RED77 Posted January 28 21 hours ago, aRottenKomquat said: Here is my E1M7 submission: db1k_E1M7.zip 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). Hide contents that's a fun level. plus, a great reference since I have to make e1m8. missed a secret, not sure where it is, even with iddt. 3 Quote Share this post Link to post
Somniac Posted January 30 @aRottenKomquat really great map, I loved the layout and progression! Nice high energy combat, especially when you first get out of the starting building, and the whole map is a really nice use of space. This is an awesome penultimate map for E1! 2 Quote Share this post Link to post
DankMetal Posted January 31 I updated E2M1. I added a new secret, i modified some rooms slightly, and the most important change: i added an original midi composed by me. It's called "OW THE EDGE", it was inspired by a lot of Post- Punk/ Deathrock bands that i like. Oh, i also added deathmatch starts. Outbreak of Evil V2 3 Quote Share this post Link to post
Oxyde Posted February 4 Just barely posting to say I'm still alive; Still working on this, hopefully should have a version ready to play this week! I did not account for the secret exit though when I initially made this, I need to rework some aspects here and there to squeeze it in with less than 20 lines available. 7 Quote Share this post Link to post
aRottenKomquat Posted February 6 On 1/31/2024 at 12:41 AM, DankMetal said: I updated E2M1. I added a new secret, i modified some rooms slightly, and the most important change: i added an original midi composed by me. It's called "OW THE EDGE", it was inspired by a lot of Post- Punk/ Deathrock bands that i like. Oh, i also added deathmatch starts. Outbreak of Evil V2 Fun little map, I love the detailing and I think it'll be a great episode-starter. Since I have E2M2, I'm going to study this a bit and borrow a few minor visual ideas so there's some cohesion to the map progression. 2 Quote Share this post Link to post
aRottenKomquat Posted February 8 Here's my second map, E2M2. (The WAD contains both of my submissions, with minor updates to E1M7.) db1k_E1M7_E2M2.zip MAP: Corrupted Complex SLOT: E2M2 NOTES: Tested with Crispy Doom. Screenshots in spoiler. Spoiler 8 Quote Share this post Link to post
Somniac Posted February 15 Still alive here, just got a but busier than usual and had to contend with being ill for a bit too. @aRottenKomquat - sorry I only just got around to playing this. Another really good map, the flow and progression in this one was great fun with lots of frantic combat on UV and some nice traps - I felt it was a tiny bit short on health and ammo, but you can likely chalk that up to me aiming like crap with the chaingun :p on the other hand I thought it added to the tension really well, and there's plenty of shotgun ammo, so no complaints. Great stuff! 3 Quote Share this post Link to post
Somniac Posted February 22 (edited) E4M1 ready to go! MAP: Reservoir SLOT: E4M1 MIDI: Let the Wicked Be No More by Lippeth NOTES: My 2nd attempt at E4M1 after the first one just wasn't working out. This one I'm much happier with. Still not sure if some of the encounters need more tweaking. I wanted to go full Hell Beneath and be really stingy with health, but it felt a bit too hard so I might have overcompensated a bit in response. Tested in DSDA and Crispy Doom. Edited February 22 by Somniac 7 Quote Share this post Link to post
DFF Posted February 26 (edited) MAP: Curfew Quarters SLOT: E1M6 MIDI: A Foggy Night - stewboy NOTES: A bit of an experimental take that i was inspired to do because of the sky setting. I imagine this map will likely not be a lot of people's cup of tea but copefully the map designs I included work well with the concept. Tested in DSDA, prBOOM Screenshot Edited February 26 by DFF 2 Quote Share this post Link to post
Blue Phoenix Posted February 26 (edited) https://www.dropbox.com/scl/fi/rc41nyae236y6xi53iubz/another-time-and-place.zip?rlkey=bon5ip14wjnc3v3wa2yqq6cd2&dl=0 MAP: Another Time & Place SLOT: E3M4 This is a preliminary release there is no custom MIDI or different difficulty levels yet. I been struggling to figure out where to proceed from what I have so far, as such any criticism is welcome. screenshots: Spoiler Edited February 26 by Blue Phoenix Screenshot fell out of spoiler brackets 3 Quote Share this post Link to post
knifeworld Posted February 26 Popping in to say my map has been close to done for a while now, I'm just focusing on getting my Doomium 2 stuff out the door first! Strangely, I thought my map went over 1000 lines last time I checked and I'd have to chop away hours of work. But it's not, maybe I was sleep deprived and confused the sidedef count for the linedefs, who knows! 3 Quote Share this post Link to post
Nikolanchik Posted February 28 Hi, I want to remind you that I did not forget about the project and I will send you a map this weekend 2 Quote Share this post Link to post
