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


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4 minutes ago, Pottus said:

 

Yeah there is straight lines with 10 verts :)

 

Yep, still WIP so a good bit of sector/linedef cleanup to be done. I have a bad habit of saving that for the end instead of cleaning as I go, but I'm learning.

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1 minute ago, stochastic said:

 

Yep, still WIP so a good bit of sector/linedef cleanup to be done. I have a bad habit of saving that for the end instead of cleaning as I go, but I'm learning.

 

A bit of vanilla mapping will sequester that habit quickly lol

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Posted (edited)

@fai1025 Here's MAP 15.

 

Map Slot: Episode 3, MAP 15

Map Title: "Netherheaven"

Author: stochastic

MIDI: "Gate of the Ancients" by Brian Luzietti from Stonekeep

Download: Download (all my Doomium II maps)

Description: After fighting through countless miles of underground cave systems and mines, you find yourself deep in the marrow of the earth - to a realm never before visited by mankind. With your entrance tunnel caved in, you realize the only way out of this abyssal demon hive is through it. Will you ever return to the world above?

Note: Par time = 14 minutes. Another longish map, but I wanted a climactic end to episode 3 - some fat can be trimmed if need be, though.

Screenshot:

doom154.png.37469577ac7cc31e2f0c3b0ff3b831c4.png

doom156.png.3568a0b1807a3e0ed6a6d80af42d3b9b.png

 

Edited by stochastic
Added new download link

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I think I need to talk about this.
so as per routine, I need to leave the US this summer back to my home country for irl stuff, and I will not have access to my PC for at least 2 month from about mid Jun to late Jul, meaning that if we don't get this done with before mid of May, and I finish compiling, releasing and up on Idgame before end of May, this project will be on stall for 2 months or more since I cant do anything significant without my PC. 
so those who haven't submit their map, be fast, real this time. 
god speed pls

 

BIG NOTICE TO 

@dmh094 @Heretic926 @Hydrus @knifeworld @stochastic @Bochnik Chleba @PasokonDeacon

If you are mentioned here you have at least one map not submited, please just quit right now if you don't have mental for this or you just want to procrastinate.

You're getting burnt out, I'm getting burnt out too, the original deadline is end of Feb, look at what time it is now. 

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Posted (edited)

No need to stall it how about this; Compile what we have as a RC then I am sure a few of us can get the rest of the maps in and release more RC versions; once the summer is over we could have all the maps tested/updates then go for the release once you get back. No point of trying to rush things and it wouldn't be like people can't try it out I think it would be worth the extra time to ensure a properly polished project. Set the date for May 1'st that should gives lots of time for someone to take on a map and even finish it before you go. In the meantime we will just polish and playtest it all.

 

We should also set a deadline for unfinished maps to be at least submit unfinished to check progress on them or have others finish the maps. Unsubmitted maps at this point should just consider that person cut from the project then see who wants to take up the slot. Let the other guys who already put in big efforts and have time and interest look after things until you get back. I think this solution opens the door to completion and will let go of a lot of stress for yourself. Like I said we shouldn't rush.

Edited by Pottus

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On 4/22/2024 at 12:50 AM, fai1025 said:

I think I need to talk about this.
so as per routine, I need to leave the US this summer back to my home country for irl stuff, and I will not have access to my PC for at least 2 month from about mid Jun to late Jul, meaning that if we don't get this done with before mid of May, and I finish compiling, releasing and up on Idgame before end of May, this project will be on stall for 2 months or more since I cant do anything significant without my PC. 
so those who haven't submit their map, be fast, real this time. 
god speed pls

 

BIG NOTICE TO 

@dmh094 @Heretic926 @Hydrus @knifeworld @stochastic @Bochnik Chleba @PasokonDeacon

If you are mentioned here you have at least one map not submited, please just quit right now if you don't have mental for this or you just want to procrastinate.

You're getting burnt out, I'm getting burnt out too, the original deadline is end of Feb, look at what time it is now. 

I was going to polish off my map last week, but my mum had to go back to hospital for a third time.

Thankfully she's recovered fully now and I can think about other things like Doom again, for real this time.

It's not fair to you or other mappers for me to think I can do what I originally wanted to do with my maps finale, so I will just make what I have into an exit as soon as I can.

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Posted (edited)

Posted RC2 of Map15 here. This is my final submission pending any changes resulting from external playtesting.

Edited by stochastic

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I've been making good progress on finishing off the Map14 final room, despite IRL shit... I'll make sure to post it as soon as I can!

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Posted (edited)

@fai1025 I coordinated with dmh094 to take their map 9 slot, so here's my submission.
 

