Scorpius Posted March 14 Heyo. I haven't forgotten about this project - just been really busy. I have started my map and should hopefully have something by this weekend! 3 Quote Share this post Link to post
knifeworld Posted March 15 Going to finish off my map this weekend too, there's not too much left to do. I've just been focusing on finishing my Doomium 2 maps first. 3 Quote Share this post Link to post
DukeOfDoom Posted March 17 Been kinda busy, haven't forgotten about the project. Got about 60% of my map done, will finish it as soon as I can. 2 Quote Share this post Link to post
DankMetal Posted March 17 I played a lot of the maps that have been posted here, and i must say, they have been a pleasant surprise! Here's some of my thoughs: E1M7 by @aRottenKomquat Spoiler Really fun map. It looks and plays surprisingly good considering the limitations. I don't have a lot to say, honestly, is just a really good map. E2M2, also made by aRottenKomquat Spoiler Another fun map! I don't know how you managed to make something this detailed with just a thousand linedefs. This was a bit harder than i expected, but nothing out of the ordinary with the difficulty. I'm kind of flattered to see that my map inspired you in some way! E2M3 by @Nikolanchik Spoiler It's not bad. The void cracks is an interesting idea, but they feel very plain. Maybe add a bit of depth to them? I don't know if i'm explaining myself. That innaccessible part of the first hallway looks bad with just an impassable line, i reccomend adding MIDBARS to that section, it would feel more ominous than just putting an invisible wall. The transition to the red door (i think it was a red door?) Where you have to follow the red torches is very neat, and it confused me more times than i would like to admit. The gameplay is good imo, do not change anything regarding that. Overall, not a bad map! It just need some very minimal changes to be better. E4M1 by @Somniac Spoiler Solid opener for episode 4. It's frantic, looks good and it's cramped with enemies, just the way i like it. I don't know how you made that trick with the red switch that is near the start of the map, but it's hella cool. However, there's a tiny bug where if you press the switch again after the floor lowers completely, the boxes will lower again. It's not a big deal, to be honest, i just wanted to point that out. E4M5 by @fishy Spoiler I think this level feels too empty. There are big rooms which just have 3 or 4 enemies, and this is noticeable within the first room. This doesn't apply to the sewer section tho, that portion of the map is okay. But the rest of the map where it takes place in a city has this problem. Outside of that, the map is alright. Now that i'm here, i want to share the last version of my map, for real this time. I fixed some visual bugs here and there, nothing big. Outbreak of Evil V3 final version, for real this time, on god. I also wanted to say that it's the right time to make a compilation of all the maps that has been made so far. I really want to try out every single one of this maps, i had a very good time playing the ones that appear on this post. 3 Quote Share this post Link to post
Scorpius Posted March 17 And alas, it is done! I really enjoyed making both the map and the song. :) Spoiler Name: Corpse Bloom Play: Single and cooperative Comp: Vanilla / -complevel 2 MIDI: Rise from the Ground by Me! Tested: PrBoom+ v2.5.1.4 / GZDoom 4.8.2 File: CORPSEBLOOM.ZIP 3 Quote Share this post Link to post
Somniac Posted March 18 @DankMetal thanks for taking the time to do a bit of playtesting, much appreciated! 14 hours ago, DankMetal said: E4M1 by @Somniac Reveal hidden contents Solid opener for episode 4. It's frantic, looks good and it's cramped with enemies, just the way i like it. I don't know how you made that trick with the red switch that is near the start of the map, but it's hella cool. However, there's a tiny bug where if you press the switch again after the floor lowers completely, the boxes will lower again. It's not a big deal, to be honest, i just wanted to point that out. Its basically a multi-floor lift, with control sectors that tell the crates to keep their height while they move down with the blood floor. Though it sounds like I set the switch to repeatable which makes all the crates lower again, I should probably change it even though it doesn't break anything. 14 hours ago, DankMetal said: I also wanted to say that it's the right time to make a compilation of all the maps that has been made so far. I really want to try out every single one of this maps, i had a very good time playing the ones that appear on this post. Now we've got about 20 maps, I think you're right, I originally wanted to wait til all submissions were in, but assembling a playable build of what we've got now couldn't hurt. I'll see if I can get that done later today :) @Scorpius screenshot looks great, I'll give this map a playthrough ASAP and get it added to the compilation! 3 Quote Share this post Link to post
