DoomGappy Posted June 7 (edited) Here is my map, tested on Chocolate Doom. 4 doors accessible, beatable from all four, all difficultie implemented. Tell me if anything needs to be changed or fixed. Map18 - Courtyard - DoomGappy - v1.0.wad.zip Edited June 7 by DoomGappy 9 Quote Share this post Link to post
ViolentBeetle Posted June 7 6 hours ago, Grizzly Old B said: Quick question: Will the connectors stay FIREBLU in the assembled map (like, walk-through fake FIREBLU walls or such), or will they be replaced by fitting doors? I've never mapped for (or even played) quilt-style maps, so I'm not sure how this is normally done. Yes, they will all be doors, passages etc, whatever would work for this specific situation. 6 hours ago, Grizzly Old B said: Oh, and while I'm already on the “stupid newbee question” path: I'm not sure how to interpret the rule regarding tag numbers correctly. E.g., for map 24, am I only allowed to use tags 240-249? Or can I continue with 2410, 2411, .. afterwards? I wasn't sure how many tags are supported, it would probably be fine to go into thousands. You might be overdesigning if you need to, though. 0 Quote Share this post Link to post
Chariot Rider Posted June 7 I'm interested in participating. I see there are only a few more spots, but I'll do map 15 if it hasn't already been claimed. 2 Quote Share this post Link to post
No-Man Baugh Posted June 7 Can I claim Map25? I'd love to honor the maps of Shawn Green (all 3(?) of them) 2 Quote Share this post Link to post
stochastic Posted June 7 @ViolentBeetle I made a minor change to my map - layout is exactly the same, just modified the revenant cages a little, making them more dangerous, per @Djoga's suggestion while playtesting my map. I won't make any enhancements after this :) Added the updated submission to my post. Thanks! 1 Quote Share this post Link to post
ViolentBeetle Posted June 7 (edited) 31 minutes ago, SuyaSSS said: I would like to take MAP30. I've got a few requests here, because IoS is a controversial concept. I do want it to serve as the map's ending and it should involve Romero's head. But I don't want a monster spawner - the map is meant to be exploratory and backtrack friendly and monster spawner would interfere with it.. No puzzle either please, people are likely all fed up by them. A lift stopping on the brain level would probably be ideal here. You can have Romero's head out of bounds if necessary You can have teleport closet off-map to to substitute for monster spawner if you want, or you can just place monsters normally if you please Edited June 7 by ViolentBeetle 2 Quote Share this post Link to post
NiGHTS108 Posted June 7 (edited) Well That Was Easy Man working on adapting an intentionally very blocky map into 1024x1024 sure was awkward, though based on the kind of maps I'm seeing elsewhere in this thread, maybe not. I would've had the Cyberdemon and Keen in the middle letting this map have 4 exits instead of 3, though I think that would've condensed the room I had to work with even more and make it feel a little, idk, un-Grosse-like maybe. Wolfenstein doors being exactly 56 map units long sure made some of the linedef lengths here strange as well, to the point that I don't even really know how or want to fix the flat alignments here. It doesn't look too bad though, just the lights. I hope you didn't really want me to do something cool and interesting with Tribute Quill II's One Commander Keen and no 666 tags! Maybe you have something in mind for compilation though. https://drive.google.com/file/d/1ODt1o2oS7wndD1dNjOx0yK2UkHHtZO14/view?usp=drive_link Edited June 7 by NiGHTS108 3 Quote Share this post Link to post
ViolentBeetle Posted June 7 (edited) @NiGHTS108 I assume Nazi aren't supposed to open the secret middle pillar though? Would be easy to fix it on assembly so it doesn't matter. @DoomGappy The concept is fine (For a late game room probably) though there are a few issues: The edges of the segment are on the boundary. It is forbidden to avoid creation of accidental connections. You need to push them back Linedef 43 (Skull switch in the bottom-right) is untagged, so it either does nothing (If we are lucky) or breaks the level by turning every untagged sector into a door. D-actions are the only ones to not require tag Sector 35 has an extra revenant so they are stuck Left connector is way too high to be usable. It's fine to just delete because 3 connectors are good enough. But you need to put something on that balcony I'm not sure what random teleport line is supposed to be. You can probably sacrifice it and use the tag for the linedef 43 - and move the treasure on the currently uninvolved wooden walkway in the west. Edited June 7 by ViolentBeetle 1 Quote Share this post Link to post
