scifista42 Posted April 24, 2016 killer2 said:Why is it split into multiple downloads? 1. Boom maps are in a different wad than vanilla maps, because their total amount is greater than 32, so that they wouldn't fit into a single wad. 2. ZDoom maps are in a different wad than Boom maps, because I wanted the Boom maps to be playable in Zandronum, but some of the ZDoom maps use such ZDoom-specific features that make Zandronum refuse to launch the wad with them at all, so the only solution was to separate them. 3. All 3 wads are still in beta stage. They aren't packed in a single download because I don't want to waste space and bandwidth by reuploading all 3 of them when updating just a single one. The eventual /idgames release will contain all 3 wads in one download. 0 Quote Share this post Link to post
killer2 Posted April 27, 2016 I managed to get the GZDoom wad, but the download links for both Boom and vanilla seem broken. 0 Quote Share this post Link to post
Walter confetti Posted April 28, 2016 In the precedent page there's a working link to the vanilla / boom megawads... Also what do you think of the zdoom maps compilation (if you played it) ? I ask the same question to obake if he's keep playing the mapset... 0 Quote Share this post Link to post
killer2 Posted April 28, 2016 Thanks, Walter. I won't have that much time to play, and I want to finish Sunlust too, but I'll tell you guys what I think when I do play it. 0 Quote Share this post Link to post
obake Posted April 28, 2016 walter confalonieri said:I ask the same question to obake if he's keep playing the mapset... I've played most of the maps now. Riki's City Escape is bare bones, and non-offensive. The Romero heads are the only real point of interest, and even they don't have much of an impact on the gameplay. Though the rockets they shoot bounce off walls, which is odd. Omnistar's Land of Erebus looks great, and has a few nice fights. But it is bogged down with very poor designed insta-death traps, not to mention damaging and non-damaging pits you can fall into and not get out of. Plus there are areas you have to take at a snails pace just to clear everything out (i.e. the Revenant pits) It has a lot of good ideas, and as stated, has excellent aesthetics. But as a whole, it just doesn't mesh. I commend Omnistar for the work put into the map, though. Something this sized and detailed is no small feat. LittleInferno's Doomenstein is over almost as quick as it starts. There's not much to say. The level functions, but as a whole, it feels like City Escape: very basic, bare bones. I've started and have not yet completed your map, Walter. So far it is one of the highlights of the zdoom portion. I will finish yours and Protester's maps at some point. I also need to say, the zdoom set still needs a fixed update! 0 Quote Share this post Link to post
obake Posted May 2, 2016 I figure since this hasn't been updated in a long time (Scifista's particularly busy this year, if I recall) I might as well update the set itself (well, my map, to be exact) This is the same as the last version of the zdoom set, only with the needed fixes to my map's MAPINFO. My map in the version without these fixes is impossible to beat without cheating. Besides the additions in MAPINFO, nothing about my or any of the other maps have been altered: http://www.mediafire.com/download/3cf7c8dbn1ua806/dmp15c_fix.zip I hope this is helpful. 0 Quote Share this post Link to post
scifista42 Posted May 3, 2016 Thanks, obake. It's exactly what I was going to do anyway, if only I wasn't busy lazy. (But I was also waiting for more potential bug reports before reuploading a 15 MB big file due to a couple fixed lines in DECORATE.) 0 Quote Share this post Link to post
an_mutt Posted May 7, 2016 Hey scifista, I had a quick run through my map earlier today to check if things are cool and I noticed the sky was not correctly implemented: the moon appears twice, and at wrong sides of the sky texture both times. It should be at the north east, as the first 256 pixels of the sky texture (in case that's of any help) 0 Quote Share this post Link to post