fishy Posted March 18 21 hours ago, DankMetal said: E4M5 by @fishy Hide contents I think this level feels too empty. There are big rooms which just have 3 or 4 enemies, and this is noticeable within the first room. This doesn't apply to the sewer section tho, that portion of the map is okay. But the rest of the map where it takes place in a city has this problem. Outside of that, the map is alright. Yeah, i ran out of lines and i didn't want the map to be hitscanner or cacodemon hell. I'm geniuenly not sure what else could've been added lol, i gave it my best. I'm glad you like the sewer tho, that part was really hard to make :) 3 Quote Share this post Link to post
Somniac Posted March 18 Alright! HERE is a playable build with all 21 maps submitted so far. I'll put this in the OP too. UMAPINFO is included, though as not all the E4 maps are in yet (with designated MIDIs) one or two maps will play the wrong MIDI in Crispy Doom at the moment, it seems. That'll all get sorted out closer to the end though. Everything should be working fine, but if anything's broken let me know. I almost didn't realise we were over the halfway point. This is coming together nicely! 15 maps to go! @Scorpius, feedback on your map as promised - I loved the blood fortress aesthetic, really hits the classic E4 feel, recalling Against Thee Wickedly (with an even meaner Cyberdemon haha) in places but definitely does its own thing. Lots of frantic combat and pressure on the player from all sides early on. Really good map! 7 Quote Share this post Link to post
DankMetal Posted March 19 (edited) I found a bug related to the UMAPINFO lump. When you finish any eXm8 map, it will try to go to eXm10, and since there's no any map on that slot, it will crash the game. To fix this you must write "endgame = true" on every eXm8 entry. This is only a problem in Boom- based ports, i was playing this wad in the latest version of Nugget Doom, and then i tested it on crispy doom to see how it went with vanilla ports. Outside of that, the wad works fine. Now, with that out of the way, i'm gonna talk about some of the levels i played. E1M2 by @somerandommarineguy Spoiler Okay, i think i played this level backwards. I went to the exit first and then i came back to the red key i forgot in that cave maze. It's good to have some alternative paths tho, i tell you that. Some of the traps were really punishing, especially the one near the end. I'm not saying that you have to tone down the difficulty tho, The OP states that the map order can be altered in the future. Really good map. E1M6 by @DFF Spoiler Beautiful is a really fitting word to describe this map. The brightmaps from crispy/ nugget enhances it a lot, but even without that, it's still a very good lookin' and moody map. My favorite part has to be the blue key ambush. That tower with the strobbling lights is such a good view from outside. There's hom in the dark room before entering the blue key arena, is quite easy to miss. E2M4 by @DrPyspy Spoiler How. How can you make a map this good with 1000 lines, and In such a short time? This was a huge surprise, i wasn't expecting a level that leaned more into a more dark ambience. The Cyberdemon jumpscare got me the first time, one of my favorite moments of this level. I don't have any much to say, this is just perfect, man. E2M5 by @DRON12261 Spoiler Not a bad map, but i have one big problem with it. The candle puzzle is a neat idea, but punishing the player with an insta-death is unfair, and repeating a pretty big portion of the map (or the full map for saveless runs) gets tiring at some point. Maybe just teleport the player to a room with damaging floor that you can get out of? Otherwise is a good map, and the fight with the cacos and pinkies is tricky but fun Also, i don't know what the sigil eyes do, do they open the secret exit?. E2M6 by @stochastic Spoiler Love me some Stickney Installation inspired maps. I was genuinely surprised to see the candle maze from e2m5 making a come back, both in the chaingun secret and at the start of the map. It made what we have of episode 2 feel more connected in some way. That red key assault was a pleasant surprise, i wasn't expecting to see a cyberdemon and it genuinely freaked me out, but i managed to make him infight with the rest of the monsters... in my second attempt. In te first one i got into that room almost inmediatelly, without knowing what was waiting for me behind those doors. The level loses some steam after that, but is not a big problem, to be honest. Loved the Black Tower-esque ending, and how it's always there, since the start of the map. Those are the maps i played, i forgot a lot of them, but i can check them out another day. Edited March 19 by DankMetal "Outsode" fuck this fuckong keyboard i hote ot 4 Quote Share this post Link to post