NiGHTS108 Posted June 7 Just now, ViolentBeetle said: I assume Nazi aren't supposed to open the secret middle pillar though? Would be easy to fix it on assembly so it doesn't matter. Actually technically they are since that pillar uses the exact same linedef effect as the secret pillars in Grosse, they just happen to be much more likely to open it in such a small area I suppose, I might change it since yeah it is very obvious and easy for them to open it, but I don't know. Accuracy or usability? Hmmmm... Also, unrelated, but I just added difficulties to the map and removed the rocket launcher at the start of each entrance to be replaced with just a box of rockets instead in an edit, as I imagine this segment will be quite far away from the spawn location. Just download from the same link. 0 Quote Share this post Link to post
ViolentBeetle Posted June 7 2 minutes ago, NiGHTS108 said: Actually technically they are since that pillar uses the exact same linedef effect as the secret pillars in Grosse, they just happen to be much more likely to open it in such a small area I suppose, I might change it since yeah it is very obvious and easy for them to open it, but I don't know. Accuracy or usability? Hmmmm... I believe "Shown as 1-sided on the automap would prevent this. Balancing pickups is impossible on individual basis, this is something I'll have to do when assembling. 1 Quote Share this post Link to post
NiGHTS108 Posted June 7 3 minutes ago, ViolentBeetle said: I believe "Shown as 1-sided on the automap would prevent this. Ooh true actually, best of both worlds since the original secret walls are also labelled with that. Just updated the map a second time to to have that. Download from the same link again. Probably will be my last edit. 1 Quote Share this post Link to post
DoomGappy Posted June 7 1 hour ago, ViolentBeetle said: @NiGHTS108 I assume Nazi aren't supposed to open the secret middle pillar though? Would be easy to fix it on assembly so it doesn't matter. @DoomGappy The concept is fine (For a late game room probably) though there are a few issues: The edges of the segment are on the boundary. It is forbidden to avoid creation of accidental connections. You need to push them back Linedef 43 (Skull switch in the bottom-right) is untagged, so it either does nothing (If we are lucky) or breaks the level by turning every untagged sector into a door. D-actions are the only ones to not require tag Sector 35 has an extra revenant so they are stuck Left connector is way too high to be usable. It's fine to just delete because 3 connectors are good enough. But you need to put something on that balcony I'm not sure what random teleport line is supposed to be. You can probably sacrifice it and use the tag for the linedef 43 - and move the treasure on the currently uninvolved wooden walkway in the west. I'm working on these. By random teleport line do you mean this one? It's the teleporter from the courtyard that leads to the automap inside the maze. I tried to cram it in but if it doesn't work, I can remove it. Just tried to put as much of the map as I could in such a tight space. 0 Quote Share this post Link to post
DoomGappy Posted June 7 (edited) 1 hour ago, DoomGappy said: I'm working on these. By random teleport line do you mean this one? It's the teleporter from the courtyard that leads to the automap inside the maze. I tried to cram it in but if it doesn't work, I can remove it. Just tried to put as much of the map as I could in such a tight space. Here is an updated version, tested on Chocolate Doom and CRL. It's mostly balanced, but if you want, you can alter monsters when you start balancing the final version of the wad. Map18 - Courtyard - DoomGappy - v1.1.wad.zip Edited June 7 by DoomGappy 1 Quote Share this post Link to post
Egregor Posted June 8 (edited) I'll take map 17: Tenements D2 quilt - EG v02.rar I missed the bit about having monster closets ONLY IF the original had them. I just added some (2) because it was fun. Feel free to make any and all changes you'd like to this map segment. Edited June 8 by Egregor 3 Quote Share this post Link to post
Walter confetti Posted June 8 (edited) Aaah, i had in mind to give It a spin to a MAP17 remake, oh well. If more than a room is doable, i like to claim MAP26. Oh boy it will be fun revamp this in 1024 space! Edited June 8 by Walter confetti 1 Quote Share this post Link to post
