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Doomworld Maximum Project 2024


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name: Descent Into The Abyss

Author : minglel99

Format GZDoom Doom 2 UDMF

song : Beams of light by Walkman   Chiptune: "The Mars-Earth Connection"

New Resources   Refer to the credits file inside of the wad

Notes : 

this is the final version, there MIGHT be bugs due to the maps janky nature, the map was playtested

DMP2024_DescentIntoTheAbyss.rar

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19 hours ago, Hebonky said:

I am a bit of an idiot myself!

image_2024-03-12_205254879.png.60d087a7879d5d478a3b6c04157b6610.png

I do really wish that UDB had a feature like slade where you could mass rename things by replacing the first few characters... would make this less terrible

there is a "find" feature you can use to find and replace textures using F3 key. Used this to go through and replace assets for my 2023 submission, lol. to anyone else using custom textures: you have been warned! This process takes a long time so get ahead of the curve and name your stuff!

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Posted (edited)

name: That Weird Bit (MBF 21)

Author : Hebonky

song : Smog by AD_79

New Resources: From CC4 D2ICO, and modified by me

Notes : Why yes... this is my comfort zone.. I really pushed that file size here

Download

Edited by Hebonky

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  • 2 weeks later...

Since last year didn't go too well for me, maybe this year will be better.

Sign me up.

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Posted (edited)

Hi guys! Just like the previous year, here I'm finally presenting my map for this project. This time too, it's a simple Doom 2 format map, muchly on a cavern or canyon themed. Should take around 15 minutes.

 

Map details as below:

Map name: Canyon Stronghold

Map number: 01

Format: Doom 2 (complevel 2)

Music: MIDI version of Magmoor Caverns OST from Metroid Prime (also appeared in Holy Hell map 04)

Difficulty settings: Yes. Easy, Medium and Hard

Ports tested with: DSDA-Doom 0.25.6 and ZDoom 2.8.1 mainly. Should be no issue with PrBoom/Glboom-plus or other ports you can name

Build time: More than a month (can't manage to give enough time)

Textures: Default Doom 2 textures

 

Some screenshots

Spoiler

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I know there is still many months left to submit but I want to close the map asap because I have to focus on 2 other big things (one of them I planned to release this year).

 

If anyone have any suggestions, please let me know. Any feedbacks or reviews are gladly accepted.

 

I hope you enjoy playing the map as much as I enjoyed making it. Cheers!

 

DWMP24-yousufanik-v3.zip

 

Latest update here on this post

Edited by Yousuf Anik

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Posted (edited)

Map: You Entered the Wrong Room

 

Story:

You entered the wrong room, the one you should've never entered under any circumstances, but you did, and now you're going to pay for it!

 

The premise is simple: one room with very mad bovine-looking fellows who will absolutely destroy you for entering their room. It is more than beatable though.

 

Format: vanilla

Tested on: Crispy Doom 6.0.0, DSDA-Doom 0.27.5

Music: "The Rhythm of Carnage" by David Shaw (from Requiem)

Build time: a couple of hours basically.

Difficulty: yes, it's difficult! But the skill levels are implemented.

 

Screenshot and download:

 

lil_room.zip

doom10.png

Edited by Li'l devil
image embed broke

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@Hebonky 

Spoiler

Your level was certainly a weird bit, and some of the texture offsets were a bit weird, but aren't a big deal. It was a fun challenge, but my biggest issue is the sequence where you telefrag the barons and the archvile. TWICE that dumb hooligan vile did a fast-monsters on me as I entered the first teleporter, and I died before getting to telefrag the vile. I would strongly suggest changing it to telefrag both of the archviles first, then the barons.

 

@Yousuf Anik 

Spoiler

I liked your map, thought the combat was a bit interesting, and the beginning surely had me on my toes. I think the map has too many archviles though, especially in the two secret areas, and behind that one fire wall in the chaingunner barrage room. If I recall, I think it was 24 archviles total. I also would suggest that 2 of the 3 secrets need some sort of indication instead of relying on searching random walls.

