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[cp // new lead!] Finer Doom: The Nominal Touches - 4 Unclaimed Slots!


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Posted (edited)

will map21 still be a techbase on a colossal scale like the og administration center? asking because i personally have a soft spot for that map and would like to see a remake of it with more modern level design philosophy for open spaces

Edited by Donowa

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Posted (edited)

Oop, sorry guys, personal obligations have kept my hands tied from any creative endeavors, Doom included. I'll add you two to the list later today and give the submitted map some well deserved attention!

 

@Donowa It very well could be if you'd like! As long as it's not a blatant copy of the map, I'd be willing to accept it!

Edited by JustAthel

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I have updated the OP with all of the additions that have been made in this thread in the past couple of weeks! All of the slots that were previously unsure if they were unclaimed have now been freed up, bringing us to 6 free map slots ready for anybody to claim as their own!

 

On 5/24/2024 at 10:37 AM, AshtralFiend said:

Here is my contribution to this project:

 

Map 09 - Inhumane Interflow

Music - "Maelstrom" by Psyrus

Par time - 8 minutes

 

https://www.dropbox.com/scl/fi/pqzmt9imxxzta1gohimk0/MAP09-Inhumane-Interflow.wad?rlkey=fbe6869qkdqqakss74c3mw7xx&st=llsr1ldp&dl=0

 

I tried to make it easy and compact, so I hope it fits slot 9

 

This is a deceptively difficult map, or it could just be me being out of it lately to really focus on playing. Really liked the central idea of the map! I found I sometimes got lost here and there due to just how interconnected and compact the map is, but thankfully I didn't find it too bothersome to make it back to a previous point of interest to get back on track. I also really like all of the detail that's in the level right from the get go. Overall great work, I think this should fit the MAP09 slot wonderfully. Thank you for your submission!!

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Progress on my map which I'm calling "Unauthorized Fusion". Trying to keep the TNT storytelling feel! Should be done in the next couple of days or so if I don't go super OCD mode.

 

image.png.b997bd655ea32695bf9eabd7bd25db00.png

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Posted (edited)

Just updating with some in-progress screenshots to show I'm alive and making strides. So far the working title is "Terminal Central", but it's slowly evolving more into a weapons development area.

 

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Terminal5.jpg.08a85f34d8e1b7a292eac4ebd3833e1d.jpg

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The pipes sticking out of the window are just to alert teleporting monsters; they're not part of the actual map!

 

Edited by CaptainResident
More words to read. Yahoo!

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unfusion-1.zip

 

Here's map17. Hopefully not too long or difficult for that slot. Difficulty settings added and tested in both gzdoom and dsda complevel 4!

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15 hours ago, JustAthel said:

Will mark you down and test out that new submission soon! Thank you for your interest!

No prob!  seems like a fun project

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On 6/4/2024 at 6:40 PM, Cutman said:

unfusion-1.zip

 

Here's map17. Hopefully not too long or difficult for that slot. Difficulty settings added and tested in both gzdoom and dsda complevel 4!

 

It is definitely a journey to play through! I didn't get to finish it entirely, got ambushed by those mancubai in one of the dark sewage areas, but I really love the intricacy in the detailing and the overall presentation of the level! Nice work!!

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Here's the first draft of Map 05, its current title is "Ordnance Central". Includes some TEXTURE1-patched textures, as well as a custom MIDI, "Behind Enemy Linedefs", made by yours truly. Mostly designed around UV difficulty, but includes slight balancing for lower difficulties as well.

OrdnanceCentralMap05.zip

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Great stuff!! I'll give it a spin and let you know my thoughts. I think we've also reached enough new submissions for me to finally update the WAD so I'll get to doing that really soon.

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Posted (edited)
12 hours ago, CaptainResident said:

Here's the first draft of Map 05, its current title is "Ordnance Central". Includes some TEXTURE1-patched textures, as well as a custom MIDI, "Behind Enemy Linedefs", made by yours truly. Mostly designed around UV difficulty, but includes slight balancing for lower difficulties as well.

OrdnanceCentralMap05.zip

 

This map plays decently enough, the style of it reminds me more of a KDITD type thing, but then again some maps in the original TNT I always mistake for an ordinary Doom II map, so I think this is fine in this regard. Great usage of detailling, however there are a few spots where you'd need to put upper unpegged (i.e. in some of your raisable windows and doors).

 

doom45.png.9b887af978d8a0c1859dec3c93c1c1a1.pngdoom47.png.c83b3ac9d864ec591ee51115804b0be4.png

 

It is possible to SR50 here and get stuck in this little nook. I'd recommend either using this space to hide another secret, adding a teleporter somewhere there, or making the gap much smaller to prevent squeezing.

 

doom46.png.39aa901ed41c600e19c0c97c99a5a656.png

 

It's also possible to get softlocked here, as you can fall off the crate with no way to come back up.

 

doom44.png.87a0ec40738aa0d24fd2c8e8d85e8898.png

 

I also overall feel you could be slightly more generous with shells, but then again I didn't really go out of my way to find all of the secrets in this map when going through it the first time around, heh. Otherwise, I feel this is a pretty good submission, with a pretty alright MIDI to back it. Just a few more tweaks and we can really bring it up in quality a few notches! Good job!

 

 

Edited by JustAthel

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Got a revised version fresh outta the oven, with a handful of changes.

Map 05 Ordnance Centralv2.zip

 

-Replaced some shell pickups with boxes, added more pickups in general

-Fixed the two unintentional softlock traps

-Lots of unpegged textures; I didn't even notice some of them in testing!

 

3 hours ago, JustAthel said:

I also overall feel you could be slightly more generous with shells, but then again I didn't really go out of my way to find all of the secrets in this map when going through it the first time around, heh.

 

Yeeah, admittedly I use a wide variety of weapons in testing, so I wasn't 100% sure on the shell balance. Should be better now though.

 

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I have updated Finer.wad with the newest and latest submissions (to my knowledge)

  • Removed former CWILVxx graphics, these will be redone in a future date
  • Implemented the updated MAP01 by Heretic
  • Implemented D_READ_M, D_DM2TTL, and D_DM2INT midis provided by @wumbo
  • Implemented maps 05, 09, 17, and the older version of 29.

Much more work still needs to be done on the quality of some of the early-game maps, but my criticisms / opinions of each map are still being formed, and will be shared soon. You can find the new version of the wad in the Project Status post on the first page.

 

As for progress on Deja Reve, I've been pretty slow on all my major projects, Doom included, so I haven't been able to touch the editor for much of anything. However, I'm trying to get a bit more free time to myself to get some of these projects knocked out! Do we have any updates on any other WIP maps for this project by any chance?

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Posted (edited)

Hey. Is there a dedicated Discord server for this? Just curious.

 

EDIT: Will make a start on my entry later today.

Edited by TheV1perK1ller

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1 hour ago, TheV1perK1ller said:

Hey. Is there a dedicated Discord server for this? Just curious.

 

No, there is not. I'd like to minimize the risk of the project / communication splitting between two places when the thread is more than sufficient to discuss the project in.

 

33 minutes ago, Skronkidonk said:

Can I take the map 20 slot?

 

It's all yours! I'll update the OP shortly!

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