Somniac Posted February 28 (edited) @DFF - super moody visuals with some tense combat! I think the only issue some players might have with this map is how dark it is, but personally I think its really cool, and there's enough highlight sector lighting for it to not be confusing. The only issue I ran into was a softlock with sector 55 not triggering when I approached it from the pillar room instead of the start, which only happened on a second playthrough as the layout gives you the option to go either way. Loved it! @Blue Phoenix - had a great time with this one! It reminds me of Mt Erebus and the Doom 3 hell levels a bit. I loved the trippy side areas with the different sky transfers, and the start was really good with how it keeps you under pressure in an open space. I telefragged the Spiderdemon one time and then managed to get past it a second time, the final room could maybe use a bit more ammo. I don't know what else could be added, it feels pretty complete and there's near enough 1000 lines. Feels exactly like a more bizarre E3 map should feel, IMO. Two maps to go until we're halfway there! Edited February 28 by Somniac 3 Quote Share this post Link to post
DFF Posted February 28 55 minutes ago, Somniac said: @DFF - super moody visuals with some tense combat! I think the only issue some players might have with this map is how dark it is, but personally I think its really cool, and there's enough highlight sector lighting for it to not be confusing. The only issue I ran into was a softlock with sector 55 not triggering when I approached it from the pillar room instead of the start, which only happened on a second playthrough as the layout gives you the option to go either way. Loved it! Updated the map, same link. -Added a trigger to sector 55 from the opposite side -rebalanced the ammo, hard difficulty feature more shells than bullets now (chaingun can effectively be used as a flashlight for combat in this map) -saved a couple lines to add a light pedestal to the RL. Thanks for playtesting. 2 Quote Share this post Link to post
somerandommarineguy Posted February 28 Didn't forget ether, I have made much progress with the map as of recent. Here's what the current layout looks like! 2 Quote Share this post Link to post
somerandommarineguy Posted February 29 (edited) 21 hours ago, somerandommarineguy said: Didn't forget ether, I have made much progress with the map as of recent. Here's what the current layout looks like! Name: Six feet underground Mapslot: e1m2 Midi: D_Betray from mid the way id did Notes: Play tested from a pistol start and continuous play from e1m1 on crispy doom. Does use some non e1 textures but all the enemies are e1 exclusive. This is my first original map, so any from of feedback is appreciated. E1M2.zip Edited February 29 by somerandommarineguy 5 Quote Share this post Link to post
JustAthel Posted February 29 Just popping in to say I have not forgotten about this project, but rather have been distracted with other bigger projects nearing completion, as well as school work. I hope to have one of my submissions in really soon! 2 Quote Share this post Link to post
aRottenKomquat Posted March 3 (edited) I made some updates to E1M7. Fixed some texture alignment issues, added a bit more detailing near the exit room since I had line budget left, and changed a couple (secret-related) linedef actions that were accidentally S1 instead of SR. Special thanks to my sister LadyNims for noticing these during playtesting. db1k_E1M7_E2M2.wad.zip Edited March 3 by aRottenKomquat 2 Quote Share this post Link to post
Blast_Brothers Posted March 3 I, too, have been distracted from this. But I'm 400 lines in and should have something playable soonish. 3 Quote Share this post Link to post
Lord_Z Posted March 3 Here is my map! MAP: Cloak SLOT: E4M3 MIDI: Dimension of Dreams by Jimmy Spoiler 6 Quote Share this post Link to post
Dreadopp Posted March 3 Huzzah! Here's my map! This was a fun one to put together. Map: D.A.G.G.E.R. Slot: E4M4 Midi: Atmosphere by Tristan Clark Download: D.A.G.G.E.R. Screenshots Spoiler Enjoy! 6 Quote Share this post Link to post
somerandommarineguy Posted March 4 On 2/29/2024 at 3:59 PM, somerandommarineguy said: Name: Six feet underground Mapslot: e1m2 Midi: D_Betray from mid the way id did Notes: Play tested from a pistol start and continuous play from e1m1 on crispy doom. Does use some non e1 textures but all the enemies are e1 exclusive. This is my first original map, so any from of feedback is appreciated. E1M2.zip @Somniac I have made a submission if you haven't seen it already. 2 Quote Share this post Link to post
Nikolanchik Posted March 4 On 2/28/2024 at 9:20 PM, Nikolanchik said: Hi, I want to remind you that I did not forget about the project and I will send you a map this weekend I overestimated myself, the map is half ready and will be published tomorrow. Do I need to archive textures? 4 Quote Share this post Link to post
