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[Community Project] Death by 1000 Lines: Ultimate Doom 1000 line megawad - limit-removing, cl3 - slots filled! DONE! (development thread - please close)


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@Blast_Brothers, I like everything! The color scheme looks bright and juicy, individual colors perfectly harmonize with each other and there is no feeling of claptrap left.

 

WILVs of E3M2 and E3M3 are confused with each other. 

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@Blast_Brothers these are absolutely great! Thank you for your efforts, this really ties everything together nicely. I love the ENDOOM especially!

 

I believe that Scythe X sky does have a prior source, I'm just not sure what. I'll see if I can find out, but in the event whoever made that texture is still active and happens to read this, please make yourself known and you'll be properly credited.

 

Regarding E4M1, that totally went over my head until I finished the map. I left it in as a sort of "gotcha" for anyone who tries to rush it, but that's probably not the best idea in hindsight, so I'll adjust it. Think there's a couple of texture errors I need to fix too.

 

@knifeworld any updates on your map? 

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Posted (edited)
16 hours ago, Somniac said:

 

@knifeworld any updates on your map?

Sadly I've made zero progress because something in the range of 95% of my time is spent on my 24/7 carer role now... Things are very slowly getting easier to the point that I have some time for Doom again, though.

I should be able to gather enough energy to finish my map tonight.


EDIT (2:13AM on 16th): Pretty fatigued from RL stuff and furiously finishing off my Doomium 2 map when I had time to, but I'll 100% be able to finish my map for this later today.

Edited by knifeworld
progress update without doubleposting

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Found some time earlier and finally hammered away at an RC1 of the map!

MAP: Cyb's Spice Melange Laboratory
SLOT: E3M8
MIDI: "Nucleus" by Psyrus (unlikely to change, but might find one that fits even more)
NOTES: This map started life as a sketch in the editor that was inspired by stuff like Erkatanne, and various maps from the dashlet's Box of Maps series by dashlet, inevitably it took on more of my own style of combat and wild texturing and aesthetics toward the end.

Map ZIP:
(includes the MIDI)
Db1KLines E3M8 KW.zip

Some screens:
rrbVoHF.png
ienMdIi.png
RrrjRbt.png

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Posted (edited)

@knifeworld, good final map with very active monsters! By the moment when I figured out what to do and was able to get to the rocket launcher, some time had passed and I managed to die several times for it :D  Releasing the cyberdemon from the pillar greatly facilitated the task, although it was also not immediately clear that this was possible (and moreover necessary). By the way, it's strange that there is no spiderdemon on the E3M8 and I can't even remember the last time I saw this. Maybe add him or replace the cyberdemon? (which is actually quite capable of killing almost the entire crowd of monsters on the map)

 

@Somniac, I think it's time for the final build with all 36 maps and with all brilliant @Blast_Brothersgraphics.

Edited by RaRu Des2122

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@knifeworld that was worth the wait, really fun map! I could have sworn I spotted a slimetrail somewhere, but I couldn't find it when I went looking for it again with -nomonsters on. Its not a huge deal anyway. Loved the bizarre visuals and curvy geometry.

 

Alright, that's all the maps now in! We did it! Thank you to everyone who participated and made this project possible, its been a fun learning experience and I really enjoyed seeing how everyone interpreted the episode themes. I'll get everything packaged up as soon as I'm able, most likely tomorrow. I would like to get RC1 ready to go over this weekend, so if you're able to get any last-minute changes in before saturday/sunday, please do. If not, there will be time afterwards of course, as we head towards the final release and iron out any remaining kinks.

 

I'm considering starting a new thread when RC1 is ready to go, but I will keep this one open for now until the release candidate is packaged up and ready to drop.

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Fixed (hopefully) the inespicable pit puzzle and added difficulty settings.

Spoiler

For solving it, follow the arrows path in the room

1kx1-v1.zip

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Great job everybody! I'll try to get difficulty settings implemented in my E4 map before this upcoming Sunday to really get everything up to snuff. Glad to see this project reaching its conclusion!

