TheNerdTurtle2 Posted June 14, 2015 I'm sorry for the bother and I promise that this is the last update, but I updated my map; I moved some monster placements, fixed textures/geometry, and added another secret. https://www.dropbox.com/s/jet3eny55j6vi43/Haunted%20BunkerV3.wad?dl=0 This was fun, I can't wait to play the entire thing. I played two maps so far: Memfis's and Joe's and really liked both :) 0 Quote Share this post Link to post
pcorf Posted June 17, 2015 Name : Spaceswitch 2 Author : Paul Corfiatis Editors used : Doom Builder 2.1, XWE Compatibility: Boom Music : Hidden Anger by Mark Klem Graphics: pcf_sky1 (patch and texture) - Space sky from Cchest4 texture wad. Difficulty settings : Yes (but only slight differences) Bugs : None A sequel to that infamous map in The Twilight Zone. But this time, bigger, more confusing and not to mention a huge easter egg awaits at the end. Press the correct switch and you proceed and it is easy as hell, press the incorrect switch and you are BBQ meat. A good test for Speed Runners. Unlike the original map, 100% kills is possible in this map as monsters are crushed if you press the correct switch. Hearing their yells of agony is a beautiful thing. SCREENSHOTS http://www.paulcorfiatis.com/pc_swit1.png http://www.paulcorfiatis.com/pc_swit2.png http://www.paulcorfiatis.com/pc_swit3.png http://www.paulcorfiatis.com/pc_swit4.png DOWNLOAD: paulcorfiatis.com/pc_swit.wad 0 Quote Share this post Link to post
cortlong50 Posted June 18, 2015 pcorf said:Name : Spaceswitch 2 Author : Paul Corfiatis Editors used : Doom Builder 2.1, XWE Compatibility: Boom Music : Hidden Anger by Mark Klem Graphics: pcf_sky1 (patch and texture) - Space sky from Cchest4 texture wad. Difficulty settings : Yes (but only slight differences) Bugs : None Paul...can i just say I love your work so god damn much it hurts. 0 Quote Share this post Link to post
cortlong50 Posted June 18, 2015 I have been working on a 12 map set that has uh...been so on and off it should release by the time that the computer is completely obsolete and we are zapping thoughts and porn into each others brain via future head bands. or until the future looks like wall-e and we are all just floating around on weird ass chairs being super fat. EITHER WAY! i would like to contribute the 2nd map from this pack, its short sweet and to the point and also full of so much unnecessary gzdoom BS that its not even funny. now its not fully complete, but id like to include it in this. now it uses textures from valhalla (it said i could in the credits as long as i credit the infamous ed) and uses my own music and all of that...but as of right now im still polishing it up. so...let me finish it up and ill toss it your way, now i was kinda confused on how you said it...so i have to include textures in a completely separate folder? that sounds like itll get messy. also it is ONLY GZDOOM compatible. just...because thats how i roll. 0 Quote Share this post Link to post
scifista42 Posted June 18, 2015 cortlong50 said:now i was kinda confused on how you said it...so i have to include textures in a completely separate folder? that sounds like itll get messy. The whole purpose of this rule was to prevent texture conflicts and therefore save me work at the end of the year when compiling all maps together. As long as Valhalla's textures don't overwrite stock ones, and don't share patch/texture names with common texture packs like CC4-TEX, you can use them in any form. Otherwise, I would appreciate if you renamed them, preferably prefix them with the first letters of your username. The resources look good! Nice screenshots, too. 0 Quote Share this post Link to post
cortlong50 Posted June 18, 2015 scifista42 said:The whole purpose of this rule was to prevent texture conflicts and therefore save me work at the end of the year when compiling all maps together. As long as Valhalla's textures don't overwrite stock ones, and don't share patch/texture names with common texture packs like CC4-TEX, you can use them in any form. Otherwise, I would appreciate if you renamed them, preferably prefix them with the first letters of your username. The resources look good! Nice screenshots, too. yeah i figured that for sure, that would be no good to have mine overwriting all of the stock textures haha. as far as i can tell they are all independent. the only thing im worried about is the size...these textures are absolutely massive..ill find a way to compress em. thanks man! id love to finally start getting maps out there. 0 Quote Share this post Link to post
scifista42 Posted June 18, 2015 SLADE3 has a feature that automatically deletes unused textures, if the texture pack and maps are in the same wad. You can run it yourself when you finish working on your map, or I'll do it at the end of the year anyway. 0 Quote Share this post Link to post
Walter confetti Posted June 18, 2015 All looks pretty cool here, good job guys! 0 Quote Share this post Link to post
cortlong50 Posted June 18, 2015 scifista42 said:SLADE3 has a feature that automatically deletes unused textures, if the texture pack and maps are in the same wad. You can run it yourself when you finish working on your map, or I'll do it at the end of the year anyway. really? ill have to look into that so i can shed some of this weight..because it is definitely a hefty little pack i have going on. i have a TON of ambient sounds from doom 3 as well. ill do my best to lighten the load before i upload it to you. 0 Quote Share this post Link to post
GregLafitte Posted July 14, 2015 After playing some of the maps in this I cannot wait for the final release :-) 0 Quote Share this post Link to post
dobu gabu maru Posted July 16, 2015 Made a map. It's limit-removing, UV-only so far, should take ~15 minutes to max. Download Butcher's Kiln. ZDoom cries at can't handle the final battle (PrBoom plays pretty slow too) but it should be doable for most people (or maybe I just don't care about dropped frames :P) 0 Quote Share this post Link to post