Map Slot: Episode 2, MAP 9

Map Title: "Betonique"

Author: stochastic

MIDI: "Судно (Борис Рижий)" MIDI by Molchat Doma

Download: Download (all my Doomium II maps)

Description: You find yourself in a cistern full of abstract, brutalist architecture - and as usual, you're not alone. At least you have some upbeat music to get the blood and rockets pumping.

Dev Notes: Par Time = 7:00. Wanted to build a map with weird, blocky, abstract brutalist structures - I purposely went with less detail to fit the brutalist architectural style, and added plenty of water features to fit the episode's theme.

Screenshot:

doom158.png.b9a02074bd9ed95b5e1effedcd2f30e4.png

doom159.png.a17040b6af3726bd3743c3b79419e7bf.png

Edited by stochastic
Added new download link

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On 12/24/2023 at 8:48 AM, fai1025 said:

MAP10 - IDK WHO

This slot is available ? 

 

If you need i can take a slot and make a short map in a week. I have plenty of time :) 

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13 hours ago, Li'l devil said:

Please do! I want this project to be finished already!!!

oh devil.....

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22 hours ago, stochastic said:

@fai1025 I coordinated with dmh094 to take their map 9 slot, so here's my submission.
 

Map Slot: Episode 2, MAP 9

Map Title: "Betonique"

Author: stochastic

MIDI: "Судно (Борис Рижий)" MIDI by Molchat Doma

Download: DMIUM2_E2_MAP09(RC1).zip

Description: You find yourself in a cistern full of abstract, brutalist architecture - and as usual, you're not alone. At least you have some upbeat music to get the blood and rockets pumping.

Dev Notes: Par Time = 7:00. Wanted to build a map with weird, blocky, abstract brutalist structures - I purposely went with less detail to fit the brutalist architectural style, and added plenty of water features to fit the episode's theme.

Screenshot:

doom158.png.b9a02074bd9ed95b5e1effedcd2f30e4.png

doom159.png.a17040b6af3726bd3743c3b79419e7bf.png

Man... I can not conprehend your ability to build these high quality maps in such short amount of time. This man definitely deserve to have a larger font size on the credit screen.

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Alright people, final announcement

 

doom-bigupper-absolute-deadline-may-15.png.e029e0879807afc5cea32089989d482a.png

SUBMISSION ARE DUE AT MAY 15th, NO MORE COMPREMISE, AND I'LL ACCEPT NO MORE WAIT.

I NEED TO GET THIS WAD OUT BEFORE JUNE, OR NEVER.

 

DO NOT PROCRACINATE, NO MORE EXCUSES, 5 DAYS, THAT'S IT. ANYONE FAILED TO SUBMIT WITHIN THE DEADLINE WILL BE REMOVED FROM THE PROJECT, UNLESS YOU CAN 100% BE ABLE SUBMIT IT IN 3 DAYS AFTER THE DEADLINE, OR ELSE NO EXCEPTION.

PLEASE DO NOT COMPLAINT ABOUT IT, THE ORIGINAL DUE DATE IS END OF FEB, I'LL NOT LET THIS BE IN THE MORDETH AWARD.

 

I NEED IMMEDIATE UPDATES BY PPL THAT STILL HAVENT SUBMITTED THEIR MAP YET, OR ELSE YOU'LL BE REMOVED BEFORE THE DUE DATE.

@knifeworld @Hydrus @PasokonDeacon @Bochnik Chleba

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17 hours ago, fai1025 said:

-snip-

I've been chipping away at making the most of what I had for Map14's finale whenever I can, despite having zero (or close to it) time for Doom at all now.
I only have combat tweaks/monster balancing left to do for that room, visuals and progression are final!
I'll have it done and posted later today (it's 00:38 AM on the 12th for me), or if anything is still left, then absolutely no later than the 13th.

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Posted (edited)

https://drive.google.com/file/d/1x7lrfS4T0uQu4RJIQ_7lP9HVBJsDQzuQ/view?usp=sharing

 

Final versions of all my maps. Original MAP32 was cut and replaced with:

 

Name: Burning Heart of Lust and Dread

Slot: MAP32 (E2SECRET)

Music: Kenso - Sacred Dream I [from the album, Kenso III]
Description: You better hope the archviles play nice, or you'll regret it.

Par Time: 3:30

Edited by JackDBS

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Unfortunately, I won't be able to finish my map by the deadline.

I've been busy with work and college, and I haven't felt the drive to make maps.

I don't think I'll join any more community projects until I can manage to make maps in a shorter amount of time.

