somerandommarineguy Posted January 20, 2024 2 hours ago, somerandommarineguy said: How does this look? This is going to be my first full map so I would like some advice. Would also like to know how I can view the linedef count with ultimate doom builder? This is so I can make sure to not go over the 1000 linedef limit 1 Quote Share this post Link to post
DeetOpianSky Posted January 20, 2024 3 hours ago, somerandommarineguy said: Would also like to know how I can view the linedef count with ultimate doom builder? This is so I can make sure to not go over the 1000 linedef limit Hit the tilde key, while mousing over an area outside your map (or away from selectable items based on what mode you're in) it'll display in the lower right corner. I'm not on my comp rn but there's also a map analysis option in the menus across the top. 0 Quote Share this post Link to post
Somniac Posted January 20, 2024 Alright, we've got some submissions! I'll aim to play these today and come back ASAP with some commentary. All the screenshots shared so far look real promising. Can't wait to see how this turns out! @somerandommarineguy - looks like a solid start, gives me warehouse vibes. Maybe lower the floor of the section off to the right to have some verticality? You've got a natural looking barrier there with the tech pillars and STONE wall, so that's the first thing that comes to mind for me. 2 Quote Share this post Link to post
DeetOpianSky Posted January 20, 2024 MAP: Where the Cabs Don't Stop SLOT: E4M2 MIDI: The Whole World - Outkast; Sequenced by Mista Sparkalo (freemidi.org) Notes: There is both a normal and secret exit. I included a MUSINFO/Thing 14101. The pause / music change as the level begins is intentional. Difficulties are implemented as well as Co-Op Starts.Download from Google Drive Here. Screenshot 1 Screenshot 2Screenshot 3 I'll start on E3M9 shortly. 1 Quote Share this post Link to post
Somniac Posted January 20, 2024 Played the three maps submitted so far, nice work! Comments on each of them: @DrPyspy - deliciously moody, great use of tension with no monsters appearing til you pick up the key. You really nailed the techbase/void aesthetic here with a cool blend of IWAD style techbase and more modern looking fleshy constructs. I really liked the MIDI too! I would maybe suggest adding a few more monsters, but I think it works nicely as it is, given this is such a moody level. One of the imps on the flesh pillars seems to get stuck when he teleports in, I'm not sure why as there doesn't seem to be anything wrong with the teleport placement. @SilverMiner - really abstract design which fits a lot with the episode theme, interesting MIDI too! Difficulty feels about right for an episode opener, I thought the teleport trick at the start with those hexagonal sectors was really cool. Don't be afraid to make this one a bit bigger, but if you're happy with the current size then that's cool! Fun map and a great oldschool-style opener for E3. @DeetOpianSky - great sandbox-y level which gives the player nice opportunities for infighting while running around the open space at the beginning. Reminds me of Doom II MAP13 with those monsters sniping from the buildings. That pop-up Cyber was nicely done, and I liked the idea of it being a chunk of street ripped out of Earth and floating in a sea of lava. The upbeat music gives it a fun 90s PWAD feel, which contrasts nicely with the visuals. One of the floating crates out by the berserk pack looks a bit glitchy in Crispy Doom due to the sector lighting effect, but its not a big issue IMO. 3 Quote Share this post Link to post
somerandommarineguy Posted January 20, 2024 8 hours ago, Somniac said: Alright, we've got some submissions! I'll aim to play these today and come back ASAP with some commentary. All the screenshots shared so far look real promising. Can't wait to see how this turns out! @somerandommarineguy - looks like a solid start, gives me warehouse vibes. Maybe lower the floor of the section off to the right to have some verticality? You've got a natural looking barrier there with the tech pillars and STONE wall, so that's the first thing that comes to mind for me. Already on it. also added some monsters to this room. I think you might get the idea of what the first encounter will look like. Here's what the final area looks like right now. Needs some fleshing out, overall. 2 Quote Share this post Link to post