cannonball Posted July 16, 2015 ^I can't get this to play in pr-boom at all, all I get is an error message saying sky_3 cannot be found. 0 Quote Share this post Link to post
scifista42 Posted July 16, 2015 Yes, dobu, you've apparently uploaded the same wad that you've sent me earlier today. :) (He wanted me to tell him how to fix the texture problem. I told him, and he said he fixed it then.) 0 Quote Share this post Link to post
dobu gabu maru Posted July 16, 2015 Whoops, copy and pasted the wrong link! Should work fine now 0 Quote Share this post Link to post
tourniquet Posted July 16, 2015 dobu gabu maru said:UV-only so far, should take ~15 minutes to max. Ha sure a 15 minute long carnage , this was a bit too much for me. Made it up to when the arachnotrons start to pop up but not much further. Guess i'll try this again once you've implemented skill settings but for the moment i'll better pass for the sake of my sanity :D 0 Quote Share this post Link to post
dobu gabu maru Posted July 17, 2015 tourniquet said:Guess i'll try this again once you've implemented skill settings but for the moment i'll better pass for the sake of my sanity :D Yeah it's really tight on the ammo & health (if you blow all your megaspheres for the first two encounters, you're effectively screwed) but despite the RNG I'm pretty sure it's doable in one go. I added difficulties here (UV remains unchanged) and personally did an HMP max in a demo you can download here. 0 Quote Share this post Link to post
Demonologist Posted July 17, 2015 dobu gabu maru said:Butcher's Kiln Oh unholy fuck... Now that's interesting. 0 Quote Share this post Link to post
Memfis Posted July 17, 2015 Funny map, in my best attempt I died with like 200-something monsters left because I wasn't careful with circlestrating and picked up megaspheres while having well over 100 HP a few times. I think the beginning of the second fight is the hardest part by far, the rest isn't so bad, but of course long term item management is very important too. Maybe it's a bit underwhelming that most of the level is just circlestrafing, even though here it's a lot more difficult than usual, but what else can you expect from such a layout. 0 Quote Share this post Link to post
Memfis Posted July 18, 2015 scifista42 said:The whole purpose of this rule was to prevent texture conflicts and therefore save me work at the end of the year when compiling all maps together. A few days ago ZZYZX wrote a wad compiling tool that can detect and solve texture name conflicts. You can get it here - https://github.com/jewalky/wadstomp (requires Python). 0 Quote Share this post Link to post
Doomkid Posted July 18, 2015 Dude, everything on this page looks great! Keep it up you guys, I can't wait to play this! Haven't been looking at anything TOO thoroughly, hoping for a big treat at the end of this year just like last year's WAD (which is played online a lot btw!) 0 Quote Share this post Link to post
Eradrop Posted July 19, 2015 Still open for new mappers? I would like to make a map for this 0 Quote Share this post Link to post
scifista42 Posted July 19, 2015 Sure, always open. Until the end of 2015, that is. 0 Quote Share this post Link to post
GregLafitte Posted July 28, 2015 I think the server change changed some of the threads I noticed dobu gobu maru is not on the map list lol 0 Quote Share this post Link to post
scifista42 Posted July 28, 2015 Indeed. I remember adding his map to the OP, now it's not there anymore. As well as Eradrop's name among the participant list. I will add them again. 0 Quote Share this post Link to post
Dave The Daring Posted July 28, 2015 I'm working on a UDMF map for this. Not sure when I'll finish it, but I should have it done before the end of the year. ;) Here's a WIP screengrab: 0 Quote Share this post Link to post
ClumsyDoomer Posted July 28, 2015 Dread Facility v. 1.3 + reupload on permanent hosting, so you could finally play it Fixes: - Added missing textures, fixed HOMs and misalignments - Minor thing placement changes - That stupid secret can finally be accessed properly EDIT: error, deleting the link for a while EDIT2: it's back 0 Quote Share this post Link to post
GregLafitte Posted August 10, 2015 Just tried pcorf's map, that was interesting....I enjoyed it :-) 0 Quote Share this post Link to post
DragonMorpheus Posted August 19, 2015 mediafire.com/download/jc8i59ujkdkddbu/Selfmoord.zip]Selfmoord ArenaThe map is in UDMF and supports single player and co-op play, but no deathmatch. The player(s) are allowed to use jump and crouch. EDIT: Replaced music file. 0 Quote Share this post Link to post
scifista42 Posted August 20, 2015 Honestly, I wouldn't call the map "serious". It takes place in a giant square/octagonal room, ridiculous amount of items lies on the ground in a typical joke/lazy alignment, and you can wait 10 minutes on the start pedestal while taking invulnerabilities to remain harmless for the entire time and win without firing a single shot. The monsters can't even step on the start pedestal to force you leaving the place ever. IMO, the big music file is redundant, it would be definitely better if you replaced it. The song is so quiet that all the loud spawner sounds and all the screaming monsters will completely overscream it anyway, so that the song cannot be heard at all. And even if they didn't, IMO, the song is not worth the filesize, and specially not for a basic low-effort map like this one. Finally, just to assure you: The map is fine to be accepted, for sure. As I always do in this project's thread, I only told you my own observations and preference. 0 Quote Share this post Link to post
DragonMorpheus Posted August 20, 2015 Well, "serious" was in quotes for a reason. I'm still relatively new to mapping. Anyways, I went ahead and replaced the music with the original DOOM version. 0 Quote Share this post Link to post
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