DRON12261 Posted March 20 9 hours ago, DankMetal said: Not a bad map, but i have one big problem with it. The candle puzzle is a neat idea, but punishing the player with an insta-death is unfair, and repeating a pretty big portion of the map (or the full map for saveless runs) gets tiring at some point. Maybe just teleport the player to a room with damaging floor that you can get out of? Otherwise is a good map, and the fight with the cacos and pinkies is tricky but fun Also, i don't know what the sigil eyes do, do they open the secret exit?. About the void, I really wanted to make it so that it would always be very uncomfortable for the player to be near or in it, so that the player would feel a great danger in the void. So I made instakill when the player moves carelessly in it. And in order for the player not to get lost in the transition section, I specifically put a lot of candles on the road itself and large torches on the turns, so that the player had all the landmarks to honestly avoid dying in the void. It's very risky to fight there, so I motivated the player more to get to the other "shore" to start a full-fledged fight in the middle of arena. In general, I'm a little tossing between the idea and simplification of gameplay, and I'm probably more inclined to keep the idea. Perhaps if the problem continues to plague many players, I'll consider changing this segment. The level itself is very short, so I don't think it will be a problem for saveless runners. Unless perhaps the fight at the blue key may seem difficult if the player mistakenly starts running away from them on the void, but on the other hand there are implemented all levels of difficulty, not just UV. Two sigils open the exit to the secret level in the middle of the crossing in the void. 2 Quote Share this post Link to post
Windy Posted March 20 (edited) Sorry for taking so long with this map, it's finally done. MAP: Beneath a Blackened Sky SLOT: E2M7 MIDI: The Old Ones - Jimmy Paddock NOTES: Tested with Crispy Doom and PRBoom+ (complevel -3). Difficulties and co-op implemented but testing was mostly done on UV. Download: Screenshots: Spoiler Edited March 20 by Windy 7 Quote Share this post Link to post
somerandommarineguy Posted March 20 On 3/19/2024 at 4:51 PM, DankMetal said: Hide contents Okay, i think i played this level backwards. I went to the exit first and then i came back to the red key i forgot in that cave maze. It's good to have some alternative paths tho, i tell you that. Some of the traps were really punishing, especially the one near the end. I'm not saying that you have to tone down the difficulty tho, The OP states that the map order can be altered in the future. Really good map. Yes, going back to grab the red key is one of two paths to take with this map, the other is grabbing both keys before the final encounter and exit. 1 Quote Share this post Link to post
galileo31dos01 Posted March 22 (edited) Done it is: MAP: Deimos Tration in Another Moon SLOT: E1M4 (of course it can be moved if desired) MIDI: "Phobos Sewers" by Ofisil NOTES: Simple KDITD-ish map looking ambiguously Phobos-Deimos, hence the title. Skills other than UV are pending. Players 2-4 starts are there, though coop untested. Inspired by E2M4 (additionally Arrokoth, Stickney Instalation E1, and general Doom 1 feel). TESTING: Crispy Doom by me, DSDA-doom -cl3 by @NinjaDelphox, @Arsinikk, Doom Retro by @traversd FILE: 1kud_E1M4.zip (outdated) Edited March 24 by galileo31dos01 updated shot 6 Quote Share this post Link to post
galileo31dos01 Posted March 24 An update: 1kud_E1M4b.zip I added skills, minor miscellaneous details, fixed one tagged line, and updated the sshot to reflect one of those minor details. 3 Quote Share this post Link to post
Somniac Posted March 24 On 3/19/2024 at 8:51 PM, DankMetal said: I found a bug related to the UMAPINFO lump. When you finish any eXm8 map, it will try to go to eXm10, and since there's no any map on that slot, it will crash the game. To fix this you must write "endgame = true" on every eXm8 entry. This is only a problem in Boom- based ports, i was playing this wad in the latest version of Nugget Doom, and then i tested it on crispy doom to see how it went with vanilla ports. Outside of that, the wad works fine. Will fix this with the next build. Thank you for giving feedback on some more maps also! @Windy - This one was tough, but fun! I got smoked a couple of times on UV and it was quite tense with the ammo, I just made it through - I'm not the best at ammo management, so perhaps chalk it up to that. Making one of the MP only shell boxes appear in SP would mitigate this, but I get it your intention for this map is tight resources at higher difficulty. Great setpiece driven map though, with nice moody visuals! The Imp room with the platforming and sniping shotgunners was probably my favourite part. Feels like a nice fit for the slot as it looks like we're near the epicentre of void hell. @galileo31dos01 - had great fun with this map figuring out the various routes while under constant pressure at the start. That rocket launcher secret was a blast! I enjoyed how the map gets flooded with monsters a second time just before you leave, gives the player a good excuse to unload with the chaingun and whatever rockets they might have left. Outdoor section leading up to the RL secret was a great touch too. Visually I loved the E1/E2 theme and the map flows great. In terms of pure gameplay this is one of the most entertaining maps submitted so far! Just one thing, it looks like the custom MIDI is missing from the file :) Now at 23 maps, I'll hopefully be able to compile them into the WIP build later today along with updates to the UMAPINFO. We're well on track to having a great UDoom megawad here! 3 Quote Share this post Link to post