ViolentBeetle Posted June 8 36 minutes ago, Walter confetti said: Aaah, i had in mind to give It a spin to a MAP17 remake, oh well. If more than a room is doable, i like to claim MAP26. Oh boy it will be fun revamp this in 1024 space! You can do a lot in 1024, at least 2 or 3 rooms for sure. 1 Quote Share this post Link to post
NiGHTS108 Posted June 8 I have a question. For this wad's music, do you think it would be a good idea to set up a MUSINFO that changes the music to whatever chunk's Doom II music you're in? If so I could help out with setting this up if you want. 0 Quote Share this post Link to post
ViolentBeetle Posted June 8 1 minute ago, NiGHTS108 said: I have a question. For this wad's music, do you think it would be a good idea to set up a MUSINFO that changes the music to whatever chunk's Doom II music you're in? If so I could help out with setting this up if you want. Changing music every time you switch rooms doesn't sound like a good idea and will likely become grating really fast. I intend to pick something that is resembling original track, maybe even one of the long original tracks and stick to it for an entire level. 2 Quote Share this post Link to post
Egregor Posted June 8 3 hours ago, Walter confetti said: Aaah, i had in mind to give It a spin to a MAP17 remake, oh well. If more than a room is doable, i like to claim MAP26. Oh boy it will be fun revamp this in 1024 space! Sorry old chap! I knew some poor bastard would get stuck with The Abandoned Mines once I grabbed up Tenements, I'm just glad it wasn't me. Good luck! 1 Quote Share this post Link to post
ViolentBeetle Posted June 8 (edited) @Egregor The layout is good. I don't remember anyone teleporting in the original though, I assume cacos are based on the ones released on my way to the blue key? Not too keen on managing monster though, maybe you can think of a way to put them in the main map? Even at the cost of one of the exits? I will consider it accepted still, since the main room is all good. Just might not copy the teleport closet when it comes to that. @DoomGappy Seems you have fixed everything, so I'm accepting it. Edited June 8 by ViolentBeetle 2 Quote Share this post Link to post
Moustachio Posted June 8 On 6/5/2024 at 2:55 PM, Moustachio said: Here's my square: The Inmost Quilt moustachio-tq2-m14-V1.zip Posted my section a few days ago. Think you may have missed it @ViolentBeetle. 2 Quote Share this post Link to post
Djoga Posted June 8 (edited) It is made.(UPDATED) DJOGA-TQ2-MAP22.zip Difficulties: all Entrances: 3 Playable entrances: all 3 Tested with: DOSBox Hotel: Mario Edited June 9 by Djoga Added the rad suit and the imps no longer block the baron pit 4 Quote Share this post Link to post
ViolentBeetle Posted June 8 (edited) @Moustachio My bad, seems like I seen a screenshot but didn't notice the link and thought it was just progress report @Djoga Very impressive how you managed to squeeze all of this into a single square. But the southern exit is shifted off-center. Seems like it would be easy to fix though, just need to decide what should and should not move 32 units. Edited June 8 by ViolentBeetle 2 Quote Share this post Link to post
Djoga Posted June 8 (edited) Didn't realize that until now. Fixed it. And added more changes again. Edited June 9 by Djoga 1 Quote Share this post Link to post
ViolentBeetle Posted June 8 5 hours ago, Djoga said: Didn't realize that until now Fixed it. Seems right now (You might've seen your entry turning green in the spreadsheet, but worth stating, probably). 0 Quote Share this post Link to post
Egregor Posted June 9 (edited) Okay @ViolentBeetle, I took your advice and sacrificed a connection for some monster closet space. Because of this I had to rework the layout a little bit, but this rework makes this "patch" more complex and interesting I think, so overall this feels like a solid improvement! At first I was planning on springing the dreaded dual Pain Elementals in the monster closet but then I remembered this is Doom 2, not Plutonia, so the monster closet is a single Pain Elemental, and thus "Doom 2 hard" in the spirit of the project. Thanks again! D2 quilt - EG v03b.rar EDIT: The "b" in the v03b indicates (to me) that the player start and the IWAD have been removed from the file. Edited June 9 by Egregor 1 Quote Share this post Link to post
DankMetal Posted June 9 Almost in time, hehehe Here's Downtown, sorry if i didn't show anything until now, my job has consumed a lot of my time. It has 3 exits. Download link and some screenies: Spoiler 3 Quote Share this post Link to post
JackDBS Posted June 9 @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. 0 Quote Share this post Link to post
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