new download link

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@fai1025, my maps are also ready!

 

Map Slot: Episode 1, MAP 03

Map Title: Hell's Brand New Juice Factory

MIDI: "Into The Furnace" by James Paddock

Description: The demons decided to open a vegetable juices producing factory. Special demonic, extremely acidic and very poisonous vegetable juices. DoomGuy must stop the production process.

 

Map Slot: Episode 1, MAP 05

Map Title: There Will Be Blood

MIDI: "Breakthrough" by James Paddock

Description: The demons have taken over a small water pumping station and transformed it into a blood pumping station for their own needs. It's time for a good old banishment again!

 

Spoiler

4.jpg.5c23495d85e4f7c2aa9e9e91fe6d804a.jpg3.jpg.11b1919d1e0fa0aeaca52c3d50c4e906.jpg2.jpg.7d6208ad22c44554f8dd9c63917b8819.jpg1.jpg.25f6c5e66bb71aa78f014c75765a268e.jpg

 

DMIUM2_E1_MAP05_RC1.zip

DMIUM2_E1_MAP03_RC1.zip

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I wonder if we should use a different flat for secret exits, like OTECHB02.

 

Also, I wonder if we can use custom textures.

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3 hours ago, Beubeu said:

 

Made an update on Map 04 about normal and easy difficulties balance

 

I'm done with my map for now unless someone spot something wrong 

Your download is restricted

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3 minutes ago, FEDEX said:

Your download is restricted

Sorry it should be fixe now 

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22 minutes ago, Hydrus said:

I wonder if we should use a different flat for secret exits, like OTECHB02.

 

Also, I wonder if we can use custom textures.

You should've use a different texture there's a picture on the OP it's a rule, the start must be the white and the end must be a green, i didnt mention which flat for secret exit but just choose whatever colour of the same texture series

also no, custom textures will make me hella confused when I compiling the wad and general frustrating to work with, also it might not fit OTEX theme or palette, just use OTEX in the resource package, there's enough options in there

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Posted (edited)
23 hours ago, Super Mighty G said:

I haven't had time to do extensive playtesting/detailing but map is completable start to finish.

 

Episode VI, MAP SECRET: Voidcast Citadel 

Difficulty Settings: Yes  

Multiplayer Starts: No

Midi: Echoes by Ze_Mystic 

 

I'll write up a description soon.

 

Screenshot_Doom_20240319_112152.png.cbbd7e55305560e05b260810ff1b014c.png

DMIUM2_EVI_SECRET(RC1).zip

Great map, a little long and there are 2 misaligned textures I saw.

Screenshot 2024-03-20 103524.pngThe other one is where you get the yellow key.

I also took a few minutes to figure out the IOS face was a door so maybe retexturing that would be good.

 

Edited by Raith138

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4 hours ago, Raith138 said:

Great map, a little long and there are 2 misaligned textures I saw.

Screenshot 2024-03-20 103524.pngThe other one is where you get the yellow key.

I also took a few minutes to figure out the IOS face was a door so maybe retexturing that would be good.

 

 

I was worried it might be a little long, even though the map is medium sized. Worst case scenario I can pare down the red key fight. Textures will be cleaned up when I get around to it. 

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Posted (edited)

@JackDBS @Kuro_mahoh @EagerBeaver your MAP30, MAP25, and MAP05 does not have a death exit.

Also @EagerBeaver did you design your map with the rescource package? because no way a human being will put trees in the weirdest position possibledoom70.png.3943a0683607e10cf0d733d49e6d845d.png

sorry if I started sounding rude, the amount of people who didn't read the slightest of the rule is breaking my mental.

 

Also also I haven't seen @SpaceCat_2001 and @Pottus said anything, please please please at least make a comment, on DW or Discord whatever...

Edited by fai1025

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Real death exit is when you must perform a death slide to the exit linedef by blowing yourself up with rocket launcher

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@fai1025, sorry, I used my own old OTEX texture pack which doesn't have new decorations. I can remove them, if this is the only issue. And I'll add the death exit after I return home from work.

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