NecrumWarrior Posted March 6 (edited) Welcome! 2 Hours to Kill is a Doom II community speedmapping session in MBF21 format with a focus on refined combat. This set is split into 2 episodes depending on the kind of action: traditional Doom gameplay or slaughter. We ended with 14 incredible maps, now available in released form! You can download it here: Release Candidate 1 Mapping Guidelines (Submissions are over, the set has released) - Maps are to be in MBF21 format using the resource pack. Resources for this session are 32-in-24-15 with @NihalRahman123's Base (Punchy) palette, the Doom 3 Plasma Gun sound effect, and a graphic from here. The target port is DSDA Doom. - You have 2 hours to construct your physical map. This time can be non-consecutive. This is enforced by the honor system. I do not have super powers so I am trusting that submissions are sent in good faith. Submissions must be made after the start of this session, for this session. - You have unlimited time for monster and resource placement and creation of teleport hallways/destinations. Any visible monster closets in your map must be drawn while the timer is running. - There are no limits on number of monsters. This session will be split into 2 episodes: one for traditional gameplay and one for slaughter gameplay. - Humor is allowed but please no joke maps or puzzle maps as combat is the focus. Terry maps and other abusive and offensive content is not welcome here. - Custom midis are required with credit. Please be mindful of streamers and youtubers when selecting your midis. - You can use any sky from the resource. You can also add a custom sky from outside the pack if you wish, as long as you provide the proper credit. - Aside from skies, no custom assets. - All maps must be submitted before 11:59pm PDT on March 19, 2024. Exceptions will only be allowed for extenuating circumstances. - Difficulties must be implemented and all maps must have cooperative spawns. - You do not need to claim a map slot and there is no limit to the number of submissions. You may submit as many maps as you like for this session. - Your map must conform to one or more of the four themes below. The project will not be ordered by these themes; it will be grab bag style. You are free to interpret the themes however you like. - Urban - Winter - Space - Hell - You are allowed to make changes to your map after you submit it in response to playtesting. Generally, drawing more geometry is discouraged unless absolutely necessary. Map List and Screenshots Episode 1 - 2 Shotgun Shells 01: Only 2 Hours... by NecrumWarrior 02: North of Slaywatch by Death Bear 03: Time Dysfunction by Obsidian 04: Nebulous Fear by NecrumWarrior 05: Blocked Out by Hebonky 06: Turn Left at the Space Crab Nebula by Logamuffin Episode 2 - 2 Piles of Meat 11: ...Time to Kill! by NecrumWarrior 12: Martian Meltdown by senpaigru 13: Gladiator by MFG38 14: That Frozen Chapel by Heich/DynamiteKaitorn 15: She Dreamt She was a Bulldozer, She Dreamt She was Alone in an Empty Field by signaturereverie 16: The Big Thaw by NecrumWarrior 17: Pillars of Hell by Herra Monologi 18: Floating Object in the Sky II by JackDBS Midis and Sources "7-Up Silo" by zzzv "Level Music Type 1" from Crack Down sequenced by Oedipus "Dreadnaught" by Mark Klem "Top Floor"from Castlevania: Aria of sorrow "Dreams" from The Incredible Machine 3 "Sweet Baby Snow Bunny (Northwatch Remix)" by Death Bear "Opening to Hell" by Bobby Prince "Colliding Nebulae" by Stewboy "Blizzard" by James Paddock "Cacophony of Asian Donut Shops" by AD_79 "CosmicAngel_part2" by Mike Spang "Rushing Headlong" by Jeremy Doyle "WITCH - Peace and Tranquilty" from Isaku "Hit the Overdrive" by James Paddock "Massacre Machine" by Lippeth 32-in-24 15 v2 Mechadon's Box o Skies Nihal's Base (Punchy) palette Eev's Doom text generator Doom 3 plasma gun sound effect Check the txt for some links to stock images used Playtesters Logamuffin Herra Monologi SleepyVelvet senpaigru Death Bear NecrumWarrior Special Thanks@Death Bear, @Ludi, @Scionox, @senpaigru and @JackDBS all offered feedback on my drafts for this thread. I would be remiss if I did not mention Pineapple Under the Sea Speedmapping, as their past events have served as a good role model of how to run a speedmapping session. Many elements of 2 Hours to Kill are inspired by or entirely ripped off from events I took part in over the last few months (please don't sue me!). If you feel like chatting, you can usually find me on their Discord server. They are currently on hiatus but I expect there will be many fun speedmapping sessions to come from PUSS. Edited April 10 by NecrumWarrior Updated maplist 26 Quote Share this post Link to post