Somniac Posted March 4 Thanks for the updates everyone, just played through the latest submitted maps: @somerandommarineguy - This is your first map? Nice job! Fun map which encourages the player to jump in and kill things, the traps were good fun and keep you moving (the bit with the marble ruins and lava got me good a couple of times), and it loops back on itself in a satisfying way too, all things my first map didn't do :p I played this one 3 times and found no bugs, aside from an unpegged DOORTRAK on the exit door, but its not crucial - some people like to do that so it looks like its moving, which is fair. @Lord_Z, @Dreadopp - when I started this project I was curious if anybody from the previous installments would be interested in mapping for it, and I was excited to see what you'd both come up with. I really enjoyed these two! There's a really nice contrast between the gameplay and layout of both levels, and the way they tie into eachother visually is something I always love to see. Feels like two parts of a larger map, the change in pace between oppressive and tight use of space to more open combat and layout flows really well. Both super atmospheric too! @Nikolanchik - don't worry about the resources, I will compile everything at the end :) looking forward to seeing your map! 3 Quote Share this post Link to post
somerandommarineguy Posted March 5 (edited) 4 hours ago, Somniac said: Thanks for the updates everyone, just played through the latest submitted maps: @somerandommarineguy - This is your first map? Nice job! Fun map which encourages the player to jump in and kill things, the traps were good fun and keep you moving (the bit with the marble ruins and lava got me good a couple of times), and it loops back on itself in a satisfying way too, all things my first map didn't do :p I played this one 3 times and found no bugs, aside from an unpegged DOORTRAK on the exit door, but its not crucial - some people like to do that so it looks like its moving, which is fair. @Lord_Z, @Dreadopp - when I started this project I was curious if anybody from the previous installments would be interested in mapping for it, and I was excited to see what you'd both come up with. I really enjoyed these two! There's a really nice contrast between the gameplay and layout of both levels, and the way they tie into eachother visually is something I always love to see. Feels like two parts of a larger map, the change in pace between oppressive and tight use of space to more open combat and layout flows really well. Both super atmospheric too! @Nikolanchik - don't worry about the resources, I will compile everything at the end :) looking forward to seeing your map! Technically not the first map I've made, but it is my first original map. I've fucked around in doom builder before but just wasn't able to make a full map until recently. My actual first map is a remake of the console tower of babel (named hellgate in the psx version) and my next map is also a remake of a console map. That map being console hell keep. Edited March 5 by somerandommarineguy 3 Quote Share this post Link to post
Nikolanchik Posted March 8 Here's my map, sorry for sending it so late. I don't have an extensive knowledge of music, so I decided not to change anything E2M3.zip 4 Quote Share this post Link to post
dac Posted March 10 I'm still alive, sorry for the wait. Stil working on my map, hopefully it's good enough for release next week. 4 Quote Share this post Link to post
galileo31dos01 Posted March 11 Haven't forgotten about this (except I did, for a month). My E1M4 was halfway through and I'm gonna resume this week, then share next week. 2 Quote Share this post Link to post
Somniac Posted March 12 @Nikolanchik - cool map! I liked the void cracks in the floor and use of voids to break up the different areas. I'd suggest maybe add a teleporter or some other way for the player to get to the exit without backtracking after they get the yellow key, but otherwise its a nice oldschool style level! 2 Quote Share this post Link to post
Blue Phoenix Posted March 14 (edited) https://www.dropbox.com/scl/fi/4n9nubqg6suooem8ugeyp/another-time-and-place.zip?rlkey=tc1p0c5brtdklqjg7psl2w0xr&dl=0 Title: Another Time & Place SLOT: E3M4 MIDI: HELL from Jazz Jackrabbit Known bugs: most in the final arena GZDoom: different floor & ceiling sky trick doesn't work automap fills in whats behind sky doors spoiling some traps, the maze in particular. DSDA Doom(OpenGL): A texture scrolls when its not supposed to. GZDoom & DSDA Doom(OpenGL): lower wall texture has priority in front of a negative height sector when no supposed to I think these bugs are minor and I consider this map finished. Aside from Sky transfer I used another Boom linedef, it just makes the exit glow. Spoiler Edited March 14 by Blue Phoenix 3 Quote Share this post Link to post
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