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Doomworld Mega Project 2016 (v2 is on /idgames)


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Fda (prboom+ cl2) for Memfis map. Cool map I really liked it, btw near the end it took me a bit to find a certain switch...

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Memfis said:

But it needs that DEHACKED patch for the exit to work? Will TOD allow it?


It currently does. I wasn't sure the policy on dehacked lumps. I could probably come up with a fix if dehacked is out of the question. Similarly, if TOD isn't okay with it, I'll happily withdraw the map.

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Memfis said:

But it needs that DEHACKED patch for the exit to work?


Played the map twice with and without the dehacked patch (on zandronum, but zdoom plays well boom maps too), and yes it needs that dehacked patch since it changes the keen death frame with the one of the cyberdemon, as far as i get it, so it activates the special sector and this IS a thing that TOD doesn't accepted, according to the rules of not making maps with a special sector (tag 666 and 667) or using a defined slot like map07 or map30...

Change that part of your gameplay (in other words, remove the dehacked patch) and rename the sky instead of RSKY1 and everything will be all right, i guess.

Nice map too, really good for speed running tactics!

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Huge thanks for all the feedback and demos, people, believe it or not - this is quite encouraging, entertaining and just means a lot in general, I'm always grateful when there's the appreciation of my weird personal experiments with this game's world, mechanics, rules and whatnot. I thank all of you, yet I'd also like to mention ToD in particular, I guess it's the first time I see a demo for my map from him. Thank you so much for messing with it, Chris!

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Watching gaspe's FDA. It's fun to see people figuring out the map. LOL, did you get scared by that LOUD staircase? I normally don't put stuff like that in my levels but I guess I wanted it to have an impact.

edit: hmm, it's interesting how you noticed one switch but not the other.

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That staircase surprised me, like later when you are walking in the cramped BRICK10 tunnel and the floor suddenly collapses. For now I only started explore these ideas but it's really cool to put that kind of stuff imo :)

For the switches it's because of the habit I guess, I don't think I have never saw two switches put like that and I assumed there was only the one I noticed.

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Hi, My MAP is ready, Underwater Labyrinth inspired by Sonic 1 Labyrinth level (Why is that kind of maps so rare ?) , 90% Of the map takes place underwater and you need to kill every monster to progress, I Have also recreated some of the puzzles seen in Sonic 1 Labyrinth level, Here's it give it a shot, Please tell me if you found any bugs :

EDIT #3 : Oops, Another bug fixed : https://www.mediafire.com/?mw58z9ap3murqwe

Oh i forgot to mention, Map format is UDMF (Because i needed 3D Floors for water).

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Grain of Salt: cool to see a tribute, but I'd say the dehacked does break the rules. Also, I'm kind of considering it to be a troll map, unless you or someone else wants to record a demo tysoning 100 cybers :) I'd include it if you want to edit the map, though.

Demonologist: no problem, it was fun!

Crunchynut44: here's a playtesting max demo for your map in 5:56 (-complevel 2 is vanilla compatibility, -complevel 9 is boom compatibility)

DMGUYDZ64: no demo from me but yes your map can be exited

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Crunchynut44 said:

http://i.imgur.com/vdl0MiB.png
http://i.imgur.com/S6HZKLG.png
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.


Maxrun: http://www.mediafire.com/download/eneudjtnbncb28x/ddcn_maxat2.lmp

Really fun map (after the RNG-heavy start :D).

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TimeOfDeath said:

Grain of Salt: cool to see a tribute, but I'd say the dehacked does break the rules. Also, I'm kind of considering it to be a troll map, unless you or someone else wants to record a demo tysoning 100 cybers :) I'd include it if you want to edit the map, though.



Fair enough. I think what I'll do is shelve this one for the time being and make something new for DMP2016.

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Hi!

After reading through this thread, and taking a glance at the ones prior to this, I think I am safe to say that I am indeed interested in mapping for this project. I've had some ideas floating around in my head for some time now, and I want to see if it'll take me anywhere. I guess signing up like this is ok. I mean, I don' t see any link referring otherwise and the users here all seemed to leave a curt "I'm interested," so... yeah!

Expect to see a... normal-ish, weird map...? I'm still kind of deciding on it, haha. But anyway... yeah! I can't wait to show you guys what I have in store!

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Nicely played guys, I always love seeing Max demos of my maps, it's cool to see certain exploits, I even try to add shortcuts in specifically so.

Seems like I definitely need to fix that Baron lift and tighten up the ammo a little bit.

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Ok I've cranked out a map for this

"Menagerie"







https://www.dropbox.com/s/q9965ldrf9i7zq2/menagerie.wad?dl=1

Pretty easy going map, I've been lazy and used generalised linedefs, so I think that makes it cl9. You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. Has skill modes, but only the ammo and health change, monster amounts stay the same, took about 12-14 hrs to make

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dt_ said:

You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack.

The resource pack has been finished for a while and it's linked in the OP + in this post.

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Map geometry is about 75% finished. Then there's the difficulties and play testing. Should be finished eventually.

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Impressive design by dt_, I like it. Perhaps the monsters in sectors 321/322/etc shouldn't have the "deaf/ambush" flag so that they all notice the player when he starts shooting. It's a bit silly how you can awaken them one by one. Anyway, here is a demo for the map.

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I want to participate in this project too. I'm already in the process of creating a Vanilla map. Right now it's very small, but by December it sure will be massive.
Here are a few pics:

Spoiler




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dt_ said:

Pretty easy going map, I've been lazy and used generalised linedefs, so I think that makes it cl9. You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. Has skill modes, but only the ammo and health change, monster amounts stay the same, took about 12-14 hrs to make


Well designed map, but not a fan of some of the snipers. That high revenant is nothing but irritating to kill, and then there are monsters that aren't really threatening but simply are there to be annoying if you want to play aggressively (most notably the chaingunner).

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I will totaly do this ! :D sign me up ! :D I love Map making :) also I need a break from making Hellebarde (my MegaWAD) ^^

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Level name : Dance of the Satyrs
Author(s) : riderr3
Build time : 12 days
Editor(s) used : GZDoom Builder, WadSpy
Compatibility: Limit removing
Music track : D_MESSG2 (by yakfak)
Playtesting : Tested with PrBoom-Plus
Difficulty settings : Yes
Bugs : Not found
Author's comments : Map with mostly abstract architecture, with warehouse, slime areas, and courtyard. Tough monster placement.

Download
http://www.mediafire.com/download/i88aa4utw2qloxc/dansat.wad

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