Wereknight Posted May 7, 2016 Well, some good news. I've done intermission MIDI. GET IT. NOW. 0 Quote Share this post Link to post
scifista42 Posted May 8, 2016 @an_mutt: OK, I'll fix that. @CWolf: I'm not sure about that midi. Honestly, I think it would fit well into some purely atmospheric mapset, but not into a mashup of random maps that this project is. I mean it less like "this midi is not fitting enough for this project" and more like "this project is not fitting enough for this midi", if you see. But I'd like to hear what others think of it, too. 0 Quote Share this post Link to post
Wereknight Posted May 8, 2016 scifista42 said:@CWolf: I'm not sure about that midi. Honestly, I think it would fit well into some purely atmospheric mapset, but not into a mashup of random maps that this project is. I mean it less like "this midi is not fitting enough for this project" and more like "this project is not fitting enough for this midi", if you see. But I'd like to hear what others think of it, too. I've got your point. Well, I think that little enhancing\redoing would fit project as well. 0 Quote Share this post Link to post
kuchitsu Posted May 8, 2016 The thing about intermission midis is that most people will only hear the first few seconds of them (around 10 at best). So there shouldn't be any build up, the beginning should already be full-blown and even listening to just the first 5-6 seconds should be interesting enough. 0 Quote Share this post Link to post
joe-ilya Posted May 8, 2016 kuchitsu said:The thing about intermission midis is that most people will only hear the first few seconds of them (around 10 at best). So there shouldn't be any build up, the beginning should already be full-blown and even listening to just the first 5-6 seconds should be interesting enough. But if a streamer will go out for a while and leave the intermission music, it will get old rather quickly, so I recommend making the intermission MIDI at least a minute long. 0 Quote Share this post Link to post
TheNerdTurtle2 Posted June 10, 2016 I hate to bump this thread but I have a midi I wrote that would be great 0 Quote Share this post Link to post
SFoZ911 Posted June 28, 2016 Sorry to bump this but I'm trying to download the Boom collection and the link transfer me to FileDropper. Anyone have a working link? 0 Quote Share this post Link to post
AnonimVio Posted June 28, 2016 Every time this thread gets bumped I hope it's scifista with a new update. And I get disappointed every time. I'll call this "Sunder syndrome". 0 Quote Share this post Link to post
obake Posted June 30, 2016 Let's be patient. Scifista is busy with a lot of stuff, from the sounds of it. I'm sure once he's finished his other projects, this one won't take too long. 0 Quote Share this post Link to post
joe-ilya Posted June 30, 2016 SFoZ911 said:Sorry to bump this but I'm trying to download the Boom collection and the link transfer me to FileDropper. Anyone have a working link? I have V2, here it is : https://www.mediafire.com/?2y5dwdsogdyao2m 0 Quote Share this post Link to post
scifista42 Posted June 30, 2016 Uni examination period has just ended for me, so I'll get to finishing this project shortly. 0 Quote Share this post Link to post
SFoZ911 Posted June 30, 2016 joe-ilya said:I have V2, here it is : https://www.mediafire.com/?2y5dwdsogdyao2m Thanks Joe. 0 Quote Share this post Link to post
gaspe Posted June 30, 2016 scifista42 said:Uni examination period has just ended for me, so I'll get to finishing this project shortly. Will the Mega Project 2016 start after this one is finished? 0 Quote Share this post Link to post
