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Doomworld Mega Project 2015 - Now on /idgames


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gaspe said:

I played the previous version, and on this one I just cleared the big outdoor area. Personally I like more the previous track.
About the map at first the low gravity was really weird but after a while I got used and I understood better how was the gameplay. Btw do you play with mouselook? I play without it and sometimes it was awkward to hit the enemies while doing these big jumps. The attack that "mows you down" was really confusing: the sound that overlaps all the others, earing doomguy's pain sound before it hits you; also it's difficult to understand who does that attack.
Aside for beign quite chaotic when you enter the main area overall it was an interesting experience.


Thanks for the review!

I'll probably change the music back to the original. As for mouselook, I do have it enabled, but usually I don't use it unless I am looking down particular ledges or such.

The things doing the "mow you down" attacks are called Death Rays, and in this level they preside in various high up towers (the gray ones near the front entrance, and one right above the Plasma Gun pickup.)

They are confusing at first. The trick to dealing with them is listening for the loud laser noises. Hearing those noises means you have stepped into a Death Rays line of sight, and that it is initiating its attack, which is a continuous stream of red beams. Death Rays can be destroyed, though it takes a lot of quick maneuvering to do so without getting hit in the process. Best bets: rockets or plasma.

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The Ultimate DooMer said:

it seems rather pointless...as the project will require ZDoom to play

Not entirely true. The non-ZDoom maps will likely be placed to the beginning of the wad or maybe their own separate wad(s), and people will be able to play them in their favorite non-ZDoom ports. ZDoom will only be required for the ZDoom maps.

You were right about the TEXTURE1 getting recompiled, though.

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I have just added Eradrop's map to the OP as ZDoom compatible in case he doesn't come up with the Boom fix he was going to make. I should have done this already back when he posted it 1.5 months ago.

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OK guys, new member here. Been thinking about making maps for ages (hell, I always wanted to make Quake maps back when I got that in '96, but never worked out how to) and finally decided to grab a copy of Doombuilder a month or so ago and actually start making things after playing a whole bunch of WADs over the last few years.

After a few attempts I wasn't happy with, I think I'm good to go and actually submit something to this. Having a deadline has probably helped me actually focus on it a bit more, so I'm nearing completion now, probably around 85-90% done, mostly just need to add in a few details and lighting in the final room, add some difficulty levels and have a couple friends playtest it over the next couple days to make sure they don't notice anything I haven't. I have managed to complete it myself without dying, so it's possible but quite tough in my opinion, although you guys seem like a bunch who could deal with it without too much quandary.

It seems to play fine in ZDoom, but I can't get it to run in Chocolate Doom, although I think that's due to my own dumb ass not being able to work out how to do it rather than any particular compatibility issues. It's only using the regular DOOM2.WAD file set and I haven't done anything overly complex as far as I can tell. Of course, being a complete noob to this kind of thing, I don't really understand how the whole compatability thing works.

It's a cavernous style map for the most part, finishing off with some marble temple kind of stuff. All weapons show up and is playable from pistol start, around 120 monsters in it's current state with all bar regular/shotgun zombies and Barons making an appearance. I'll probably upload a couple screenies tomorrow after I'm done finishing it off.

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Got some difficulty levels implemented now, seems to play pretty well on all three. Just need to hear back from my playtesters and do a little texture alignment and that's it (I can see a little on the right of the first pic there, in fact)


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I guess I can donate this map for the project, because I think it's ok for my standards and I don't know what to do with it.

Map name: Toxic Graveyard
Compatibility: Limit Removing
Music: "The Dave D. Taylor Blues" by Robert Prince
No custom textures.

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As much as I would've loved to make it for the project, it seems that my map has turned way bigger than I expected it to be and at this rate (with the new year's eve and all), it's gonna be impossible to make it in time.

So, I decided to save this for later (either for the 2016 edition or some random map).

Sorry for the inconveniances this may cause :/

Rest assured, I will finish this at some point. I can't just throw away what has been done already.

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AnonimVio said:

I guess I can donate this map for the project,

Map name: Toxic Graveyard
Compatibility: Limit Removing

FDA. I saw at least 2 unclosed sectors that should better get fixed, and eventually died in an inescapable pit which I thought of as a possible secret area, so that I'd like if this was also prevented from being possible to happen. Otherwise a very nice techbase, with generic combat but not bad at all, and varied brightness / monsters in relative darkness helped to liven it up - I liked that.

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Fixed that unclosed sector, inescapable pit, missing tags and some other things. I also added one more secret and removed one enemy. Link is the same. Thank you for playing this.

