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Doomworld Mega Project 2016 (v2 is on /idgames)


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I think I might have something half-decent that I could throw in here. I won't get to it until November, but that leaves plenty of time.

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this is a half-hearted sign up which means "I'm working on a terrible puzzle level but I may spontaneously delete it at any stage of design or development"

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an_mutt said:

Could we also include a lavafall, perhaps? Can't see why water would get a fix and not the sexier and hotter stuff.

The only reason WFALL was allowed is because it's hardcoded to animate without replacing stock textures or adding animation definitions. So, I added all the cc4 liquid fall textures onto a giant 512x128 WFALL texture here: cc4falls.zip. It includes the WFALL, LAVFALL, SLMFALL, GRYFALL textures from cc4-tex.

People MUST use the cc4falls.zip textures if they want to use those liquid falls so that they can align the textures properly.

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Don't forget about that thing where you put a long texture on a 128-wide wall and sometimes you can see a bit more than just 128 units of it. Like in Mayhem 1500 there was a texture with lamps of various colors and sometimes you could see a bit of the next lamp: http://i.imgur.com/gHlAv4B.png Mappers need to take that into account when aligning their fall textures.

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Well it's either this way or no lavafall. The falls are 128 wide instead of 64. I personally didn't find these extra-linedefs waterfalls to be that much more work (I used them in cassie).

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Mappers should use them on 64-wide walls (and split longer linedefs into shorter, 64-wide ones), each with x-offset 32, which I think is OK.

But aside from WFALL, there are also SLADRIP and BLODGR that don't appear in the Doom 2 texture set and therefore could be replaced with custom liquid falls without sacrificing any stock texture.

That makes for a waterfall, mudfall and lavafall, all on separate textures. Maybe it'd be worth it.

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Hmm. But according to bam.exe by Espi, the animation goes from SLADRIP1 to SLADRIP3. So SLADRIP4 will be unused.

I think what you need to do is to move it up in the TEXTURE1 lump so it will look like this:
SLADRIP1
SLADRIP2
SLADRIP4
SLADRIP3

IIRC this trick is used in some wads to have really long animations.

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Actually, the waterfall texture from bermuda.wad is clearly the bes- *hit with tomato*

I'll definitely attempt something for this year :)

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Level name : Dead Of Night
Author(s) : Demonologist
Build time : 4 days
Editor(s) used : GZDoom Builder
Compatibility: Vanilla
Music track : Waltz Of The Demons
Playtesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 2, Chocorenderlimits and regular Chocolate Doom
Difficulty settings : Yes
Bugs : A bunch of texture alignment issues here and there
Inspiration : Plutonia
Author's comments : A map in the vein of "The Twilight" from Plutonia.

Download

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Nice challenge map by Demonologist. Didn't really notice any problems. Hope it ends up in the 3rd episode so it can have a nice red sky. Here is a quick FDA.

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Download


Level name     : Memfis
Author         : Memfis
Build time     : 11 days, a few hours per day (maybe 2-5)
Programs used  : GZDoom Builder, WadSpy


Compatibility  : Vanilla
Music track    : Kansas - Carry On Wayward Son (midi version by ???)
Playtesting    : By me using prboom-plus and chocorenderlimits, also by other people in the project thread.
Skill settings : No no no.
Bugs           : Well, I sure hope no!

Inspiration    : Library - Map16 and Map27 of Doom 2.
                 Southeastern cavern - Map25 of TNT: Evilution.
		 Pool with revenant towers - Map26 of Garrulismo.
		 Green stone area - DISASTER.WAD by me, SKLHALL2.WAD.
		 Maybe the red triangles were inspired by TimeOfDeath.
		 Blue key building - Vispire and other wads by valkiriforce.
		 Exit room and nearby cave - Map02 of Requiem and Map23 of Doom 2.
		 Other maps and stuff that influenced me in a more indirect sort of way.

Comments : An improvisational level made with no planning at all. The texturing is kinda rough and features little texture alignment, just like in many old maps I really like (I autoaligned the rocks though). I listened to quite a few lectures on American literature while making this. Now I can hold a conversation about the symbolism in Hawthorne's "The Minister's Black Veil". If you know some other cool lectures to listen to while mapping, please inform me. Oh, and I named the level "Memfis" because I've been wanting to use this stupidest name possible for a while, and also to celebrate the return to my original nickname. I don't know if the midi fits or not, probably not, but I wanted to use it cuz it's a good song. And yes, I've learned about it by watching the anime adaptation of "Supernatural" (good series).

