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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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37 minutes ago, Walter confetti said:

Completed my MAP26 take this noon, did this in a pair of hours.

wa-map26t-v0.zip

Tell me if it's good.


Looks good and recognizble. All the pieces are there and a bunch of secrets, though the lift at the east side doesn't have a reward.
Nice way to include all the connectors, well done on that end. 


There's no Revenants or Archviles in the original and while that isn't strictly disallowed, they do feel out of place to me. 

Zero health and armour (that isn't secret) does seem kinda harsh, but that might feel different on the whole quilt.

I think you forgot to texture linedef 169 (bottom right), as the line is impassable but untextured 

Texture alignment could be a little better. I'm not going to name all the lines but you should do another passthrough, like the back of linedef 46 for example

 

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18 hours ago, Grizzly Old B said:

Just finished MAP24 for your chasmatic pleasures.

 

gG5jaCX.png

 

YhxPTCF.png

 

GWhOudj.png

 

Tribute_Quilt_II.MAP24.Grizzly_Old_B.V1.zip

 

Note: For easier testing, I have attached starting corridors with some resources in all four directions. These will have to be removing during assembly.


Looks, plays, and feels like the chasm alright. Great use of textures and space. Lots of little details and easter eggs, like the caco-closet, and nuke-falls. 

South door doesn't open from the north end, probably because there is a W1 line too close to it.
Two Archviles for a map that originally has none? Seems like a lot.
Speaking of a lot, two berserks, two supercharges, a mega-armor and five radsuits also seem like a lot, though the radsuits are useful.
That invuln is just a troll-move. 
But my biggest gripe is the north ledge. There are multiple blocking monsters here when playing with infinite height (default), even when they are still sleeping, which is very annoying.


Further more:

Since all doors are on the outside of the map, and most monsters aren't set to ambush, you'll get a lot of activated and wandering monsters from this map. Either put the doors in on your side of the map, or but a bunch of sound blocker linedefs or ambush tags in, or prepare for mayhem. You have room for doors on three of the connectors, so I suggest making use of them there. 
 

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Posted (edited)
5 hours ago, Pistoolkip said:

It says file was deleted or something.

 

As for layout, while I'm open to other ideas, cross is likely what I'm going to go with.

 

@DuckyCart

Sorry, but no openings are left. And we have relatively few unsubmitted maps, so I wouldn't hold my breath for any freeing.

Edited by ViolentBeetle

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21 minutes ago, ViolentBeetle said:

Sorry, but no openings are left. And we have relatively few unsubmitted maps, so I wouldn't hold my breath for any freeing.

It's okay.

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1 hour ago, ViolentBeetle said:

It says file was deleted or something.

 

As for layout, while I'm open to other ideas, cross is likely what I'm going to go with.

 

@DuckyCart

Sorry, but no openings are left. And we have relatively few unsubmitted maps, so I wouldn't hold my breath for any freeing.



Weird, should work now.

https://drive.google.com/drive/folders/17fYggvpnbiU3j2EoTztJomoDH4yeaniW?usp=sharing

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1 minute ago, ViolentBeetle said:

It does work. I'm downloading "Playtest", is it the right one?


Playtest has a player start and an exit
The other one is meant to go into the quilt

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Posted (edited)

New version of MAP24: Tribute_Quilt_II.MAP24.Grizzly_Old_B.V3.zip

 

Changelog:

  • made blue room non-secret (with door), connecting it to the eastern part of the map (one-way)
  • replaced soulsphere in blue room by backpack
  • changed tightly timed platform switch into one-time stair-builder switch, moved location of switch to eastern wall
  • removed spectre in northern nukage pit, so it doesn't block the player
  • moved pain elemental in northern nukage pit to another location, so it doesn't block the player so much
  • changed archvile in central room into baron
  • moved W1 trigger line a bit further away from southern door, so that it is actually openable
  • plus some minor changes

Thanks for your valuable hints, @Pistoolkip! Regarding the doors at the connectors, I think they should be there, as they fit better to the segment's design than doorless corridors would. So in my opinion, they can be part of the connecting corridors anyway. Provided there will be corridors connecting the segments, but I think I read that in one of the comments here.

 

@ViolentBeetle, I think it would be best if the player initially would not come from the northern door. Progression should rather go towards the northern door. If that's difficult to achieve during assembly, you can also just remove the northern door if it fits the overall map better.