Blast_Brothers Posted January 21, 2024 Whipped up a quick concept for an M_DOOM: Here's how it looks in-game: Thoughts? I can make some other misc graphics (status bar, CREDIT, etc) in this style if desired. 10 Quote Share this post Link to post
fishy Posted January 21, 2024 12 minutes ago, Blast_Brothers said: Whipped up a quick concept for an M_DOOM: Here's how it looks in-game: Thoughts? I can make some other misc graphics (status bar, CREDIT, etc) in this style if desired. that looks sick homie 1 Quote Share this post Link to post
Somniac Posted January 21, 2024 Hey @Blast_Brothers that looks really good! I'd be happy to use this. @Lorcav has also offered to put some graphics together so maybe we can use a mixture of both your stuff? That'd be a cool approach IMO. 1 Quote Share this post Link to post
aRottenKomquat Posted January 21, 2024 Almost done with my E1M7 submission, may be a few more days before I post the WAD and move on to my E2 submission. This is tough! I have a new respect for Doom 1 mappers. I keep getting blocked by textures/monsters/weapons not even existing! Sort of a courtyard area surrounded by four buildings, one of which is a warehouse full of demons. I don't have a map name yet but I'm thinking of referencing the warehouse somehow (after consulting a thesaurus). Spoiler 3 Quote Share this post Link to post
DRON12261 Posted January 21, 2024 (edited) I finished the map (E2M5), speedmapped it in about 4 hours. It might be a little rough, but overall it seems to be a good quick map. Name: Marching in the Darkness MIDI: "Entertainer" by Isotype Textures, Dehacked with the title as well as CWILV14 already in the wad.https://drive.google.com/file/d/1wFrfntkD_h44ca83yEya0hhPnr8VIbQg/view?usp=sharing Edited March 28, 2024 by DRON12261 7 Quote Share this post Link to post
Somniac Posted January 21, 2024 @aRottenKomquat looking really good, I'm excited to try this one! @DRON12261 - very good work for 4 hours! Great mixture of gloomy visuals and high-energy gameplay. Nice idea having the void space kill the player. I liked this map a lot! 2 Quote Share this post Link to post
fishy Posted January 21, 2024 (edited) Spoiler Spoiler Spoiler Spoiler Okay, here's my entry! E4M5 - "Metro Madness". I tested it on Crispy Doom,so it should work just fine on that port. Trying to detail a map with only 1000 lines and make it last more than 3 minutes was a real challenge, it was a real fun time for my weekend. I got no clue how to make the map name change in game on this format so i left it as is. I tried to stick the best i could to the invaded city theme, i think i did a good job. Anyways, enjoy! Metro madness E4M5 Fishy.zip Spoiler Edited January 21, 2024 by fishy forgot to spoiler an image xd 4 Quote Share this post Link to post
DrPyspy Posted January 21, 2024 Did some touchups! Fixed missing teleporter exit for the Pinkies Added some new demons Added an extra shell pickup and a couple of stimpacks Added a couple more demons to UV Removed a few demons from HNTR DrPyspy_1kUD_E2M4_v2.zip 1 Quote Share this post Link to post
Lorcav Posted January 21, 2024 10 hours ago, Somniac said: Hey @Blast_Brothers that looks really good! I'd be happy to use this. @Lorcav has also offered to put some graphics together so maybe we can use a mixture of both your stuff? That'd be a cool approach IMO. Yeah, if we have a cohesive idea of how to go that could be intereeting I guess. 1 Quote Share this post Link to post
Somniac Posted January 21, 2024 @fishy - this was solid! I was hoping someone would make some kind of metro station. Some nice environmental storytelling with the corpses everywhere and the cracked floors, and the trains at the start were really cool. A few minor suggestions: - the Baron in sector 182 isn't too much of a threat, I'd suggest having a walkover line lower that sector so he can get down and be more dangerous (e.g the doorway into the corridoor with the pool of blood). - similarly the Baron in sector 114 could be more threatening without the block monsters line on his lift. - the nukage sectors aren't damaging, those areas could be more dangerous with damaging floors (+ maybe a radsuit to be fair) - red door isn't marked. Not essential as its pretty clear where to go, but generally good practice. - removing some of the train cars would give you more linedefs to play with, but if you want to leave them as they are, its up to you :) (about the map name, don't worry about it. I'll make any CWILV graphics that need doing, plus the Dehacked + UMAPINFO stuff) 0 Quote Share this post Link to post
