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[Doom 2 community project] Tribute Quilt II - collectively making one big map out of entirety of Doom II [Beta 2 release (hotfix edition)]


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1 hour ago, JackDBS said:

@ViolentBeetlecan I get an extension on the time by a day? I’m on vacation so I can’t map until the 12th, but I’m not sure I’ll be able to get the map out by the next day, depends on how late I get home.

Fine, as long as you promise to make it on time here.

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@DankMetal The edges of your submission are touching the 1024x1024 box, which should only be so for connectors. Please move them a little. The monster closet I get because the lower wall is iconic but doesn't fit on your map, so I'll let it stay.

 

@Egregor One of the rules is that you can't have free standing lost souls to avoid hitting the 20 souls cap, so it wouldn't be fair to have only you have them. Replace them if want to or just delete them, the segment is fun enough as is. Didn't find any other problems.

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Posted (edited)
7 hours ago, ViolentBeetle said:

@Egregor One of the rules is that you can't have free standing lost souls to avoid hitting the 20 souls cap, so it wouldn't be fair to have only you have them. Replace them if want to or just delete them, the segment is fun enough as is. Didn't find any other problems.

 

I swear, I'm usually much better at following directions! Okay, so here is TWO different version's of my update. Choose which ever one suits the project best:

 

D2 quilt - EG v04c.rar

v04c just has all seven lost souls removed. This is the version with three connections. Also, I did a bunch of texture alignments!

 

D2 quilt - EG v05c.rar

v05c I realized that I don't have to choose between the monster closet and the 4th connection. I could have my cake and eat it too! I added a back door to the monster closet that would raise with the other one to create a 4th connection. This could be a useful way to connect to previous or parallel paths OR as a bottleneck before the player makes progress. It's up to you @ViolentBeetle! Also, I did a bunch of texture alignments!

Edited by Egregor

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Posted (edited)

@mr-around

  • You have moved the segment off the 64x64 grid. As a result the flats won't align. You need to fix this somehow.
  • I don't really like the trip to barrels and back, I think a coventional staircase or lift would be better
  • The floor that is supposed to rise the revenant doesn't work for some reason.
  • Free placed lost souls are forbidden (Because pain elemental lost soul limit)
  • The tag 1202 lift is not working logically, why is it tied to room entrance? I would never think to re-trigger it
  • Not sure why the trip to the collapsing floor tag 1206 et al is so convoluted
  • The walls at the edge of segment should probably be taller, I don't like seeing the sky like this.

 

@BeachThunder

Not sure if you can get player caught in the explosions with this, but it works, I accept it.

Edited by ViolentBeetle

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Posted (edited)

@SuyaSSS

I mentioned in a reply to your claim that I'd like not to have to time the lift, and that stopping across the brain would be best.

I think getting rid of the left connector and putting there a switch that raises the platform similar to the original would be optimal.

Since it's the final room we don't really need 3 exits.

 

@ChippiHeppu

This works. Accepted.

 

@VICE @Pistoolkip @Grizzly Old B

Your week is coming to an end, how's it going?

Edited by ViolentBeetle

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@Grizzly Old B

Good work, you captured the obnoxious nature of the map well. But I think the Northern segment might do its job too well. Even with teleport coming back from the switch before lift raising is hard.

What if, instead (Or in addition) you used the blue room as a connector to the Eastern exit? That would help the connectivity a lot.

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40 minutes ago, ViolentBeetle said:

@Grizzly Old B

What if, instead (Or in addition) you used the blue room as a connector to the Eastern exit? That would help the connectivity a lot.

 

Tribute_Quilt_II.MAP24.Grizzly_Old_B.V2.zip

 

Like this, for example? For some reason I'm unable to hide the entrances to the blue room on the automap, despite using the “show as 1-sided on map” flag. Any idea what I'm doing wrong?

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2 minutes ago, Grizzly Old B said:

Like this, for example?

I was thinking a non-secret openable, rather than fake wall. Since having actual opening from the start will cause all sorts of issues like monsters getting alerted.

"Show as 1-sided" only affects this line, you can't stop automap from spotting and drawing lines beyond it. You'll need to make those lines invisible. All the more reasons to lock the closet.

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Just saying that the first quilt was one of the coolest wads Ive ever played and Im looking forward to this being even cooler. 😀

 

 

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16 minutes ago, ViolentBeetle said:

I was thinking a non-secret openable, rather than fake wall. Since having actual opening from the start will cause all sorts of issues like monsters getting alerted.

"Show as 1-sided" only affects this line, you can't stop automap from spotting and drawing lines beyond it. You'll need to make those lines invisible. All the more reasons to lock the closet.

 

I'll think about it tomorrow, it's half past 1 am over here now. Maybe I'll revert the blue room to its original state and move the teleporter closer to the switch instead. Or make the switch make the platform in front of the door start moving up and down, instead of being a tight timer.

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Posted (edited)
01 Trying to fit The entire pit
02 On a tiny square portion of map quilt
03 Is a task I thought myself fit
04 However I have to admit
05 That I had to develop some grit
06 And commit not to quit
07 But legit it turned out kinda lit
08 And here is the bit I submit:
09 Click below to transmit

 

TQ2_MAP09_VICE.zip

 

It's a total clusterfuck. :)
Some difficulty adjustments may be required, but if the player knows the original, they should survive it.

 

Edit: Btw, the edge linedefs are on the 1024x1024 border for quick measurement, they are meant to be removed during integration.
I left the connectors in the same spots but raised them to the maximum height specified in the first post.