 

ZUGNWPs.png

Edited by Grizzly Old B
added map overview

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On 6/3/2024 at 4:09 PM, ViolentBeetle said:

I'm not sure which part is unclear. On a sample map there's 4 FIREBLU walls - this is where other segments will start. Your submission must be confined to a square and not ineract/share geometry/open to with other parts. When we have all the submissione, I'll stitch them together to form 1 map.

Heights are given to ensure all connections are walkable.

 

Wait, I just re-read this comment from last week. This really sounds as if the 1024x1024 segments will be stitched directly together, without connecting corridors between them, right? (This would also explain the “lines mustn't lie on outer boundaries” rule, which makes no sense otherwise.)

 

So, if I want to have doors at the connectors, I must put them explicitly into my segment? What if the author of a neighboring map also wants doors? Then we would have one door right behind the other one? Is it possible to allow for a little flexibility here, to have the doors half-way between segments or so?

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5 minutes ago, Grizzly Old B said:

 

Wait, I just re-read this comment from last week. This really sounds as if the 1024x1024 segments will be stitched directly together, without connecting corridors between them, right? (This would also explain the “lines mustn't lie on outer boundaries” rule, which makes no sense otherwise.)

 

So, if I want to have doors at the connectors, I must put them explicitly into my segment? What if the author of a neighboring map also wants doors? Then we would have one door right behind the other one? Is it possible to allow for a little flexibility here, to have the doors half-way between segments or so?

This was also something that I didn't understand, but didn't want to cause a stir about. Imo, the best course of action would be to have the whole box be 1024x1024, and then have a 64mu long corridor with a 32mu wide door in. Between. Not having the whole 1024 made me have to readjust a portal to fit inside the the "less than 1024x1024mu guideline", but I'm curious as to how they will connect in the end.

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7 minutes ago, Grizzly Old B said:

 

Wait, I just re-read this comment from last week. This really sounds as if the 1024x1024 segments will be stitched directly together, without connecting corridors between them, right? (This would also explain the “lines mustn't lie on outer boundaries” rule, which makes no sense otherwise.)

 

So, if I want to have doors at the connectors, I must put them explicitly into my segment? What if the author of a neighboring map also wants doors? Then we would have one door right behind the other one? Is it possible to allow for a little flexibility here, to have the doors half-way between segments or so?

Yes, everything will be stitched together directly. Since most segments keep at least 8 units long passages at the edges, that's enough space to place doors where appropriate. Sometimes it'll be better to have segments simply flow from one another seamlessly.

 

"Previously on" links to the one about Ultimate Doom, you can see how it worked.

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3 minutes ago, DoomGappy said:

This was also something that I didn't understand, but didn't want to cause a stir about. Imo, the best course of action would be to have the whole box be 1024x1024, and then have a 64mu long corridor with a 32mu wide door in. Between. Not having the whole 1024 made me have to readjust a portal to fit inside the the "less than 1024x1024mu guideline", but I'm curious as to how they will connect in the end.

 

@DoomGappy, I guess we're quite a bit spoiled by our Box Doom project, where we always have doors (and sometimes also corridors) between the individual boxes ...

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2 minutes ago, Grizzly Old B said:

 

@DoomGappy, I guess we're quite a bit spoiled by our Box Doom project, where we always have doors (and sometimes also corridors) between the individual boxes ...

That's exactly what was in my mind! I think that's why I was under the impression this would be similar. This and the fact that I had played another quilt styled map that had doors and a safe distance for clearance.

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1 minute ago, Grizzly Old B said:

 

@DoomGappy, I guess we're quite a bit spoiled by our Box Doom project, where we always have doors (and sometimes also corridors) between the individual boxes ...

Most of segments will be behind doors, and I will do my best to respect specific ideas of where doors will be. But having consistent 64 long gaps between segments, IMO, is less interesting look.

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5 minutes ago, ViolentBeetle said:

Most of segments will be behind doors, and I will do my best to respect specific ideas of where doors will be. But having consistent 64 long gaps between segments, IMO, is less interesting look.

That's alright, I'm curious to see what your vision is. 

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Posted (edited)

@Pistoolkip

I'm accepting your segment, seems like it could be a good bottleneck

 

@Walter confetti

The only issue I'm having is that lift out of lava is unmarked. Please make a it switch or use support - your choice.

 

@VICE

Seems like you fixed everything indeed, I'm accepting.

Edited by ViolentBeetle

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@Grizzly Old B

I think this adressed all the problems I had, marking as accepted. Having northern door be the one towards progress would make sense. Not sure if it'll be the only one, but that depends on how the puzzle fits.

 

@SuyaSSS

Same, it's all good now. I might need to expand the monster closet when I will be assembling it, but it's impossible to tell right now.

