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Ultimate Doom “In Name Only” - [Limit Removing] - Artist for titlepic/M-Doom etc needed


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Sounds encouraging! If it doesn't fall through again, I'll resume my work immediately too! Been in a doom mood recently but hit a bit of a snag with the personal project.

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  • 1 month later...

So yeah bump.

Finally got some sort of first release of E1M9

http://www.mediafire.com/download/kpd2k55ybc656le/e1m9cb.wad

Not overly happy with it, but it doe exploit some of the projects relaxation in guidelines in respect to monsters and weapon usage, along with the limit removing compatibility.
Hopefully this isn't too bad.

Lets see if we can get this project moving faster than extreme sloth mode :P

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cannonball said:

Finally got some sort of first release of E1M9

http://www.mediafire.com/download/kpd2k55ybc656le/e1m9cb.wad

I really liked it (impressive, non-linear, fun), except a few things:

-It irks me when lever switches are pressed in the opposite direction (up / down) than the sector movement they cause (floor down / door up), and you have many lever switches that are pressed upwards but call a lift downwards.
-The exit area is permanently inescapable once the player gets locked there (preventing backtracking), which I dislike.
-The exit fight is too easy for so many monsters involved (a recurring disappointing trait of your mapping, actually), player can outmaneuver the monsters and just run to exit, and he can't even use the rocket launcher to speed up killing the monsters because they're all too close to him. I would make the bars lower twice as slowly and put a horde of Cacodemons behind them, oh and make some of the other (already present) Cacodemons come from greater distance, and make the Pinkies teleport in slower. As it is set up now, the fight is uncomfortable unless the player has a plasmagun with enough ammo, and plasmagun is just a secret weapon here.

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Nice, this was fun to blaze through.
Difficulty works well for an E1 map, could have been even a few more Sergeants scattered everywhere to pressure the player, i mean it's a Millitary Base so i suppose that there should be tons of soldiers everywhere.
Generally i think it resembles the maps name quite well, gun closets, large hangar like structures not sure what could improve this besides trying to add all sorts of millitary vehicles which might just look shitty at the end.
So better just keep it that way, i'd be fine with it.

FDA by the way

I'm still planning to make another map for this, was busy with other stuff recently but i'll try to start something soonish.

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The final bit was a bit rushed so no surprises on the feedback :P I will rework it soonish.
Right plan of action time, I think given the situation I think I will give a deadline until the end of the year to hear progress on any of the maps which have not seen any submissions yet or whether the author wants to let go of the slot.

These are;

E1M2: Nuclear Plant - Steve D (second attempt)
E1M6: Central Processing - Antroid
E1M7: Computer Station - Pavera
E1M8: Phobos Anomaly - Clonehunter
E2M2: Containment Area - Xaser
E2M3: Refinery - Ledillman
E2M4: Deimos Lab - scifista42 (check)
E2M8: Tower of Babel - Antroid
E3M2: Slough of Despair - Ledillman
E3M3: Pandemonium - Jaws In Space (Edit - Space open)
E3M7: Limbo - Cyberdemon531
E3M8: Dis - Antroid
E4M6: Against Thee Wickedly - SteveD
E4M7: And Hell Followed - AD_79 (Check)
E4M8: Unto the Cruel - Cell
E4M9: Fear - TimeOfDeath (Check)

Beyond this hopefully I will re-evaluate the current submissions (and maybe some new submissions) and see where we can go from there.

Again apologies for the extremely slow progress here, hopefully I can start to get this moving in the right direction.

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I've been really busy with various projects, though I think I'll have some time to do E4M7 in December. Don't drop that slot just yet!

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I'll take a stab at Pandemonium in the next week or so, if Jaws In Space isn't able to submit one. Still between jobs and between writing projects, so I have time.

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http://www.mediafire.com/download/bvzlgbjnbnh9wrn/UDINO4XB.wad

This is a little something I did for another project. It plays on E4M1. It's a really small map by my standards, inspired by Hell Beneath. It can compete with my previous submission for the E4M2 slot. In fact, I would have submitted this one instead of that one, but at the time, UDINO was still a vanilla project and this map goes over the seg limit in a couple places.

If this is accepted for E4M2, maybe my current E4M2 can be moved to E4M6, given that it has styling cues from the original? Or should I make something nastier? I actually had something very hellish in mind as a possibility.

Screenshots.



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I restarted my work on Deimos Lab and progressed quite fast during the last 2 days. I reduced my chaotic techbase plans to focusing on a single lab room and several adjanced corridors and control rooms. If I keep my current pace, the map should be ready for release soon!

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If E3M3 is pandemonium, does it mean that it'll be based around the void where everything floats? Or is it based around several bases flooded with lava? I'd like to try something if that's a yes.

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The lockdown encounters are insane, either make the arenas wider, or put less monsters, or put some invulnerabilities. And in general the gimmick game of waiting for a door to open is lame in my opinion, let's see who actually likes this gimmick.

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Well the lock-in was actually the only thing i sorta enjoyed in the map, though mostly because it was the only real challenge but that doesn't mean i totally approve the idea here. Dunno, really hard to say if this map suits the concept of this project well, i mean i don't mind gimmicky maps and perhaps it resembles a Lab but still to me it feels a bit out of place. I tried to be as objective as possible but yeah not my cup of tea. Sry

FDA

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E2M4
Same as tourniquet, I actually quite liked the lock in. The rest of the combat was very filler and probably not necessary. I'm not sure whether the map resembles a lab in such or whether the texture scheme gives that impression as it is very similar to the original E2M4.
I wonder whether there would be any sense in fleshing the map out a little bit before reaching the encounter, though the gameplay is very dependent on having only the plasma gun.
I quite liked the music, it felt like something that could have been included in Doom 2 reloaded.