fishy Posted January 21, 2024 56 minutes ago, Somniac said: @fishy A few minor suggestions: - the Baron in sector 182 isn't too much of a threat, I'd suggest having a walkover line lower that sector so he can get down and be more dangerous (e.g the doorway into the corridoor with the pool of blood). - similarly the Baron in sector 114 could be more threatening without the block monsters line on his lift. - the nukage sectors aren't damaging, those areas could be more dangerous with damaging floors (+ maybe a radsuit to be fair) - red door isn't marked. Not essential as its pretty clear where to go, but generally good practice. - removing some of the train cars would give you more linedefs to play with, but if you want to leave them as they are, its up to you :) Hey pal thanks for the compliments! so to answer the thingies you pointed out: I'll look into the barons either tomorrow or next weekend because I'm kinda tight with time 😅, the nukage sectors aren't meant to be damaging, because it's supposed to be a sewer, I can change if it you want though. The red door marking I completely forgot about that. I think the amount of train cars is alright, otherwise it'd be a bit empty. 1 Quote Share this post Link to post
Blast_Brothers Posted January 22, 2024 @Lorcav I forgot you already said you wanted to make graphics for this, my mistake. Since you asked first, you should get first dibs on anything. If there are any graphics you don't want to make, let me know. 2 Quote Share this post Link to post
somerandommarineguy Posted January 22, 2024 Would anyone mind if I make a little discord server for this, or would that not be necessary? 1 Quote Share this post Link to post
DankMetal Posted January 22, 2024 Alright, here's the first version of my map! Map: Outbreak of Evil Slot: E2M1 Custom Midi: not yet, i will make one myself. This level is mostly based on the catacombs from Doom 2, i managed to use less than 1000 lines on this. Tested on Prboom + and Crispy Doom. Difficulty settings and multiplayer (coop) implemented. Here's the wad Epic screenshot: Spoiler 2 Quote Share this post Link to post
Somniac Posted January 22, 2024 12 hours ago, fishy said: Hey pal thanks for the compliments! so to answer the thingies you pointed out: I'll look into the barons either tomorrow or next weekend because I'm kinda tight with time 😅, the nukage sectors aren't meant to be damaging, because it's supposed to be a sewer, I can change if it you want though. The red door marking I completely forgot about that. I think the amount of train cars is alright, otherwise it'd be a bit empty. That's cool, there no rush! You don't have to make the nukage sectors damaging if you don't want to. 11 hours ago, Blast_Brothers said: @Lorcav I forgot you already said you wanted to make graphics for this, my mistake. Since you asked first, you should get first dibs on anything. If there are any graphics you don't want to make, let me know. Good point, I agree and its only fair after all. We can still keep your graphic as a backup just incase :) 11 hours ago, somerandommarineguy said: Would anyone mind if I make a little discord server for this, or would that not be necessary? Eh, I don't consider it nescessary tbh. I barely use discord and would like to keep development to this thread. 5 hours ago, DankMetal said: Alright, here's the first version of my map! Map: Outbreak of Evil Slot: E2M1 Custom Midi: not yet, i will make one myself. This level is mostly based on the catacombs from Doom 2, i managed to use less than 1000 lines on this. Tested on Prboom + and Crispy Doom. Difficulty settings and multiplayer (coop) implemented. Here's the wad Epic screenshot: Reveal hidden contents That was great! Short, fun and fairly frantic. A nice punchy opener to E2! Feel free to expand on this, but if you're happy with it then that's all good. 1 Quote Share this post Link to post
DeetOpianSky Posted January 22, 2024 MAP: Retro-Future-Schism SLOT: E3M9 MIDI: Deftones - Passenger (freemidi.org) Notes: *Flashing lights Some intended HOMs. Thing 14102 / MUSINFO included in wad. The pause/ music change is intentional. Difficulties and multiplayer implemented.Screenshot 1 Screenshot 2 Screenshot 3Download map from Google drive here. 1 Quote Share this post Link to post