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Posted (edited)

Working on a potential map10 

 

It’s gonna be really tight to respect the deadline but i can tried my best

 

Wish me luck 

 

1006179178_BaseProfileScreenshot2024_05.13-21_39_04_56.png.24e38e632036b4ccda58741309c9936a.png

Edited by Beubeu

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Posted (edited)

I got roughly 5 hours of sleep yesterday and had little energy to do anything hobby-wise again due to my 24/7 caring role.

My map is stupidly close to complete now though so I'm not giving up on it, I can promise it'll definitely be done by the 15th since I got a lot of RL tasks out of the way yesterday.


EDIT: besides difficulty changes for monsters, and minor tweaks, it's finally done!!!

Edited by knifeworld

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I need help for the death exit, all my attempt have failed

 

Do someone has a good template ? 

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2 minutes ago, Beubeu said:

I need help for the death exit, all my attempt have failed

 

Do someone has a good template ? 

 

Lots of good examples if you just know where to look. Scythe MAP10, for instance.

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4 minutes ago, Beubeu said:

I need help for the death exit, all my attempt have failed

 

Do someone has a good template ? 

MAP30 is basically how most death exists work from what I know

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Posted (edited)

Here’s my submission for map10 @fai1025

 

Map name : In the name of the indicible 

Music "Urchin" by Brayden Hart (AD_79) 

Link : https://drive.google.com/file/d/16Q8zjr1WJ8JKuGgZfPcmycWbYqCNGva6/view?usp=sharing

 

Comment : It was a challenge to make a map in a short amount of time but I did it and I am really happy about that ! I think there are some visual glitches but it will wait for the release to be fixed.

 

1537591201_BaseProfileScreenshot2024_05.15-20_47_51_97.png.f5367455c5196db1580c33aed30b56c6.png

 

Edited by Beubeu
I put the wrong credit for the music

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Finally got done with Map14 during the week and earlier this morning!

Ports Tested: dsda-doom 0.27.5, Woof 14.3.0, with -cl 9
Difficulty Settings: YES!
Coop and DM playerstarts: Yes, but not tested

Map Name: Freezing Depths

MIDI Used: Lone Valley - "Sylph" from Tales of Phantasia, original arrangement Motoi Sakuraba, MIDI transcription Bev Wooff (Rexy)
ZIP: Doomium 2 E3 Map14 RC1 knifeworld.zip

Description: You materialize at the teleporter expecting another UAC base but something isn't right. The air itself burns cold with every step.


Please do let me know of any bugs, lineskips, softlocks, etc. or if any death pits are too obnoxious!
5kHpCp2.png
 

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So I'm here with my map, finally..

 

Map: Just Eleven Galaxies Away

Slot: E4MAP20

MIDI: A MIDI rendition of "Sukarabe Fight #3: Moon / Mars", originally from The Hybrid Front //Much well-known being from Valiant map28

Coop starts: Yes

DM starts: No

Tested in: DSDA

 

//You stand against a huge demonic facility that seemingly stretches to infinity. You will have to get through its void-scape interior to the other side so you can continue on your journey.

 

Screenies:

Spoiler

2024-05-18.png.a2bad6e404efbc8075d1acff7fd061be.png

773147449_2024-05-18(1).png.c6a3fdfca9dc28ec1a571cdfe6253cb9.png

993354657_2024-05-18(2).png.b7a5104c1ad85e15a3ac476827cd247a.png

 

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Posted (edited)

@fai1025 Here's MAP 12:
 

Map Slot: Episode 3, MAP 12

Map Title: "Chromatic Descent"

Author: stochastic

MIDI: "Mist" from Heretic by Kevin Schilder

Download: Download (alll my Doomium II maps)

Description: 3 vibrant, cavernous realms to traverse - Pick your poison (or water, or lava)...

Dev Notes: Par Time = 13:30. This map was original slated for the E3 secret level, hence some occasionally gimmicky gameplay... but I think it works in the episode proper. Not 100% happy with the combat in this one, but did the best I could considering the deadline and build time of 6 days. I need sleep.

Screenshots:

doom160.png.58363802883f1f7c229e38368cc9b66e.png

doom161.png.3434869de5ff2c29fdc8f33c7581f673.png

Edited by stochastic
Added new download link

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The wad is offically done & closed to submittion, and in compiling process, builds will be posted here, but expect more to be on Discord (so please join)

after all things are settled the CP is expected to launch next or the week after next week, and will be on Idgame consequently.

IF YOU HAVE ANYTHING TO UPDATE ON YOU MAP PLS DO IT FAST, I'LL ACCEPT NO MORE UPDATES ONE WEEK AFTER LAUNCH.

 

I appriciate everyone's hard work and participation, after nearly half of year of delay and grueling work we are finally done. 

Give yourself a congratulation :)

 

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