 

@Li'l devil 

Spoiler

Admittedly, it's tough to comment on this level. It's certainly challenging, and definitely not a room I would like to enter, though I've certainly seen worse. I think it's cool how it reminds me of my first level about 9 years ago, which was also a similar cyberdemon arena level. My question though, if this is supposed to be the wrong room, does that imply that NiGHTS108's submission is the right room?    ;)

 

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Posted (edited)

Heh, I didn't know Nights made a one room map as well, as I didn't look at submissions. Though at least mine isn't a meme map, and is more than doable, heh.

Edited by Li'l devil

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@Dewzan hey there, thanks very much for playing and the kind words. I think too that AVs are more on my map, especially on the later parts so I will remove some AVs and replace them with other monsters. For the secrets...okay I will try to make some hint so one can find them better. Thanks again 🤗

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Posted (edited)

Updated and final version!! Main submission post was here.

 

DWMP24-yousufanik-v5.zip PLEASE DOWNLOAD THIS ONE!!

 

As per Dewzan's comment, removed some AVs and replaced them with other monsters. Some hinting to the secret areas so now they should be better. I think it's a lot better now. So if anyone playing this updated version please let me know if you have any suggestions. Thanks!

Edited by Yousuf Anik

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Think I'll take a dive into Maximum for my first community project submission. Maybe a light slaughtermap...

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@Hebonky I tested yours a while back and forgot to post it. Pretty aggravating at points, but everything works and it looks awesome fam.

 

 

Sorry I haven't been around, guys. I've been busy with work and other life commitments and haven't had much room for Doom lately. I'll test all the other maps I've missed in due time.

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Posted (edited)

This map was originally created for another project of mine, but it sat on my hard drive for a couple of months, because this project has been going on for so long and I really don`t have much time to mapping, and because of that I am 100% sure that it will not be finished this year. So I think I'll drop it here so that at least someone can play it.

Name: Reallities Collide
Format: Vanilla
Music: Anchor - by Mark Klem
Build Time: 1.5 months
Tested in: ChocoDoom, GZDoom
Difficulty levels and co-op are supported.
Link: https://drive.google.com/file/d/1EG0c20C3lng1VQ9zZ7KFjG2XL3MfjcVC/view?usp=sharing

Screenshots:

Spoiler

139091637_MAP01(editarea)at2023_10.2215-07-12.536R4122.jpg.9f2e77b591a614f9ad49c7da4be253df.jpg1369790069_MAP01(editarea)at2023_11.1613-34-24.328R4132.jpg.3d59bbbd308077b5bcea979dac8d32a5.jpg

Edit: Fixed some texturing errors.

Edited by Frank Harper
Updated Link

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@Frank Harper This level is really solid. Nice doomcute, great environmental detailing, good gameplay.

 

Interestingly enough, my only issue is the random health potions in damaging slime with no rad suit. :P

There's also a door that's non-lower-unpegged and non-DOORTRAK that may have been overlooked.

Yeah, I know these are the worlds tiniest details, but I can't help myself. 9.9/10 map.

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31 minutes ago, Dewzan said:

Interestingly enough, my only issue is the random health potions in damaging slime with no rad suit. :P

I assuming you talking about platforming section with arachnotronin center. I wanted to punish player if they fell into the slime, but at the same time I wanted player to immediately know where the exit teleport is, so I added health potions that lead to the teleport.

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Posted (edited)

Can I submit an existing and uploaded on DW level (mine, ofc) for this project or it should be unique work which either was never uploaded anywhere or was made specifically for the project?

Edited by Vanilla+Unicorn

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Posted (edited)

8oEkHmq.png

AUTHOR: ASYNC UNICORN

MUSIC: FROM "HELL TO PAY"

TESTED IN: DOSBOX, CHOCOLATE RENDER LIMITS, CHOCOLATE DOOM, WOOF

MULTIPLAYER SUPPORT: CO-OP ONLY

SIZE: SMALL/MEDIUM

DIFFICULTY IMPLEMENTED: YES

EST. PLAYTIME: 15 MINUTES

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zAYVY79.png

Edited by Vanilla+Unicorn

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Here's my submission for the vanilla/limit-removing category! It's an ode to PSX Doom's Club Doom secret map.