Switch logic works when approaching from the top and left sides as well (you'll see what I mean when you test it).

Edited by VICE

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9 hours ago, ViolentBeetle said:

@SuyaSSS

I mentioned in a reply to your claim that I'd like not to have to time the lift, and that stopping across the brain would be best.

I think getting rid of the left connector and putting there a switch that raises the platform similar to the original would be optimal.

Since it's the final room we don't really need 3 exits.

 

@ChippiHeppu

This works. Accepted.

 

@VICE @Pistoolkip @Grizzly Old B

Your week is coming to an end, how's it going?

 

I'll have mine finished within the next 48 hours

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Posted (edited)

@VICE

Left connector is off-center, please fix.

There's a lift action that has no tag in the top center, causing the map to fall apart

Shotgunners and imps are stuck in one another.

 

Edited by ViolentBeetle

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15 minutes ago, Grizzly Old B said:

 

6️⃣9️⃣

 

minor-spelling-mistake-spell.gif

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11 hours ago, ViolentBeetle said:

@SuyaSSS

I mentioned in a reply to your claim that I'd like not to have to time the lift, and that stopping across the brain would be best.

I think getting rid of the left connector and putting there a switch that raises the platform similar to the original would be optimal.

 Since it's the final room we don't really need 3 exits.

  

@ChippiHeppu

This works. Accepted.

 

@VICE @Pistoolkip @Grizzly Old B

Your week is coming to an end, how's it going?

Here is an updated version of my MAP30

download updated

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3 hours ago, ViolentBeetle said:

@VICE

Left connector is off-center, please fix.

There's a lift action that has no tag in the top center, causing the map to fall apart

Shotgunners and imps are stuck in one another.

 

Fixed these issues and some others I found, added more difficulty variability, re-tested with DSDA (used GZDoom earlier, my bad).
Lifts now share tags but should hopefuly be distant enough to not be noticeable.

TQ2_MAP09_VICE_Updt.zip

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Posted (edited)

Wow, 22 out of 32 already. Can't wait to see it assembled! In what type of shape are the maps going to be disposed? 32 is not a square number so it's probably not going to be a perfect 6x6 square grid.

Edited by DoomGappy

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12 minutes ago, DoomGappy said:

Wow, 22 out of 32 already. Can't wait to see it assembled! In what type of shape are the maps going to be disposed? 32 is not a square number so it's probably not going to be a perfect square grid.

I suggest 5x5 for 01-25

Then another row of 4 ammended to the bottom for 26-29

then map30 separately below those 4 so that it feels like a real final piece, with detailing on the edges to give the illusion of more space.

 

And teleporters to another separate 1x2 for 31-32 from 15 and to 16.

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37 minutes ago, DoomGappy said:

Wow, 22 out of 32 already. Can't wait to see it assembled! In what type of shape are the maps going to be disposed? 32 is not a square number so it's probably not going to be a perfect 6x6 square grid.

 

19 minutes ago, VICE said:

I suggest 5x5 for 01-25

Then another row of 4 ammended to the bottom for 26-29

then map30 separately below those 4 so that it feels like a real final piece, with detailing on the edges to give the illusion of more space.

 

And teleporters to another separate 1x2 for 31-32 from 15 and to 16.

 

I think the spreadsheet already has some kind of layout in anticipation of assembling them all. It seems like it's going to be the same as the first Tribute Quilt without the four corner pieces.

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@ViolentBeetle

Here's my submission, MAP11, V1, but tested in DSDA with software mode, everything works.
About as MAP11 as I can fit in a 1024x1024 segment (at about 50% scale and perfectly playable), with two secrets and a single yellow skullkey/treasure.
I didn't change the connectors, but you can alter them if you like to fit this segment or the neighbouring ones.
You can also replace the supercharge if you think that's too OP a secret, and remove one of the radsuits if they affect neighbouring segments too much. 
All 4 connectors work, and allow access into this segment, but 2 of them need to work before the player can exit this segment again (north/south). so you could use those to influence progression through the quilt. 
There is one teleporting enemy, an Archvile, because it's the first map in Doom 2 where the AV appears and I couldn't have the map without 'm.  The teleport closet fits within the segment. 

23 Enemies (UV):
4 Chaingunners, 4 Imps, 6 Shotgunners, 4 Zombiemen
1 Archvile, 1 Cacodemon, 1 Hell Knight, 1 Pain Elemental, 1 Revenant

Notable Items:
Shotgun, Chaingun, Rocket Launcher, 9 rockets
Invisibility sphere (secret), Soulcharge (secret), 2 Radsuits

Download: https://drive.google.com/file/d/11G-kBJxhTPQLXApwL5X4hFKphdRYGhR5/view?usp=sharing

Screenshot/MAP:
 

Spoiler

TQ2_Map11ss.jpg.cef3cf0e05a104f7fecc70d02650401e.jpg

 

 

TQ2_Map11.jpg.bbfe47515a1bae8fcf3587a82a8d947c.jpg

 

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37 minutes ago, NiGHTS108 said:

I think the spreadsheet already has some kind of layout in anticipation of assembling them all. It seems like it's going to be the same as the first Tribute Quilt without the four corner pieces.

Thats what I was going to suggest as well, it's the simplest most squarish shape I can imagine. 

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1 hour ago, NiGHTS108 said:

 

 

I think the spreadsheet already has some kind of layout in anticipation of assembling them all. It seems like it's going to be the same as the first Tribute Quilt without the four corner pieces.

Didn't see anything like that, but that layout makes sense too.

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