JustAthel Posted March 24 Thought I'd chime in with an update -- after dealing with some personal struggles and demotivation, I finally decided to just start speedmapping and seeing what I get as a result, and my E3M5 map seems to be coming along well! There's just one area left I have to put in, as well as testing all skill level placements, but I think I'm proud of this little map I'm making. E3 is an... "interesting" style to make maps for, to put it one way. My E4 map is going to be a bit trickier to come up with, given the theme... Spoiler for visual mode screenshot of E3M5 Spoiler 2 Quote Share this post Link to post
galileo31dos01 Posted March 24 (edited) Update number c:1kud_E1M4c.zip A little tweak to the secret area that kinda stops players from escaping with things behind ("kinda" because it's not a forced lock-in). Added the midi to the file, it's in MUS btw. And, added one more folk who kindly playtested the map. Glorious crispy-doom brightmaps that enhanced the screenshot above :) There could be another update some time depending on how I feel about stuff... Edited March 24 by galileo31dos01 4 Quote Share this post Link to post
JustAthel Posted March 30 (edited) MAP: oppressive atmosphere SLOT: E3M5 MIDI: "On A Sea of Lava" by Myrgharok (might end up composing my own midi later on, idk just yet) NOTES: A kind of tough little map which, on UV, rewards using your environment and enemy infighting to your advantage. Don't waste your resources so quickly! Player starts are included, as well as deathmatch spawns. I thought it'd be a cute little map to DM on, but I have not tested this out. As much as I hate to admit it, this was slightly inspired from a Sigil II map. I have not properly tested out other skill levels, but I have implemented them. I just kinda suck at testing them :p Spoiler for screenshot Spoiler Download: e3m51k-try2.wad (180kb) Edited March 30 by JustAthel 2 Quote Share this post Link to post
knifeworld Posted March 30 Will try to finish my map in the next couple of days, I wanted to finish it a week ago but had some bad stuff come up IRL. The situation is improving now though so I feel like I can come back to Doom related stuff. 2 Quote Share this post Link to post
Somniac Posted April 1 New build HERE and in the OP. 24/36 maps, getting closer! Unfortunately I've run into a problem with the UMAPINFO. Trying to add endgame = "true" to any ExM8 entry, and author = "x" to any entry causes it to break and spit out an error message: I don't know what's causing that and remaking the entire lump from scratch didn't help, so I've stripped it back down to just the map names/music til I can figure out what I'm doing wrong there. @JustAthel - interesting map! I liked the progression of unlocking the various areas you can go to. You weren't lying about infighting being an advantage here! I feel like there's just enough ammo to make it through without relying on that, but it definitely helps. Some good tense Cyberdemon fights too! Especially trying to avoid being splatted while reaching the ammo/switches behind the doors in the main arena. I'd suggest having at least one of the Chainguns/some ammo appear on singleplayer, just incase the player misses the extra ammo/health in the secrets and they have something else to fall back on other than the Shotgun when pistol-starting, but I'll leave it up to you. Overall though this was a fun map! 2 Quote Share this post Link to post
stochastic Posted April 1 (edited) @Somniac I dm'd you the resolution to this issue, but thought I'd post it here too in case anyone runs into it in the future. If you specify the endgame property like this it should work: endgame = true So try excluding the quotes for the endgame property value as it expects a boolean value, not a string. The author property should work accordingly (with quotes): author = "stochastic" This seemed to work for me, but try it on your end just to be sure. Edited April 1 by stochastic 2 Quote Share this post Link to post
Blue Phoenix Posted April 1 if you go to line 101 and 11 step you should find the problem, probably a typo 2 Quote Share this post Link to post