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Posted (edited)
16 hours ago, RaRu Des2122 said:

@knifeworld, good final map with very active monsters! By the moment when I figured out what to do and was able to get to the rocket launcher, some time had passed and I managed to die several times for it :D  Releasing the cyberdemon from the pillar greatly facilitated the task, although it was also not immediately clear that this was possible (and moreover necessary). By the way, it's strange that there is no spiderdemon on the E3M8 and I can't even remember the last time I saw this. Maybe add him or replace the cyberdemon? (which is actually quite capable of killing almost the entire crowd of monsters on the map)

 

@Somniac, I think it's time for the final build with all 36 maps and with all brilliant @Blast_Brothersgraphics.

I came up with placing the yellow key in the pillar on the fly so that's likely why it's a bit goofy progression-wise. I've added some yellow key textures floating near it so the connection with the switch that also has them is more clear.
For some reason older versions of the map were saved as E2M2 so that's my excuse for not adding a mastermind xD, I also couldn't think of a decent way to incorporate her into such a small map.
 

9 hours ago, Somniac said:

@knifeworld that was worth the wait, really fun map! I could have sworn I spotted a slimetrail somewhere, but I couldn't find it when I went looking for it again with -nomonsters on. Its not a huge deal anyway. Loved the bizarre visuals and curvy geometry.

 

Alright, that's all the maps now in! We did it! Thank you to everyone who participated and made this project possible, its been a fun learning experience and I really enjoyed seeing how everyone interpreted the episode themes. I'll get everything packaged up as soon as I'm able, most likely tomorrow. I would like to get RC1 ready to go over this weekend, so if you're able to get any last-minute changes in before saturday/sunday, please do. If not, there will be time afterwards of course, as we head towards the final release and iron out any remaining kinks.

 

I'm considering starting a new thread when RC1 is ready to go, but I will keep this one open for now until the release candidate is packaged up and ready to drop.

I knew exactly which slime trail you were on about because I kept seeing it yesterday, I fixed it but more kept turning up uninvited every time I dared to touch a vertex. I've squashed them all now, I think.

I'm glad you both enjoyed the map! Sorry for the delay.

Here's an update: Db1KLUD E3M8 KW Update 170524.zip
-Improved some signposting
-Improved/changed some texturing
-Added a megaarmor in place of one of the soulspheres
-Fixed some slime trails

Edited by knifeworld
Forgot to mention signposting

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Thanks @Blast_Brothers I'm adding these in as I type! I'm ready to go with the release candidate. Are you able to provide a higher res version of the M_DOOM image? Basically so we have a nice big picture for the release thread, 2-3 times larger would be perfect :)

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Sorry for the late update - CORPSEBLOOM_V2.ZIP

 

My perfectionism kicked in hard. I made slight changes to the map such as adjusting the fights in the blue key room and fixed a couple of small issues.

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12 hours ago, Dreadopp said:

My name is missing an r on the ENDOOM screen.

 

Those look very cool though. :)

 

Fixed: 1kUD_art_V3.zip

 

(Note to @Somniac that I also changed the WILV for E3M3 in V2 but forgot to mention it, so make sure to include that update.)

 

16 hours ago, Somniac said:

Thanks @Blast_Brothers I'm adding these in as I type! I'm ready to go with the release candidate. Are you able to provide a higher res version of the M_DOOM image? Basically so we have a nice big picture for the release thread, 2-3 times larger would be perfect :)

 

16 hours ago, Somniac said:

Thanks @Blast_Brothers I'm adding these in as I type! I'm ready to go with the release candidate. Are you able to provide a higher res version of the M_DOOM image? Basically so we have a nice big picture for the release thread, 2-3 times larger would be perfect :)

 

Sure! Here's a truecolor 3x integer scale:

Untitled.png.0d9aa152a7b62c9e3ab719b5a6c0e546.png

 

And here's a cutout of the beveled version from the title screen:

Untitled.png.6d05732ef1b11d4b99ccb99087335526.png

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Posted (edited)

Alright, ready to go! I'm gonna mark this thread for closure so we don't have two active threads for the same project. Any further updates from mappers can go in the new thread as previously mentioned.

 

Mods, please close this thread. Thanks!

 

See you all in the new thread in literally about 2 minutes.

 

edit: maybe a bit longer, gotta get some screenshots!

Edited by Somniac

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