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20 minutes ago, ViolentBeetle said:

@Grizzly Old B

I think this adressed all the problems I had, marking as accepted. Having northern door be the one towards progress would make sense. Not sure if it'll be the only one, but that depends on how the puzzle fits.

 

Oh, just a quick note, as I'm not sure if you spotted it: There's a control sector connected to the troll invuln lava pit in the north-east section. It makes the lava rise only up to 4 mapping units below the edge. Please make sure not to break this during assembly. Thanks!

 

(Btw, the invuln is not as trollish as it may seem. It still gives you ~1 sec of invulnerability when reaching the top, which can be a lot when fighting an archvile.)

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Posted (edited)

Hopefully fixed:

wa-map26t-v1.zip

Added a pair of stimpacks and a medikit in the map

Better textured and "aligned"

Made the lift more recognizable

Immagine-2024-06-11-150044.png

Edited by Walter confetti

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5 hours ago, Walter confetti said:

Hopefully fixed:

wa-map26t-v1.zip

Added a pair of stimpacks and a medikit in the map

Better textured and "aligned"

Made the lift more recognizable

Immagine-2024-06-11-150044.png

I think you misunderstood my problem, I was talking about the lift tagged 262

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On 6/9/2024 at 9:19 PM, ViolentBeetle said:

@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.

Fixed MAP12. Tried to fix those mentioned bugs

 

Download now Tribute Quilt II - MAP12 (by mr-around).zip

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@mr-around

The segment is aligned and logic seems fixed. Though there are a few more notes.

  • The brightness on arrows seems impreceptible, as it just one step above. Shouldn't they be brighter? Is there a reason why you don't use a normal switch?
  • The box tagged 1207 might get jammed on arachnotron at some point. It doesn't cause issues now, but it might. Why is it a box and not just a door carved in sector 48?

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My map (Map 15, Industrial Zone) has been coming along well!  Industrial Zone is interesting because it has a lot of individual buildings and some set pieces, though each could be fairly self contained.  I chose to make a map that kept the central tower and the fire chasm, while having smol recreations of some of the level's setpieces.  I used this opportunity to make the architecture of Industrial Zone look a lot better.  The original map has a lot of massive buildings with exteriors made of a single texture.  The central building in the original is mostly one giant slab of wood.  Wherever possible, I tried to inject a bit of visual interest into the architecture.  I also tried to make the space make a bit more sense.  The giant lava pit has always been interesting to me because I've never fully understood what it's supposed to represent.  It's just a surreal little cube in an world of recognizable architecture.  For my recreation, I took some steps to make the lava pit seem like a weird science experiment, connecting it to the water with pipes and implying some sort of connection between the two.  Hopefully others find the added details in this level visually appealing.  

 

I still have a bit to edit with the map.  I'd like to run it past more playtesters before properly submitting it, and I also need to implement difficulty changes.  Additionally, my map is currently sitting at 1176 linedefs.  It's a bit over the 1000 limit, however I will have to think about what I want to cut before moving to remove more linedefs because doing so will probably require me to get rid of some of the visual details I worked into the map.  Regardless, here are some screenshots.  

 

image.png.ebf984fb8b3312169894a40894da7fee.png

 

image.png.35b790089edf74b4774bce140a58f43c.png

 

image.png.424609488204335f72b95adf0b232bea.png

 

 

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9 hours ago, ViolentBeetle said:

The brightness on arrows seems impreceptible, as it just one step above. Shouldn't they be brighter? Is there a reason why you don't use a normal switch? 

 

Ok, I've made arrows a little brighter.

 

9 hours ago, ViolentBeetle said:

The box tagged 1207 might get jammed on arachnotron at some point. It doesn't cause issues now, but it might. Why is it a box and not just a door carved in sector 48?

 

Well.. get jammed... the box opens anyway to its full height freeing the arachno successfully. What's wrong with the box instead of being door? You could peer slightly into the room ahead of it

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Posted (edited)
12 minutes ago, mr-around said:

Well.. get jammed... the box opens anyway to its full height freeing the arachno successfully. What's wrong with the box instead of being door? You could peer slightly into the room ahead of it

There's a bug in Doom engine that prevents sectors from moving if it thinks there's a monster stuck in a too short sector. Even if the sector is actually trying to expand or the monster is in a different place entirely.

I'm not sure what exactly affects the detection, blockmap probably, but that means the bug might appear unexpectedly.

I'll let you keep the box but please make it so no monster is overlapping with a zero height sector.

Edited by ViolentBeetle

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