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[MBF21] 2 Hours to Kill! (RC1)


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Been looking forward to this, hoping to have enough gas in the tank to make something before the deadline 

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Posted (edited)

Map title: Martian Meltdown
Author: senpaigru
Build time: 2 Hours build time and about 30ish minutes to test play and balance
Midi: 'Level Music Type 1' from Crack Down sequenced by Oedipus
Gameplay: slaughter
Theme: space
Coop starts: y
Difficulties: y
Comments:  baby moon slaughter
Google Drive Version 2 

Version 3

Version 4

 

Spoiler

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Edited by senpaigru

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Map title: ...Time to Kill!
Author: NecrumWarrior
Build time: 1 hour, 27 minutes, 32 seconds
Midi: 7-Up Silo by zzzv
Gameplay: Slaughter
Theme: Hell
Coop starts: Yes
Difficulties: Yes
Comments: This is the intro map for Episode 2.

Dropbox

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I made a little spur-of-the-moment Hell map. c:

Map title: Gladiator
Author: MFG38
Build time: ~1h 30min
Midi: "Dreadnaught" by Mark Klem
Gameplay: Slaughter-ish I guess?
Theme: Hell
Coop starts: Yep
Difficulties: Yep
Comments: Not much to say about this map - it's very much your average MFG38 speedmap.

mfg_2htokill.zip

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It hasn't been an issue yet, but I forgot to add into the OP that you should be mindful of streamers and youtubers when selecting your midis. I will update the post when I get home to include this. 

 

Glad to see submissions already coming in! I may throw down another one tonight, depends on if one of my friends wants to play cards. 

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Spoiler

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15 minutes down, I want this to be a fairly standout experience for the player so I'll take my sweet time with texturing and thing placement and focus the 2 hours on major geometry, maybe dedicate like 15 minutes to minor details if I feel the need. I was on the fence when you told me about this on Discord before it was a thing, but I figured it'd be fun. 

 

MAP NAME (PENDING): Almsolstice

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Man, here I thought my 805 enemies was modest.

 

@senpaigru I realized after my first attempt that I should be recording first run demos. I had a lot of fun figuring out how to use the resources you scattered to the best advantage. I think you may be able to cut down the number of Soul Spheres and Mega Spheres on UV. Monster usage is solid though, and I loved that you forced a tyson fight so I had to wake everything up. Quite clever. Here's a demo for DSDA Doom. MARSMELT.nec.zip

 

@MFG38 Proof that you can achieve slaughter gameplay with less than 100 enemies! I didn't have enough ammo to defeat the Cyberdemon, but I feel that may be intentional as it was pretty fun to try and rush past it to the exit. Very fun map. You get a demo too. GLADIATOR.nec.zip

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4 hours ago, NecrumWarrior said:

Proof that you can achieve slaughter gameplay with less than 100 enemies! I didn't have enough ammo to defeat the Cyberdemon, but I feel that may be intentional as it was pretty fun to try and rush past it to the exit. Very fun map. You get a demo too. GLADIATOR.nec.zip

 

Thanks! With enough infighting, it is possible to spare the rockets to kill the cyber, but there's definitely room for playing with the ammo balance. Not sure if I'll tweak it or leave it as is.

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18 hours ago, NecrumWarrior said:

 

@senpaigru I realized after my first attempt that I should be recording first run demos. I had a lot of fun figuring out how to use the resources you scattered to the best advantage. I think you may be able to cut down the number of Soul Spheres and Mega Spheres on UV. Monster usage is solid though, and I loved that you forced a tyson fight so I had to wake everything up. Quite clever. Here's a demo for DSDA Doom. MARSMELT.nec.zip

 

 

thanks for the demo and the feedback! i'll get an update up tonight to adjust health pickups for UV :)

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Map title: That frozen chapel
Author: Heich/DynamiteKaitorn
Build time: 1 hour, 25 minutes? (I got about 35 minutes remaining)
Midi: Top Floor - Castlevania: Aria of sorrow (VGMusic.com)
Gameplay: Slaughter (more slaughter-lite, maybe)
Theme: Winter
Coop starts: Players 2, 3 + 4 are all added
Difficulties: Yes - playing on higher difficulties increases the enemy count
Comments: Wasn't fully sure how to implement this mechanic but basically, each wave lets you gain access to a new toy to play with. Starting with berserk and going all the way up to the BFG9000!

 

Spoiler

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A little peak outside of spawn

 

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Viewing the central area from the outside

 

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From the upper areas

 

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Another upper view!

https://www.mediafire.com/file/capb1761z86nikr/ThatFrozenChapel_v1.zip/file

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Updated Martian Meltdown (original download link updated as well)

 

-Changed/Removed certain healing powerups on UV 

-Added correct flats in 2 spots

-Added a handful of enemies in select spots

-Created pop-up floors for outdoor demons who didn't have them (to help prevent infighting before intended)  

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Posted (edited)

Gonna have to finish this one tomorrow. I've got 50 minutes left to fill in my broad strokes.

 

Nebulous Fear

 

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Edited by NecrumWarrior
Grammar

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My timer has run up, but there is still much work to do for the combat. Unfortunately I have to head to bed now. I'm pretty happy with how it came out. It was my first time using the Curve Linedef tool and my first time rigging a light sequence.

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Speedmapped a layout on a whim tonight, I'll see about populating it tomorrow. Took the full 2 hours.