scifista42 Posted July 23, 2016 Beta version released. Needs playtesting/bugfinding and identifying certain resources (see below). Once the resources are identified and more than 2 weeks passed since this post, I intend to upload this project to /idgames. > > > Download DMP2015 Beta < < < Textfile alone is here: Spoiler =========================================================================== Advanced engine needed : Various Primary purpose : Single play =========================================================================== Title : Doomworld Mega Project 2015 Filename : dmp2015.zip Release date : July 23rd, 2016 Author : Various Email Address : DONT FORGET TO PUT IT HERE BEFORE IDGAMES UPLOAD Description : The idea and goal of the project was to get maps from as many mappers as possible, one map per person, during the course of the year 2015. Anyone could participate, and there were no restrictions regarding the theme or the quality of the maps, other than "no abusive maps that use scripts to change people's settings or are 1 GB while unzipped, etc.". The maps are split into 3 wads: DMP15A for vanilla and limit-removing compatible maps, DMP15B for Boom compatible maps, and DMP15C for ZDoom and GZDoom compatible maps. See below for detailed info about particular maps. Additional Credits to : idSoftware for Doom, TimeOfDeath for the idea of the project, scifista42 for project management and compilation, CWolfRu for TITLEPIC and INTERPICs, all mappers and creators of the resources mentioned in the maplist below =========================================================================== * What is included * New levels : 53 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : DMP15A: MAP01-MAP24, DMP15B: MAP01-MAP18, DMP15C: MAP01-MAP11 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes, in some maps * Construction * Base : New from scratch Build Time : 1 year of mapping + 7 months of compiling Editor(s) used : Various May Not Run With : Ports with lesser than the target compatibility for each wad Tested With : doom2.exe, Chocolate Doom, PrBoom-plus, ZDoom, GZDoom * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors ----------------------------------------------------------------------------- MAPLIST ----------------------------------------------------------------------------- DMP15A (vanilla + limit-removing maps) ====== SKY1 - Doom alpha textures SKY2 - Plutonia E3 sky SKY3 - ??? Note: Maps 02, 03, 05, 08, 12, 13, 14 and 16 are vanilla. The remaining maps are limit-removing. MAP01 - White and blue Author: ChaingunnerX Music: ??? Textures: ??? MAP02 - Mountain Base Author: Gustavo6046 Music: "Bertha Down" by Gustavo6046 Textures: stock MAP03 - Fisting in a Nazi Secret Bunker Author: Philnemba Music: "Zero Hour" by Robert Prince Textures: stock MAP04 - Fortress of Solitude Author: nxGangrel Music: "The Demons From Adrian's Pen" by Robert Prince Textures: stock MAP05 - Rock Bottom Author: Rook Music: "Warhead" from a Nintendo 64 game "War Gods" Textures: ikdtex.wad MAP06 - Trail of the Renegade Author: GregLafitte Music: "Superboss Theme" from "Legend of Dragoon" Textures: stock MAP07 - Toxic Graveyard Author: AnonimVio Music: "The Dave D. Taylor Blues" by Robert Prince Textures: stock MAP08 - The Key to Happiness Author: joe-ilya Music: "Technical Difficulties" by James Paddock Textures: stock MAP09 - 3000CB Author: cannonball Music: "Fear's falter" by David Shaw (Memento Mori 2 map18) Textures: stock MAP10 - Escape to Sea Author: Doomkid Music: ??? Textures: Doom 1, Doom alpha textures, ??? MAP11 - You Should Go Outside Author: RaphaelMode Music: "Gigi's violin" by Gigi D'Agostino sequenced by Jordi J Textures: stock MAP12 - Heat Amplifier Author: Breezeep Music: "Pissed!" from Duke Nukem 3D Textures: stock MAP13 - Tuesday's Coming Author: Inkie Music: "D_E1M4" from Doom 1 Textures: stock MAP14 - Bastards! Author: Memfis Music: MAP32 from Memento Mori 2 Textures: ??? MAP15 - Deimos Quarry Author: scotty Music: "D_E3M2" from Doom 1 Textures: stock MAP16 - JAN02 Author: schwerpunk Music: Level 1 "Venus" from a SNES game "Mutant Chronicles" Textures: stock MAP17 - Dread Facility Author: ClumsyDoomer Music: Level 14 from Descent Textures: ??? MAP18 - The dragon rooms Author: dt_ Music: "D_E1M6" from Doom 1 Textures: stock MAP19 - Arch'Cult Author: tomatoKetchup Music: "D_E1M5" from Doom 1 Textures: Doom 1, edits by tomatoKetchup MAP20 - The Sultan's Monsters Home Author: Eradrop Music: "Minesota" by Eradrop Textures: ??? MAP21 - Dedicated to Francisco Pizarro Author: yakfak Music: ??? Textures: stock MAP22 - Spite Author: Jjp Music: "D_THE_DA" from Doom 2 Textures: stock MAP23 - Void Base Author: The Ultimate DooMer Music: "D_E1M5" from Doom 1 Textures: cc4-tex MAP24 - Butcher's Kiln Author: dobu gabu maru Music: "Angelic Animals Part I" from/by ??? Textures: ??? ----------------------------------------------------------------------------- DMP15B (Boom maps) ====== MAP01 - The Magical Mystery Tour Begins Author: SFoZ911 Music: Chex Quest E2M1 Textures: mondrigan.wad by jmickle66666666 and some vines from cc4tex Sky: ??? MAP02 - Base X Of Phobos Author: Impboy4 Music: midi conversion of an Impulse Tracker track named The Imp's Song (Heavy Remix) by SlayeR Textures: stock Sky: stock MAP03 - Haunted Bunker Author: TheNerdTurtle2 Music: "Haunted Woods" from Diddy Kong racing Textures: ??? Sky: ??? MAP04 - Doomed Monument Author: Katamori Music: "Scotland the Brave" from MAP03 of Eternal's "Nordhell" Textures: ??? Sky: ??? MAP05 - Boom format Author: Scypek2 Music: ??? by Bob B Textures: by Scypek2 Sky: by Scypek2 MAP06 - Find The Magic Pixel Author: NoisyVelvet Music: "Waning Hall" by James Paddock Textures: stock Sky: ??? MAP07 - Morose Tint my World Author: Obsidian Music: "Dark Groove Part 1" from Jazz Jackrabbit 2 Textures: Fuzzballfox's Noir Pack Sky: Doom 1 E4 MAP08 - Space Base Powered By 3 Author: scifista42 Music: Stage 2, 5 and 7 from a game "Bad Dudes Vs. Dragon Ninja" Textures: cc4-tex, edits of cc4/stock textures by scifista42 Sky: plmsky1 MAP09 - Another TechBase Author: Z0k Music: "D_E2M2" from Doom 1 Textures: stock Sky: stock MAP10 - Praise the Lowered Author: Finakala Music: "Cavern" from "Metal Gear Solid" Textures: stock Sky: stock MAP11 - Water Facility Author: Du Mhan Yhu Music: "D_DOOM" from Doom 2 Textures: cc4-tex, ??? Sky: ??? MAP12 - Bleeding Hearts and Artists Author: JudgeDeadd Music: "At The Jester's Tent (Dusk Mix)" by Doomhuntress Textures: cc4-tex, ??? Sky: cc4-tex MAP13 - i can't put enough quotation marks around the word 'map' so i wont Author: an_mutt Music: "Watz Next?" by Lee Jackson Textures: cc4-tex and ??? Sky: Doom alpha textures MAP14 - Crypt of the Revenant Dancer Author: Pinchy Music: "Waning Hall" by James Paddock Textures: cc4-tex Sky: ??? MAP15 - Hyperion Space Colony Author: gaspe Music: E1M2 from Heroes.wad Textures: cc4-tex Sky: plmsky1 MAP16 - Insanity in number Author: CWolfRu Music: ??? Textures: cc4-tex + snow wall ??? Sky: cc4-tex MAP17 - Vox Populi Author: Demonologist Music: "ZDoom" by James Paddock Textures: q1tex Sky: pitch black MAP18 - Spaceswitch 2 Author: pcorf Music: "Hidden Anger" by Mark Klem Textures: stock Sky: cc4-tex ----------------------------------------------------------------------------- DMP15C (ZDoom + GZDoom maps) ====== Note: Maps 01-08 are ZDoom. Maps 09-11 are GZDoom. MAP01 - HONEYCMB Author: Mechazawa Music: "D_SHAWN" from Doom 2 Resources: stock MAP02 - Miner's Paradise Author: DoomLover234 Music: MAP05 from Hell Revealed Resources: stock MAP03 - Hanger 2 Author: XLightningStormL Music: "D_E1M5" from Doom 1 Resources: stock MAP04 - Downbase Author: glenzinho Music: "We Die Young" by Alice in Chains Resources: cc4-tex MAP05 - Death awaits Author: DMGUYDZ64 Music: ??? Resources: stock MAP06 - Ultimate Countdown Author: obake Music: "Honorable Return" by obake Resources: by obake MAP07 - City Escape Author: riki2321 Music: "Battle of the Holy" from "Castlevania: The Adventure" Resources: MSPaint sky MAP08 - Land of Erebus Author: Omnistar Music: "D_TENSE" from Doom 2 Resources: stock MAP09 - Doomenstein Author: LittleInferno Music: "D_EVIL" from Doom 2 Resources: Wolf3D_Resources.pk3 MAP10 - Black Plague (or some kind of other generic title) Author: walter confalonieri Music: "Anything but Tangerines" from Earthworm Jim 2, "D_E1M2" from Doom Resources: UDET, Skulltag sky, random pictures from the internet MAP11 - A Clear Line Drawn Author: Protester Music: ??? Textures: ??? Also, since we still didn't resolve the map order in DMP15A, here is DMP15A_alt for comparison with regular DMP15A. Download DMP15A_alt Also, I need help with identifying the names AND authors or sources of the following MIDIs, textures and skies:+--------+---------+------------+-------------------------------------------------+ | Wad | Map | Resource | Name + (Author or Source) | +--------+---------+------------+-------------------------------------------------+ | | | | | | DMP15A | Ep. 3 | sky | cc4 | | | | | | | | MAP01 | music | ? | | | | textures | ? | | | | | | | | MAP10 | music | Das Boot Theme by U96 | | | | textures | ? | | | | | | | | MAP14 | textures | ? | | | | | | | | MAP17 | textures | ? | | | | | | | | MAP20 | textures | ? | | | | | | | | MAP21 | music | SCRAPING.MID by yakfak | | | | | | | | MAP24 | music | "Angelic Animals Part I" by KevinHEZ | | | | textures | cc4-tex, SF2011-tex | | | | | | +--------+---------+------------+-------------------------------------------------+ | | | | | | DMP15B | MAP01 | sky | ? | | | | | | | | MAP03 | textures | ? | | | | sky | ? | | | | | | | | MAP04 | textures | ? | | | | sky | ? | | | | | | | | MAP05 | music | Country Flute #1 by Bob B. (mightymidi.com) | | | | | | | | MAP06 | sky | by NoisyVelvet | | | | | | | | MAP11 | textures | ? | | | | sky | ? | | | | | | | | MAP12 | textures | cc4 + some by JudgeDeadd | | | | | | | | MAP13 | textures | ? (those not from cc4-tex) | | | | | | | | MAP14 | sky | ? | | | | | | | | MAP16 | music | by CWolf | | | | textures | cc4 | | | | | | +--------+---------+------------+-------------------------------------------------+ | | | | | | DMP15C | MAP05 | music | Alien Vendetta MAP01 | | | | | | | | MAP11 | music | ? | | | | | | +--------+---------+------------+-------------------------------------------------+ 0 Quote Share this post Link to post
gaspe Posted July 23, 2016 DMP15C MAP05 song is Alien Vendetta MAP01. DMP15A MAP10 is Das Boot Theme, it's the same song of GALAXIA.wad and it was used also in Mano Laikas recently. 0 Quote Share this post Link to post
yakfak Posted July 23, 2016 great to see it's almost ready! MAP 21A - SCRAPING.MID by me 0 Quote Share this post Link to post
SleepyVelvet Posted July 23, 2016 MAP06B sky by me using GIMP editor 0 Quote Share this post Link to post
Havoc Crow Posted July 23, 2016 The DMP15B MAP12 non-CC4 textures are by me. 0 Quote Share this post Link to post
Wereknight Posted July 24, 2016 scifista42 said:Beta version released. Also, I need help with identifying the names AND authors or sources of the following MIDIs, textures and skies: | | MAP16 | music | ? | | | | textures | ? (the snow wall) | Music is just a shitty loop I've made randomly. Snow wall is from CC4Tex. Was a bit modified for preventing of "Tutti-fruitty" effect. 0 Quote Share this post Link to post
scifista42 Posted July 24, 2016 Am I right that you've also edited the SKY3 from cc4-tex? I've ended up using it as SKY3 in DMP15A, and I've noticed it's almost but not entirely identical to the one in cc4-tex. EDIT: Now I've found out that the slightly modified sky exists in a different/older version of cc4-tex, so it's clear already. 0 Quote Share this post Link to post
Doomkid Posted July 25, 2016 Just a tiny pointless nitpick, the midi I used is Das Boot by U96. It was used in Galaxia but doesn't have any inherent relation to that map. I can't wait for the finalized version! (I have a sneaking suspicion we'll be seeing it on a ZDaemon session or TNS once it's all done) 0 Quote Share this post Link to post
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