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Doomworld Mega Project 2016 (v2 is on /idgames)


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More playtesting max demos: https://www.doomworld.com/vb/attachment.php?postid=1673707
DAZZER's map 3:08 (zdoom 271)
Dgemie's map 1:35
CWolf's map 0:32

A2Rob, some doors in your map use S1/R actions with a zero tag but that doesn't work outside of zdoom. Also, just a heads-up that your wad crashes non-zdoom ports (prboom-plus at least) because the stock textures are missing from your texture lump I'm assuming (I'll fix that for the compilation, but just letting you know).

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TimeOfDeath

How can I watch your demos ? Can I do it with prboom+ or do i need something different ? :C Im a noob with these things and dont know how i can get the .imp files to run... pls help

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DAZZER said:

TimeOfDeath

How can I watch your demos ? Can I do it with prboom+ or do i need something different ? :C Im a noob with these things and dont know how i can get the .imp files to run... pls help


May I reveal my method?

1) I take both demo lump and wad.
2) drag 'em at PrBoom
3)...
4)???!!!!!
5) DONE!

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Thanks for the qick answer :) I thought its enough when i just drag the .imp data in ^^ oh and of course thanks for playing my Map :) !

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http://www.mediafire.com/file/771s4a2bbemms6i/desu.wad

v2 of DES, it contains:

- added lost souls as filler monsters in the "normal" route, since they aren't counted in boom engine and it makes as a "secret" monsters...
- added difficulty settings
- more ammo and decorative things
- a "secret" alcove at the start
- fixed the sky patch making it as a one texture
- removed the corridor at the upper corner at the northwest section of the nukage pit
- added a new (inaccessible) room at the school section as a decoration
- added some new decoration trough the map

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TimeOfDeath said:

A2Rob, some doors in your map use S1/R actions with a zero tag but that doesn't work outside of zdoom. Also, just a heads-up that your wad crashes non-zdoom ports (prboom-plus at least) because the stock textures are missing from your texture lump I'm assuming (I'll fix that for the compilation, but just letting you know).


So it's all good I'm assuming? Unless I could fix it myself and update the link.

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I am interested in making a map for this, and I have already started.

I have a question, though. How can I use a custom sky in my Doom-in-Hexen map without adding it as a texture? I want to use the hell sky from cc4-tex because it tiles vertically, unlike the default hell sky.

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Add the sky as a texture (TEXTURE1 entry with an unique name, not RSKY1 patch or SKY1 texture replacement) and use MAPINFO to make it appear in your map.

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scifista42 said:

Add the sky as a texture (TEXTURE1 entry with an unique name, not RSKY1 patch or SKY1 texture replacement) and use MAPINFO to make it appear in your map.

Ah, so I do need to add a custom texture, even though the OP said not to. That means that a sky is an exception. In that case, a vanilla map could also have a custom sky defined in MAPINFO since the project will have a MAPINFO lump anyway.

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Empyre said:

Ah, so I do need to add a custom texture, even though the OP said not to. That means that a sky is an exception.

Yes.

Empyre said:

In that case, a vanilla map could also have a custom sky defined in MAPINFO since the project will have a MAPINFO lump anyway.

Don't be sure about that, DMP2015 was split into multiple wads and the vanilla + Boom ones didn't have any MAPINFO at all. Also, I hope you're aware that users of non-ZDoom ports would not see that MAPINFO-defined sky, and it might not be good to make "vanilla maps" with full experience being "ZDoom-only".

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Yeah, setting a custom sky in mapinfo for vanilla/limit-removing maps is against the rules and I'll consider those maps zdoom compat.

A2Rob said:

So it's all good I'm assuming? Unless I could fix it myself and update the link.

If you want boom compatibility then all of the sectors with zero tag that are activated by S1/R actions have to be changed (I did that for you if you're interested: https://www.dropbox.com/s/eg1hhncp8me5sbd/A2Rob_MassDefect0_v1boom.zip?dl=0).

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Thought I'd send a bit of a preview myself, show the progress I made today and stuff. For now it's meant to run under vanilla/chocolate doom, not sure if I should switch to Boom format or not.

EDIT: Decided to change it to Boom format for the custom sky.

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Well, here's an alpha version of my map: https://www.dropbox.com/s/pvkko1vf2dejruw/lildevil.wad?dl=0

At the current state it's quite unpolished. The main issue is the balance, i just can't get it right, it's either too easy or too hard, depending on RNG monster damage.
Don't be afraid of saving a lot, as beating this map in one go (especially on UV) is quite hard, even if you know the monster placement. And the ammo can be quite scarce, so watch for it.