 

|||| Club FIREBLU ||||

<<<<IMPORTANT: REQUIRES OTEX TEXTURE PACK>>>>

MAP01 replacement for Doom 2

Author: DoctorNuriel

Music: "Insomnia" - Faithless (MIDI Arrangement)

Tested in: GZDoom

Multiplayer support: Co-op Only

Jumping: No

Crouching: No

Freelook: Allowed

Size: Small/Medium

Difficulty implemented: Yes

Est. playtime: 8 minutes

////

The majestic Manor of the First Tear was home to the demonic warlord Baron Bay Ayron for many eons. Baron Ayron was known to harbor a deep hatred for dance and music, and forebade any such thing within his realm. Upon the Baron's (and his brother's) demise on Phobos at the hands of the Doom Slayer, the Manor fell into the hands of his fiercest rival, a Tyrant by the name of Tekcor Ecaf. To spite the late Baron, the Tyrant decided to convert the complex into what would become Hell's most popular nightclub: Club FIREBLU. In the Tyrant's office, once the Baron's throne room, a picture hangs of the musician Ayron hated most - Fifty-Fingered Bexx. Truly, the pettiness of Hell's denizens knows no limits.

////
 

Screenshots:

 

Spoiler

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9dSXiH2.png

 

Download link: https://drive.google.com/file/d/10zK--QsMK7O5O9zHouBvnsDbmH_1a0LB/view?usp=sharing

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Posted (edited)

I guess I'll share an update to my submission, since my impatience to finish is killing me. For summary, this is a level focused on mixing combat with AVJ's and RJ's. I initially said this was going to be a very large level, and uhhhh... I may have gone too far.

 

Spoiler

1805352071_Screenshot2024-04-28140608.png.4c91a4e6b1450bcdf80853e2e6027eb8.png1844287101_Screenshot2024-04-28140844.png.2dba5d8597f4a3613810178c530332ea.png28700005_Screenshot2024-04-28141033.png.f4d98561b6f65e9242611f3ffd950e60.png2004178298_Screenshot2024-04-28141424.png.bf1e95e3d7fcdcbe649100cdfc0728c0.png

 

Would it be against the rules to make a download link of an incomplete version of this map for sake of playtesting? The level is so massive that I feel that any unintentional bugs (which there may be a lot) would be better addressed now by playtesters rather than later. It'd help to make sure my first completed draft isn't a total dumpster fire.

Edited by Dewzan

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@Frank Harper amazing map design! incredible how big and detailed and still runs perfectly in Chocolate Doom (died after 5 mins... will try again). I'm creating my first map and just learnt yesterday about "visplanes" errors! XD

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8 hours ago, piXelicidio said:

@Frank Harper amazing map design! incredible how big and detailed and still runs perfectly in Chocolate Doom (died after 5 mins... will try again). I'm creating my first map and just learnt yesterday about "visplanes" errors! XD

Thanks! Just wait until you found out about Drawseg and Blockmap limit)

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Posted (edited)

All done!

I decided to give a gzdoom map a try. Mostly just a proof of concept thing, though I tried to make it look pretty. Any and all feedback is welcome, even if you think that I should be shot for creating something like this.       

The final area drops my framerate to hell when using hardware rendering. Can this be fixed? Is it my weak graphics card?

MAP

 

EDIT: The crate warehouse works much better now. Updated link.

Edited by Rorix

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@Rorix My framerate suffers too in the final room, it's the severe use of portals that causes it. My theory is that the use of portals is done in a way that causes a sort of infinite loop with the same room being rendered hundreds of times from really far away. Genuinely, the best way I can describe it is in the Portal game where you are falling infinitely through two portals, it may sort of be the same deal with that final room. It might be way worse if it weren't for all of those crates.

 

Also, another question, the map says there are four secrets, but does the fourth one even exist? I checked in-game for an hour, and GZDoom Builder for half an hour, there are no more than 3 secret sectors, no secret things, and I'm at the end of my ropes.

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@Dewzan There's a secret item in the hellish section. You can't find it in doom builder because it spawns in with the monsters.

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@Biodegradable That was awesome gameplay. I was thinking to ask if someone can make a gameplay for my map but you already did it! Thank you very much :)

 

And one thing I noticed that you played the old version, not the final and latest updated version which had less amount of Arch-Viles and is better. Nevertheless, it was fun to watch :)

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