DeetOpianSky Posted April 1 (edited) 28 minutes ago, Blue Phoenix said: if you go to line 101 and 11 step you should find the problem, probably a typo 44 minutes ago, Somniac said: 29 minutes ago, stochastic said: endgame = true author = "stochastic" All replies above should get this working. I just wanted to add some clarification to keep my nerd card and to aid in any future errors you may encounter. The DSDA error breaks down like so: At the 101st line at the 11th character; something is causing an issue. 'Boolean Constant' values can either be true or false and do not require "s. Placing something in "s will be read as a string of text or 'String Constant'. Edited April 1 by DeetOpianSky Corrected text. 3 Quote Share this post Link to post
JustAthel Posted April 1 3 hours ago, Somniac said: I'd suggest having at least one of the Chainguns/some ammo appear on singleplayer, just incase the player misses the extra ammo/health in the secrets and they have something else to fall back on other than the Shotgun when pistol-starting, but I'll leave it up to you. Overall though this was a fun map! Thanks for the feedback! I'll see if I can put a chaingun anywhere not so intrusive, glad you enjoyed it! 2 Quote Share this post Link to post
Somniac Posted April 1 Thanks everyone, turns out I just misread the DOOMWIKI and thought I needed to put "true", heh. Fixed - this version works fine! 3 Quote Share this post Link to post
JustAthel Posted April 2 On 3/17/2024 at 7:56 PM, Scorpius said: And alas, it is done! I really enjoyed making both the map and the song. :) Reveal hidden contents Name: Corpse Bloom Play: Single and cooperative Comp: Vanilla / -complevel 2 MIDI: Rise from the Ground by Me! Tested: PrBoom+ v2.5.1.4 / GZDoom 4.8.2 File: CORPSEBLOOM.ZIP I forgot to ask in my previous post here, but Scorpius, I really like the map and the music track! The combat is pretty tense and I found myself just speeding to the exit when it came time to fight the cyberdemon. I didn't have much ammo or health, so it was quite exhilarating. I also do like the midi you made, I wanted to know if I could expand upon the track, just a small something for fun. It's cool if you're not alright with it but I thought it wouldn't hurt to ask :p 1 Quote Share this post Link to post
Scorpius Posted April 3 8 hours ago, JustAthel said: I forgot to ask in my previous post here, but Scorpius, I really like the map and the music track! The combat is pretty tense and I found myself just speeding to the exit when it came time to fight the cyberdemon. I didn't have much ammo or health, so it was quite exhilarating. I also do like the midi you made, I wanted to know if I could expand upon the track, just a small something for fun. It's cool if you're not alright with it but I thought it wouldn't hurt to ask :p Hey thanks man! Glad you liked it :) Of course by all means - go ahead with the track! It was pretty experimental for myself anyways. 2 Quote Share this post Link to post
RED77 Posted April 6 E1M8 - A FIST FULL OF RAGE - BY RED77.rar MAP: A FIST FULL OF RAGE SLOT: E1M8 MIDI: MOONDANCE BY NIGHTWISH NOTES (optional): I try to give the episode closer a bit of a twist, hope you like what I did. I was able to beat it pistol start, with no saves on all three difficulties, but I think is a good challenge. Also, I only use around 750 lines, so, I will refine some details later. All feedback is welcome. 2 Quote Share this post Link to post
Somniac Posted April 6 @RED77 - cool map, and yeah I liked the twist! I was able to beat it UV pistol-start too, so no issues from my perspective. Continuous players will have weapons and I think that as the final fight is just a question of dodging and being conscious of the available space (plus the switches that let you crush the caged Barons), it works, plus having basically a pure Tyson map here adds to the variety. Still, I would maybe suggest adding at least a shotgun or maybe chaingun + a bit of ammo (maybe as another secret?) so players can choose whether or not to approach it purely with the berserk. I liked it, but I'm just thinking some players may prefer a mixture. Your choice though! 2 Quote Share this post Link to post
RED77 Posted April 6 3 hours ago, Somniac said: @RED77 - cool map, and yeah I liked the twist! I was able to beat it UV pistol-start too, so no issues from my perspective. Continuous players will have weapons and I think that as the final fight is just a question of dodging and being conscious of the available space (plus the switches that let you crush the caged Barons), it works, plus having basically a pure Tyson map here adds to the variety. Still, I would maybe suggest adding at least a shotgun or maybe chaingun + a bit of ammo (maybe as another secret?) so players can choose whether or not to approach it purely with the berserk. I liked it, but I'm just thinking some players may prefer a mixture. Your choice though! Thanks for the feedback. So glad you like it. I'll make some refinements for sure. 2 Quote Share this post Link to post
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