Technical stuff:

Game: Doom 2, obviously.
Level name: Lil'Devil's Map (working title, will probably be changed)
Author: me
Compatibility: Vanilla
Tested on: Chocolate Doom 2.2.1
Building time: 10 days (since September, 23)
Custom music: Yes. I used some track from Blood.
Difficulty settings: Yes.
Bugs: Haven't found any.
Visplane overflows: Not included in this release.
Anyway, feel free to critisize my map. Tell me if there's anything wrong and i'll probably fix it.

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lil'devil said:

Well, here's an alpha version of my map: https://www.dropbox.com/s/pvkko1vf2dejruw/lildevil.wad?dl=0

At the current state it's quite unpolished. The main issue is the balance, i just can't get it right, it's either too easy or too hard, depending on RNG monster damage.
Don't be afraid of saving a lot, as beating this map in one go (especially on UV) is quite hard, even if you know the monster placement. And the ammo can be quite scarce, so watch for it.

Technical stuff:

Game: Doom 2, obviously.
Level name: Lil'Devil's Map (working title, will probably be changed)
Author: me
Compatibility: Vanilla
Tested on: Chocolate Doom 2.2.1
Building time: 10 days (since September, 23)
Custom music: Yes. I used some track from Blood.
Difficulty settings: Yes.
Bugs: Haven't found any.
Visplane overflows: Not included in this release.
Anyway, feel free to critisize my map. Tell me if there's anything wrong and i'll probably fix it.


Not bad I liked the overall gloomy mood and monsters placement. Completed on UV with 92% kills no secrets found, perhaps I miss some big weapons for kill the cybers ? :)

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Paul977 said:

Completed on UV with 92% kills no secrets found, perhaps I miss some big weapons for kill the cybers ? :)

:) No, you didn't. Cybers at the end are a joke and weren't meant to be killed. So, yeah, it's impossible to get 100% kills on the map.

(late edit) I'm glad you enjoyed the map, btw.

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Great maps everyone! Here's my entry:

Level name: Bloodcult Stronghold
Author: WindbagJacket
Compatibility: Limit removing
Tested on: ZDoom and prboom-plus
Building time: About a week and a half, plus a few more days spread over 2 months
Editors used: Doom Builder 2, GZDoomBuilder and Slade
Custom music: MAP24 from Community Chest 3 - credited there to "Bobby Prince (for id Software;)remixed by Jay Reichard"
Difficulty settings: Yes - easy, medium & hard. Mostly tested on UV.
Bugs: Probably still some misaligned textures.

Author's comments/self critique:
* Pretty much done. I'm burnt out on it for the moment but will come back and polish it before the final deadline (I'm getting a much better understanding of why megawads can take years to develop!).
* Ended up much bigger than I initally intended, especially as I hadn't touched doom mapping in a couple of years before this.
* It's probably not air-tight gameplay-wise (I enjoy mapping more than playing, and I'm not that great a player), but hopefully there's some fun fights in there and unless I done goofed, it should be completable.
* I did start to get bored of the stock textures after a while and found it hard to add much variation.
* Normally I much prefer techbases so this was new territory for me.
* Use of lighting isn't very interesting IMO.

I do have a couple of questions:
* What's the best resource for free custom music?
* How can I tell if it's vanilla compatible or just limit removing?
* Can I add a custom sky and still be vanilla/limit removing compatible?

Any suggestions/critique/abuse very welcome. Let me know what you think!

Here's the link:
https://www.dropbox.com/s/okr10f1c9p0hiqs/bcsh_v1_0.wad?dl=0
https://www.dropbox.com/s/n2z0vqao3go5szm/bcsh_v1_4.wad?dl=0
Latest:
https://www.dropbox.com/s/e2r2bbrkdbzlqxc/bcsh_v1_5.wad?dl=0
And here are some screenshots:




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Is that a challenge?
My map is called "Goodbye Vietnam", and the theme is Final Doom's overgrown bricks, as good as Doom 2's textures allow me to at least, so, 200 hitscanners is standard :p .

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My WAD

Rage 2

Small-mid sized map with 50 monsters (on UV).

Vanilla compatible.

Please let me know what you think if you play it, i'll definitely improve it, just putting it up here so maybe someone discovers a bug or something, or may have some suggetions. (100% vanilla compatibility is to be tested extensively).

Created with GZDoomBuilder and Slade.

Tested with ZDoom and Doom Retro.

(Rage 1 is on Doomworld Mega Project 2014)

https://www.dropbox.com/s/kzz0wtzsc904ezv/Rage2.wad?dl=0

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WindbagJacket said:

I do have a couple of questions:
* What's the best resource for free custom music?
* How can I tell if it's vanilla compatible or just limit removing?
* Can I add a custom sky and still be vanilla/limit removing compatible?


1) Maybe these?
http://bungakuseinen.com/original-midi
http://jimmy.the-powerhouse.net/MIDI/
http://www.lynnemusic.com/midi.html

2) Test it on chocorenderlimits, for first instance.

3) You can't do that in this project you will turn it on a boom-compatible map or above....

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