Steve D's Map
A nicely styled and difficult map, though there are a few issues;
linedef 387 displays a hom when the room lowers after picking up the rocket launcher. The gameplay is a little niggly and of course trying to fit the map into a particular map name will require some thought.

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cannonball said:

Steve D's Map
A nicely styled and difficult map, though there are a few issues;
linedef 387 displays a hom when the room lowers after picking up the rocket launcher. The gameplay is a little niggly and of course trying to fit the map into a particular map name will require some thought.


I'll fix that hom.

Niggly, as in . . . cramped? Low resources? I wanted to make the little guys dangerous and force the player to move fast, so making it small and a little cramped was probably the main thing I did that's unusual for me. I actually copy-pasted Hell Beneath into DB2, drew a box around it, deleted HB, and then made most of the map inside that box. It was the only way I could discipline myself. :D

The naming . . . I figured this one was pretty hateful. It could also be considered wicked if used for M6. E4 is kinda weird that way. ;)

I still have an idea for M6, but I'll work on E1M2 first, and if I have time, I'll try to finish that M6 idea, or at least make real progress prior to the 31st.

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SteveD said:

I'll fix that hom.

Niggly, as in . . . cramped? Low resources? I wanted to make the little guys dangerous and force the player to move fast, so making it small and a little cramped was probably the main thing I did that's unusual for me. I actually copy-pasted Hell Beneath into DB2, drew a box around it, deleted HB, and then made most of the map inside that box. It was the only way I could discipline myself. :D

The naming . . . I figured this one was pretty hateful. It could also be considered wicked if used for M6. E4 is kinda weird that way. ;)

I still have an idea for M6, but I'll work on E1M2 first, and if I have time, I'll try to finish that M6 idea, or at least make real progress prior to the 31st.

A little low on health I feel, I had difficulties near the beserk pack with the imps at the top of the lift being a nuisance and blocking my progress. Otherwise I didn't find many other problems. The multiple ways to go can lead to a high chance of death on the first few attempts until the obvious correct path is taken (not a bad thing mind you).
Your call on this or your previous effort being in the E4M2 slot, I think both maps are perfectly acceptable. I did like the viscous cyber trap of your previous map though :P

Just to make one thing clear though, I am not expecting everyone to have submitted a map by the end of the year, just some word on progress or the intention to keep the slot is only needed given how long this project has been on hiatus (my fault).

As for E3M3, given how this slot hasn't held out much luck in terms of a finished product, I will give both Impie and Joe a chance to see if they can cook something up.

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cannonball said:

A little low on health I feel, I had difficulties near the beserk pack with the imps at the top of the lift being a nuisance and blocking my progress. Otherwise I didn't find many other problems. The multiple ways to go can lead to a high chance of death on the first few attempts until the obvious correct path is taken (not a bad thing mind you).
Your call on this or your previous effort being in the E4M2 slot, I think both maps are perfectly acceptable. I did like the viscous cyber trap of your previous map though :P


I think you made the call, cb. We'll go with the previous map. This one is really more of an M1, and it doesn't have as much exploratory quality as the other map. Plus that 3-Cyb trap at the end might better justify the Perfect Hatred name. :D I still need to put a proper secret exit into it.

BTW, both maps came from the same project, and they are the only ones I ever made that got a clean DotW pelt. It makes me fond of them. ;)

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dobu gabu maru said:

^ I could whip up something for E3M3 if you guys want. I won't be able to get to work on it until mid-December or so, but I think it'd be fun to make another map for this.


Please do.

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So yeah this is particularly directed to Antroid regarding E2M8 since i'm kinda (really) interested in taking this slot, i allready discussed this with CB and he doesn't want to take away slots from others at this point, i guess it's kinda fair.
So my question is, can i have it? Not a big deal if you refuse but at least i can say i've tried then.

@Steve: Totally overlooked the link in your post, just thought you were posting screenshots. Anyway really cool map, i think not as harsh as you E4M2 candidate but still capable to kick ass especially at the beginning. Agree with CB about the nasty imps atop the lift and i think moving some of the Medkits from the YK portion so some other earlier accesible areas might ballance the overall health distribution. Dunno if it's a perfect candidate for E4M1 since it's missing something distinctive, it's a really fun map but i guess it could also resemble any other E4 map, overall it's pretty well done though.

FDA

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Good thing I randomly found this thread bumped, otherwise I wouldn't have had a chance to respond. I have a rather solid idea for e2m8 (haven't restarted a no-limits version yet though so an idea is all it is ATM). But I can make no guarantees that anything will come out of it. I don't wanna completely give up the slot, would you be fine with making the map and then if I make one too we'll let people choose the one to go into the wad?

In fact, wasn't this discussed before? Maybe I'm imagining things, but I'm pretty sure the subject of allowing multiple people the same slot has come up in the past.

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Oh right shit, I did mention it to you that one time over PMs didn't I.
Thing is though, I had a particular cyberdemon setup in mind for the end of it too, and a certain map called "bulldog skin" has since demonstrated to me that that setup is garbage and unfair (several teleporting cyberdemons). Maybe I can make it a bit more reasonable though. Or get some other idea.

By the way, if anyone wants a go at Dis, be my guest. I've lost all faith in my ability to make my original idea for it work well. I wanted to have a sprawling city-like area with a bunch of masterminds and no ammo and the player would have to scrounge around for cells/rockets to be able to actually kill all of them. This would've required a forced pistol start, plus I dunno if I'd have the patience to make a sprawling enough layout that would also make the masterminds somewhat threatening while not allowing them to infight or anything. D:

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@Antroid: Thanks for letting me know, not really interested in starting some kind of competition so pls carry on with your idea and good luck with it :)

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