 

Spoiler

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map title : she dreamt she was a bulldozer, she dreamt she was alone in an empty field

author : signaturereverie

build time : almost exactly 2 hours for the geometry

midi : "dreams" from the incredible machine 3

gameplay : slaughter (very gimmicky but still slaughter)

theme : space / hell (very abstract)

coop starts : yes

difficulties : yes

comments : pacifist slaughter is how id describe it ? somewhat close to what my original idea was (i wanted to work with ghost monsters but it turned out they dont work by default in mbf21 sso i had to scrap that whole setup entirely after making it)

Spoiler

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she

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Map title: North of Slaywatch
Author: Death Bear
Build time: 2 Hours
Midi: "Sweet Baby Snow Bunny (Northwatch Remix)" by Death Bear
Gameplay: Traditional
Theme: Winter
Coop starts: Y
Difficulties: Y
Comments: Small little canyon/ cave. Kill some stuff and have fun.

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Map title: Time Dysfunction
Author: Obsidian
Build time: 2 hours building the layout, about an hour doing thingplacing and testing
Midi: "Opening to Hell" by Bobby Prince
Gameplay: Traditional
Theme: Urban
Coop starts: Yes
Difficulties: Yes
Comments: I spent a good chunk of the 2 hours tinkering with the central gimmick of the map, heh: you'll know it when you see it. Outside of that it's fairly unambitious.

 

Screenshot:

 

Spoiler

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Posted (edited)

Map title: Nebulous Fear
Author: NecrumWarrior
Build time: 2 hours!
Midi: Colliding Nebulae by Stewboy
Gameplay: Traditional
Theme: Space
Coop starts: Yes
Difficulties: Yes
Comments: A little Ancient Aliens inspired map. Watch your step; you are in space after all!

Dropbox

 

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Edited by NecrumWarrior
I forgot to change Difficulties and Coop Starts to yes :(

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Sadly I have to go to bed without being finished with this map's combat. I had a very clear idea of what I wanted to do going in to this one and I ended up stopping the timer with almost 30 minutes remaining. I've never worked with changing textures on lowering floors so it was another first for me.

The Big Thaw

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Map title: The Big Thaw
Author: NecrumWarrior
Build time: 1 hour 43 minutes 50 seconds
Midi: Blizzard by James Paddock
Gameplay: Slaughter
Theme: Winter
Coop starts: Yes
Difficulties: Yes
Comments: As the ice melts to give way to Spring, demons are awoken from their hibernation.

Dropbox

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With that I have made a map for all 4 themes! I have at least one more idea if I can find the time to make it. An urban/hell map.

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Posted (edited)

Map title: Blocked Out
Author: Hebonky
Build time: 1:42:55
Midi: Cacophony of Asian Donut Shops By AD_79 
Gameplay: Traditional
Theme: City
Coop starts: Yes, and Deathmatch as well!
Difficulties: Yes
Comments: Recently the Spider gang has taken over the courtyard behind your apartment, and you ain't having it!

Edited by Hebonky

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There is a little more than 3 days remaining to submit maps for 2 Hours to Kill!

 

Once submissions close, I will assemble a beta build and will accept updates to maps for an additional 2 weeks, at which time we will have RC1. The two week period is primarily for squashing bugs, but gameplay balancing can also be done during this time. Only modest or extremely necessary physical alterations will be allowed.

 

I expect to playtest more of these maps tomorrow before I leave to visit my Mom. I am not so sure I will have time to make that last map idea I had, but I will be happy with 4 maps if that ends up being my final count.

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@DynamiteKaitorn This was quite a challenge! I had to manage my cells a bit to be effective through to the end. During the Plasma Gun wave I found that the Lost Souls were getting hung up on all the corpses. It may be better to use them in an earlier wave instead. Also, if a large enemy goes through a teleport that leads to one of the outer walls, they are prone to getting stuck. I think just changing the direction of the teleport destinations so they point inward will fix the issue. DSDA Doom demos FROZCHAP.nec.zip

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That Frozen Chapel ver. 2:

- Hopefully fixed the central TP exits so that the arachnotrons and masterminds don't get stuck (can also double as a bit extra room if you need it!)

- Brightened the weapon rooms so that they're easier to notice

- Slightly moved and added a small, snowy platform under the backpack to make it a little easier to see

 

 

https://www.mediafire.com/file/2mf1satpncbze95/ThatFrozenChapel_v2.zip/file

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Posted (edited)

Map title: Pillars of Hell
Author: Herra Monologi
Build time: 2 hours
Midi: CosmicAngel_part2 by Mike Spang (from old finnish freeware game called Enigma)
Gameplay: Slaughter
Theme: Hell
Coop starts: Yes
Difficulties: Yes
Comments: I noticed this event little too late but last night I managed to make my first slaughter-style map. I was planning doing more traditional map but I am such slow builder that I needed simplified much of my ideas because clock was running so result is couple of arenas. Items and enemies need more balancing. Also first time using this map format so I hope it works propeply. 

https://www.mediafire.com/file/o1l4lczoyazlqbl/Pillars_of_hell.zip/file

Edited by Herra Monologi

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Posted (edited)

Map title: Turn Left at the Space Crab Nebula

Author: Logamuffin

Build time: 2 hours for the layout and about an hour and a half for thingplacing and texturing

Midi: Rushing Headlong by Jeremy Doyle from TNT: Revilution

Gameplay: Traditional

Theme: Space

Co-Op Starts: Yes

Difficulties: Yes

Comments: I really like how this one turned out. Very brutalist architechture in a space voidscape.  Even threw in a doomcute spaceship!

 

https://cdn.discordapp.com/attachments/841814524385951788/1219839431616237709/tlatscn.wad?ex=660cc300&is=65fa4e00&hm=0e8ba5671d9f1c19421afeac7e2e06d921aab6761d1b2e48728db65af49b473a&

Edited by Logamuffin
Forgot to add difficulty settings so added them real quick and changed the download link :)

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