fishy Posted January 23, 2024 @Somniac Hey man, i had free time today so i looked into what you told me. I marked the red door, removed some lines that weren't needed, removed two train cars and replaced them with rocks, looked into the barons and made them more of a challenge, fixed monsters waking up when they weren't supposed to, shifted some items and textures, added some detail, etc, all still with just 1000 lines. Metro madness E4M5 Fishy updated.zip 2 Quote Share this post Link to post
DynamiteKaitorn Posted January 23, 2024 MAP: Lunar Recon StationSLOT: E1M9MIDI: Nell's Theme - Advance Wars (possibly VGMusic.com?)NOTES (optional): This map has already exceeded 900 linedefs. D: Screenshots: Spoiler Start of the map Just down from spawn Front side of the base Inside. :3 https://www.mediafire.com/file/nsk004njtkvj0rx/Lunar_Recon_Station.zip/file 4 Quote Share this post Link to post
Somniac Posted January 23, 2024 @DeetOpianSky - hectic and challenging! I feel like the secret slot is as good a place as any to have basically a slaughtermap, so good call on that. I did notice some monsters stuck in the floor at sector 215 in Crispy Doom, not sure how that happened. @fishy - thanks for the update! Map feels a bit tighter now and definitely plays better. Cheers! @DynamiteKaitorn - this was good fun, I loved the approach you took of having it be essentially one building in a crater, looks really cool. Great stuff! 2 Quote Share this post Link to post
DeetOpianSky Posted January 23, 2024 2 hours ago, Somniac said: @DeetOpianSky - hectic and challenging! I feel like the secret slot is as good a place as any to have basically a slaughtermap, so good call on that. I did notice some monsters stuck in the floor at sector 215 in Crispy Doom, not sure how that happened. Actual cursed linedef. Threw everything I could think of at it, then just deleted the problem line and redrew it. New one for me (somewhat new to mapping myself). They seem to be unstuck now. Update uploaded to drive. 2 Quote Share this post Link to post
Hayden49 Posted January 25, 2024 E2M9.zip (55kb) (Run with resource wad) MAP: "Necrolysis" SLOT: E2M9 MIDI: "Resistor" by Hayden49 (I didn't originally make this midi for this map, I'm just simply using one of my own midis.) NOTES: Lots of mixed themes in this level. I had the concept of the gimmicky feel of the E2M9 slot in mind while making it. 7 Quote Share this post Link to post
stochastic Posted January 26, 2024 (edited) Here's my submission for E2M6! E2M6-1K-STO-RC2.zip (Run with resource wad) MAP: "Liminal Rift"SLOT: E2M6MIDI: "SA-X Appears" MIDI from Metroid Fusion - composed by Minako HamanoNOTES: My first techbase map: A faithful attempt at a creepy, moody Shores of Hell corrupted techbase that's falling apart at the seams, being actively pulled into the void. Nothing too crazy in the combat department, save for a couple of surprises :) Uses exactly 1000 lines. TESTED WITH: Crispy Doom and DSDA-Doom SCREENSHOTS: Spoiler Edited May 11, 2024 by stochastic Added some enemies for RC2 5 Quote Share this post Link to post
Somniac Posted January 26, 2024 @Hayden49 - nice interconnected layout and I liked the nonlinearity, being able to grab the keys in whatever order. Some great frantic combat in this one, especially in the yellow key room and the part leading up to the blue key. It killed me twice. Nicely done! @stochastic - I loved the attention to detail here, with the map really feeling like it was coming apart at the seams in places. The red key fight taking place in the void was great fun, and that final fight by the floating cubes visible from the start was a really cool touch. Great map! That takes us up to 11 maps submitted so far. Great work everyone! I'll be away this weekend so won't be able to check out any new maps that may come in during that time, but I'll get back to it as soon as I can. I've got a potential E4M1 in the works, but I'm debating starting over on it, depending how it goes. 3 Quote Share this post Link to post
aRottenKomquat Posted January 27, 2024 (edited) Here are my submissions: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=285308 MAP: Phobos Storehouse SLOT: E1M7 NOTES: Tested with Crispy Doom (Screenshots are from GZDoom because Crispy and screenshots don't work right on my system). Spoiler db1k_E1M7.zip Edited February 8, 2024 by aRottenKomquat 2 Quote Share this post Link to post
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