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Demonologist said:

http://i.imgur.com/MekDFVJ.jpg

Level name : Dead Of Night
Author(s) : Demonologist
Build time : 4 days
Editor(s) used : GZDoom Builder
Compatibility: Vanilla
Music track : Waltz Of The Demons
Playtesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 2, Chocorenderlimits and regular Chocolate Doom
Difficulty settings : Yes
Bugs : A bunch of texture alignment issues here and there
Inspiration : Plutonia
Author's comments : A map in the vein of "The Twilight" from Plutonia.

Download


Cool level, liked the last arena fight

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Download

Title: DES
Build time: 2 days
Compatibilty: Boom (CL 9)
Difficulty Settings: No

Music: Dragonland - The Never Ending Story
New Skybox: Yes, from plum's skystravaganza
Playtesting: prboom-plus 2.5.1.3, using complevel 9
Inspiration: Scype2k and RaphaelMode maps, episode 2 and 3 of Doom and Cyberdreams for gameplay mechanics
Bugs: i don't know, maybe the "stupid" section of the map? If you found any, please wrote down here!

Description: A weird "introduction" map, kill the cyberdemon and we all go in the Valhalla of DMP 2017. No really, is just this. Also more weirdness than the usual from me and a recycled starting room from my DMP 2012 map.

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Demonologist said:

http://i.imgur.com/MekDFVJ.jpg

Level name : Dead Of Night
Author(s) : Demonologist
Build time : 4 days
Editor(s) used : GZDoom Builder
Compatibility: Vanilla
Music track : Waltz Of The Demons
Playtesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 2, Chocorenderlimits and regular Chocolate Doom
Difficulty settings : Yes
Bugs : A bunch of texture alignment issues here and there
Inspiration : Plutonia
Author's comments : A map in the vein of "The Twilight" from Plutonia.

Download


Casual max demo: http://www.mediafire.com/download/2g7lbv7odzo4x97/ddofnite_rdwpa_pt.lmp

Played wild and fast in parts but not a speedrun.

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https://www.sendspace.com/file/4buue1

I've been meaning to submit a map to the dw mega project since 2012, so on a whim I thought I'd try offering up this tom19 tribute thing I made a few weeks ago. It won't be everyone's cup of tea, but hopefully it'll find some kind of niche somewhere.

The sky currently replaces RSKY1, but I'll fix that at some point. It's MAP01 and uses complevel 9.

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Level name : Desolate Demesne
Author(s) : Crunchynut44
Build time : 2 days
Editor(s) used : DB2
Compatibility: Vanilla
Music track : Desolate Demesne (by Crunchynut44)
Playtesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 9
Difficulty settings : Yes
Bugs : Unknown
Inspiration : Ultimate Doom, notably E2.
Author's comments : In the spirit of E2 there are some odd texture choices, misalignment's etc etc, with emphasis on an interesting layout and straight forward oldschool gameplay.

https://www.dropbox.com/s/qhb0s6kfefmb4pi/Desolate%20Demesne_Crunchynut44.wad?dl=0

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Interesting map (and music) by Crunchy. Maybe it's a problem that barons can activate the final lift? Kind of spoils the surprise. I think monsters can operate slow lifts but not fast ones. Anyway, here is a quick demo from me.

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Memfis said:

Interesting map (and music) by Crunchy. Maybe it's a problem that barons can activate the final lift? Kind of spoils the surprise. I think monsters can operate slow lifts but not fast ones. Anyway, here is a quick demo from me.

I actually had no idea they could do that! Thanks for playing, watching it now.

I actually just finished playing your map, took me 25 minutes and played very similary to a Doom 2 map and was incredibly well balanced. I didn't record a demo sorry, but I can say that one of those secrets is a bit OP (im sure you know which one). Otherwise I liked the architecture, theme and challenging gameplay. Ammo and health balance was just spot on, good job!

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Thanks, and yeah, that secret is very easy and rather generous. Maybe such things are good once in a while. But I'll think about it. I have a second version in the works with some small changes.

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