Katamori Posted April 10, 2014 Before I forget: are tuned-up 1994 maps allowed? 0 Quote Share this post Link to post
Fellowzdoomer Posted April 10, 2014 I guess they are just so long as you give credit to the base author 0 Quote Share this post Link to post
Fellowzdoomer Posted April 18, 2014 Sorry for bumping, but I've stopped working on P0RTAL. I started a new map. I like how this looks and plays so far. Corridors of Hell This is NOT a final version as you can see. Map slot is Map10. Tell me what you think of the beginning so far. 0 Quote Share this post Link to post
FireSeraphim Posted April 18, 2014 I am liking the very concept of this project. If Map 28 is still open or if I can claim a new spot, I would love to make something for this. 0 Quote Share this post Link to post
Fellowzdoomer Posted April 18, 2014 There's no slot claiming. Just make a map and hope you get an early slot (01-22). 0 Quote Share this post Link to post
FireSeraphim Posted April 18, 2014 I see. Well what I have in mind would be more appropriate for map28. Basically a Boss rush map where you fight a few of the major bosses of the Doom engine games in this order: Cyberdemon, SpiderMastermind, Maulotaur, D'sparil, Traductus and that's about it really. (I dunno if Korax would be worth the effort since some of his attacks involve ACS) 0 Quote Share this post Link to post
Fellowzdoomer Posted April 18, 2014 Maybe you'll get lucky an hit that jackpot slot. 0 Quote Share this post Link to post
FireSeraphim Posted April 19, 2014 Some screenshots of my Map for this collab. The map's name is "Fight of the Century" 0 Quote Share this post Link to post
FireSeraphim Posted April 21, 2014 @Walter Confalonieri: Thank you. And now for a couple more screenshots of my map for this collab. Kinda wish someone would edit the OP and add me to the list. 0 Quote Share this post Link to post
scifista42 Posted April 21, 2014 Just wait till TimeOfDeath comes around these forums again. I like your screenshots. They're not impressive in an elaborated architecture, but definitely are in the atmosphere instead. Seeing how much you apparently focus on a "realistic" setting and mood, I expect a thought-out gameplay experience and I'm looking forward to the completed map. :) 0 Quote Share this post Link to post
TimeOfDeath Posted April 21, 2014 Katamori said:Before I forget: are tuned-up 1994 maps allowed? Sorry, I think I'm not going to allow tune-ups. 0 Quote Share this post Link to post
Fellowzdoomer Posted April 21, 2014 Um, Tod? My map isntfinished. 0 Quote Share this post Link to post
scifista42 Posted April 21, 2014 I guess that TOD considers every posted map as "tentatively" finished. I see it as the right approach, because what if you didn't post any further version? Then, this one would have to be used for the project. 0 Quote Share this post Link to post
Fellowzdoomer Posted April 21, 2014 I said: This is NOT a final version Besides, I wanted to make sure that ToD knew that that isn't a finished product. Has anyone looked at it yet? Also, tOd :-p 0 Quote Share this post Link to post
Fellowzdoomer Posted April 21, 2014 walter confalonieri said:yeah, it's nice... hmm... anything wrong? 0 Quote Share this post Link to post
Yugiboy85 Posted April 21, 2014 I don't really know what to think of your map fellowzdoomer. There's nothing really interresting going on, even by demo standards. It's literally a corridor with monster closets and that's all. I know this isn't finished, but before you make a demo, make sure you have something to show (not just one room). Now, I'm not bashing your map because it's obviously not finished. 0 Quote Share this post Link to post
Suitepee Posted April 28, 2014 Having currently played through two out of three of its mapsets and mostly enjoyed the idea behind DMP2013, I will look forward to playing the 2014 edition whenever it comes out! Just stating in advance that I would livestream DMP2014. 0 Quote Share this post Link to post
SFoZ911 Posted April 28, 2014 Map name :"Jump Start" Status : Version 1.0 compatibility : Not sure, think limit-removing Tested with : Zandronum Slot : MAP01 (put it wherever you want in the final version) A single player map for doom2 with stock texture. nothing too fancy, tried to emulate doom2 design style with a little bit more action. no skill level or co-op stuff yet(only UV), still need to tweak and polish here and there. open for suggestions(especially music-wise) on any aspect. Will be updated before final release. Download link http://www.mediafire.com/download/83q0e9z95riwepa/jpstart.wad 0 Quote Share this post Link to post
Fellowzdoomer Posted May 3, 2014 Is it OK to reference other DMP maps from the last years.? 0 Quote Share this post Link to post
TimeOfDeath Posted May 4, 2014 Reference, sure, but I don't know about copy/pasting stuff from other people's maps. 0 Quote Share this post Link to post
Fellowzdoomer Posted May 4, 2014 I don't copypaste. Its just at the end of a hall I have. 0 Quote Share this post Link to post
Walter confetti Posted May 5, 2014 SFoZ911 said:Map name :"Jump Start" Status : Version 1.0 compatibility : Not sure, think limit-removing Tested with : Zandronum Slot : MAP01 (put it wherever you want in the final version) A single player map for doom2 with stock texture. nothing too fancy, tried to emulate doom2 design style with a little bit more action. no skill level or co-op stuff yet(only UV), still need to tweak and polish here and there. open for suggestions(especially music-wise) on any aspect. Will be updated before final release. Download link http://www.mediafire.com/download/83q0e9z95riwepa/jpstart.wad pretty cool wad, actually. Reminds me a lot of hell maps from Doom 2, works perfectly on chocorenderlimits (and technically also on vanilla doom), but i found only this bug, put an impassible lines on the fences near the exit, as can be seen in this demo 0 Quote Share this post Link to post
Fellowzdoomer Posted May 5, 2014 I would like yo add that my map will be boom compatible due to me needing the Hell Sky, unless it lands on a hell level, in this case, its vanilla flavored. 0 Quote Share this post Link to post
SFoZ911 Posted May 5, 2014 walter confalonieri said:pretty cool wad, actually. Reminds me a lot of hell maps from Doom 2, works perfectly on chocorenderlimits (and technically also on vanilla doom), but i found only this bug, put an impassible lines on the fences near the exit, as can be seen in this demo Thx for the info, I'll see with ToD if he can change the comp to vanilla limits. Also I already made some changes to map and added skill levels and bug fixing. still testing it before uploading another version. 0 Quote Share this post Link to post
cannonball Posted May 5, 2014 Here is my map http://www.mediafire.com/download/vxppava4azjxph8/motmm.wad Name - March of the mortal mortars IWad - Plutonia.wad (used the plutonia texture set) Map - 12 (for the sky, I will put the sky transfers in later if neccessary). Port - Boom Music - Map21 from Plutonia 2 which was composed by PCorf (laughs at track name :P) No difficulty settings and visually I will give it a tweak but the map plays fine if rather tough. 0 Quote Share this post Link to post
The_MártonJános Posted May 5, 2014 Well, the name that track was given is good for a laugh, but for serious, it goes better if referred now to the name of your map. :D /Is busy at the meantime, might play later/ 0 Quote Share this post Link to post
Fellowzdoomer Posted May 6, 2014 Music won't be from MMX. It'll be from CT Progress 0 Quote Share this post Link to post
Fellowzdoomer Posted May 7, 2014 ^just noticed the vid delays big on visual, too. I guess I'll have to rerecord in software mode. 0 Quote Share this post Link to post
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