senpaigru Posted March 6 Been looking forward to this, hoping to have enough gas in the tank to make something before the deadline 1 Quote Share this post Link to post
Death Bear Posted March 6 PUSS approved! Come map with us! Hell yeah! WOOO! HYPE! 3 Quote Share this post Link to post
senpaigru Posted March 6 (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 slaughterGoogle Drive Version 2 Version 3 Version 4 Spoiler Edited April 5 by senpaigru 2 Quote Share this post Link to post
NecrumWarrior Posted March 6 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 1 Quote Share this post Link to post
MFG38 Posted March 6 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 3 Quote Share this post Link to post
NecrumWarrior Posted March 6 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. 1 Quote Share this post Link to post
bioshockfan90 Posted March 6 Spoiler 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 1 Quote Share this post Link to post
NecrumWarrior Posted March 7 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 1 Quote Share this post Link to post
MFG38 Posted March 7 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. 1 Quote Share this post Link to post
HiMyNameIsChair Posted March 7 Oooo! Ok, this is very tempting. If i need a breather between my current projects, I might give this a go. 1 Quote Share this post Link to post
senpaigru Posted March 7 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 :) 1 Quote Share this post Link to post
DynamiteKaitorn Posted March 8 Map title: That frozen chapelAuthor: Heich/DynamiteKaitornBuild 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: WinterCoop starts: Players 2, 3 + 4 are all addedDifficulties: Yes - playing on higher difficulties increases the enemy countComments: 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 A little peak outside of spawn Viewing the central area from the outside From the upper areas Another upper view! https://www.mediafire.com/file/capb1761z86nikr/ThatFrozenChapel_v1.zip/file 2 Quote Share this post Link to post
senpaigru Posted March 8 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) 1 Quote Share this post Link to post
NecrumWarrior Posted March 8 (edited) Gonna have to finish this one tomorrow. I've got 50 minutes left to fill in my broad strokes. Nebulous Fear Edited March 8 by NecrumWarrior Grammar 3 Quote Share this post Link to post
senpaigru Posted March 8 loving that skybox with the blues. looks awesome! 1 Quote Share this post Link to post
NecrumWarrior Posted March 9 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. 2 Quote Share this post Link to post
Obsidian Posted March 9 Speedmapped a layout on a whim tonight, I'll see about populating it tomorrow. Took the full 2 hours. Spoiler 5 Quote Share this post Link to post
signaturereverie Posted March 9 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 she 4 Quote Share this post Link to post
Death Bear Posted March 10 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. 2 Quote Share this post Link to post
Obsidian Posted March 10 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 6 Quote Share this post Link to post
NecrumWarrior Posted March 10 (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 Edited March 10 by NecrumWarrior I forgot to change Difficulties and Coop Starts to yes :( 2 Quote Share this post Link to post
NecrumWarrior Posted March 14 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 2 Quote Share this post Link to post
NecrumWarrior Posted March 16 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 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. 1 Quote Share this post Link to post
Hebonky Posted March 16 (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 March 16 by Hebonky 1 Quote Share this post Link to post
NecrumWarrior Posted March 17 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. 1 Quote Share this post Link to post
NecrumWarrior Posted March 17 @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 0 Quote Share this post Link to post
DynamiteKaitorn Posted March 18 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 1 Quote Share this post Link to post
Herra Monologi Posted March 19 (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 March 19 by Herra Monologi 1 Quote Share this post Link to post
Logamuffin Posted March 20 (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 March 20 by Logamuffin Forgot to add difficulty settings so added them real quick and changed the download link :) 3 Quote Share this post Link to post
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