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@AnonimVio: When I run the map in ZDoom, the console log gives these warnings: "Line 4032 has no first side." and "Line 4076 has no first side.". They are apparently free linedefs in the void. Would you fix them as well, please? Both ZDoom and PrBoom-plus can play the map anyway, but I'm not sure if any other ports wouldn't break.

@DoomLover234: You were added to the list, get to mapping quickly though, only 3 days remain till the deadline. That reminds me, I should hurry up with my own map too. :)

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scifista42 said:

@AnonimVio: When I run the map in ZDoom, the console log gives these warnings: "Line 4032 has no first side." and "Line 4076 has no first side.". They are apparently free linedefs in the void. Would you fix them as well, please? Both ZDoom and PrBoom-plus can play the map anyway, but I'm not sure if any other ports wouldn't break.

@DoomLover234: You were added to the list, get to mapping quickly though, only 3 days remain till the deadline. That reminds me, I should hurry up with my own map too. :)

I can map well in a hurry tho. This map WILL be possible from pistol start, although it may not seem like it. I hope it turns out good enough.

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For the final release of the wad, I'd prefer the original MIDI on my map to be used. The second version of the track can be deleted to save space.

I'm looking forward to seeing this project come to fruition!

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obake said:

For the final release of the wad, I'd prefer the original MIDI on my map to be used. The second version of the track can be deleted to save space.

I have edited my copy of your wad: Changed the text "HONOR2" to "HONOR" in MAPINFO, and deleted "HONOR2" lump (lol at saving 9 KB of space in a 3.7 MB big wad). Hopefully this will be enough to work. Your map doesn't change the music at runtime using any scripts or special features, right?

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scifista42 said:

I have edited my copy of your wad: Changed the text "HONOR2" to "HONOR" in MAPINFO, and deleted "HONOR2" lump (lol at saving 9 KB of space in a 3.7 MB big wad). Hopefully this will be enough to work. Your map doesn't change the music at runtime using any scripts or special features, right?


Nope, so it should all be good. Hopefully my map will be well regarded, despite (literally) being full of cheese. :p

Just to double check: the latest version of the map is cdver3, correct? Also, I can't wait to see your map, Scifista!

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I have made one third of the map. Here is me dev info:

- I'll make it the MAP03 in my megawad, as well as being here! (if I can)
- The Wind by Mark Klem will play (if it can)

Should I upload a BETA?

Nevermind. Here's the BETA: http://www.mediafire.com/download/w815wowptbcqxnl/subliton.wad

There are no difficulty levels. For now!

For the secrets, I'll only tell you the hard one. At the start, don't do anything but shoot. After you shoot you can turn around, and something happens.

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Uhh, DoomLover234, make sure you DON'T steal maps or areas from other wads without permission, and even if someone allows you to use their maps then still it's not that great, people want to see something that YOU made in YOUR wad.

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AnonimVio said:

Uhh, DoomLover234, make sure you DON'T steal maps or areas from other wads without permission, and even if someone allows you to use their maps then still it's not that great, people want to see something that YOU made in YOUR wad.

Well, it IS a bit DIFFERENT, and NOT the SAME. Of course it won't look the same. Most of the map I have drawn looks rather original if you ask me. Even those areas will be different. I just draw inspiration from them and do them my way. I hate copycats as well, trust me. But I'm not one. I do not copy, but rather draw inspiration.

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Name of the map?

Jumping/crouching allowed or not?

As for including the map into your personal project as well as this project, that's acceptable, although players of the later-released project might feel underwhelmed by seeing a carbon copy of a map they've already played in another project.

As for including a Mark Klem midi, that's acceptable too, actually a common practice among map makers.

I briefly checked out the map and it apparently doesn't have an exit, I'd rather playtest a more complete one.

It featured quite a lot of symmetry, which I'm personally not keen on, and a bit high density of high-HP monsters at certain places - this is what I thought about it for now.

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Well, it's ok then. Just don't write something like: "My maps will include areas from this, that and this!" because it will not make your maps look better.

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scifista42 said:

Name of the map?

Jumping/crouching allowed or not?

As for including the map into your personal project as well as this project, that's acceptable, although players of the later-released project might feel underwhelmed by seeing a carbon copy of a map they've already played in another project.

As for including a Mark Klem midi, that's acceptable too, actually a common practice among map makers.

I briefly checked out the map and it apparently doesn't have an exit, I'd rather playtest a more complete one.

Sublimation. Why's it called like that? I still haven't made that area. (actually it's the area behind the yellow door but I didn't script it yet)

No. It kills the fun.

Yeah, well, I had drawn it for my project initially, but I hope it's good enough for this too.

I can understand why. His MIDIs are awesome.

No it doesn't. It's a beta. And have you found a way to kill that Cybie?

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