minglel99 Posted March 13 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 0 Quote Share this post Link to post
lubba127 Posted March 13 19 hours ago, Hebonky said: I am a bit of an idiot myself! 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! 3 Quote Share this post Link to post
Hebonky Posted March 13 (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 March 18 by Hebonky 1 Quote Share this post Link to post
Axuris Posted March 24 Since last year didn't go too well for me, maybe this year will be better. Sign me up. 2 Quote Share this post Link to post
Yousuf Anik Posted March 26 (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 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 May 6 by Yousuf Anik 5 Quote Share this post Link to post
Li'l devil Posted March 26 (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 Edited June 5 by Li'l devil image embed broke 3 Quote Share this post Link to post
Dewzan Posted April 1 @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? ;) 3 Quote Share this post Link to post
Li'l devil Posted April 1 (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 April 1 by Li'l devil 2 Quote Share this post Link to post
Yousuf Anik Posted April 1 @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 🤗 2 Quote Share this post Link to post
Yousuf Anik Posted April 2 (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 May 6 by Yousuf Anik 3 Quote Share this post Link to post
Zerofuchs Posted April 7 Think I'll take a dive into Maximum for my first community project submission. Maybe a light slaughtermap... 3 Quote Share this post Link to post
Biodegradable Posted April 8 @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. 9 Quote Share this post Link to post
Frank Harper Posted April 12 (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 Edit: Fixed some texturing errors. Edited May 10 by Frank Harper Updated Link 5 Quote Share this post Link to post
Dewzan Posted April 12 @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. 3 Quote Share this post Link to post
Frank Harper Posted April 12 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. 0 Quote Share this post Link to post
Async Unicorn Posted April 15 (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 April 15 by Vanilla+Unicorn 1 Quote Share this post Link to post
Async Unicorn Posted April 15 (edited) 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 Edited May 6 by Vanilla+Unicorn 0 Quote Share this post Link to post
DoctorNuriel Posted April 26 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 Download link: https://drive.google.com/file/d/10zK--QsMK7O5O9zHouBvnsDbmH_1a0LB/view?usp=sharing 8 Quote Share this post Link to post
Dewzan Posted April 28 (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 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 April 28 by Dewzan 8 Quote Share this post Link to post
piXelicidio Posted April 28 @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 3 Quote Share this post Link to post
Frank Harper Posted April 29 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) 2 Quote Share this post Link to post
Rorix Posted May 1 (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 May 3 by Rorix 1 Quote Share this post Link to post
Dewzan Posted May 2 @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. 0 Quote Share this post Link to post
Rorix Posted May 2 @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. 1 Quote Share this post Link to post
needsF00DBadly Posted May 4 I missed out on the 2023 Maxiumum Project, but I have a map I've been working on that I'd like to submit to this year's. 2 Quote Share this post Link to post
Yousuf Anik Posted May 6 @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 :) 4 Quote Share this post Link to post
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