dt_ Posted February 27, 2017 Here's my entry: Author: Dan Trim Map name: Butcher's Hook Compatibility: Limit removing Playtesting: Boom, Zdoom Allow jumping and\or crouching: Nope, but there are no areas where you can break the map by these means Skill settings: Yes, COOP implemented also Build time: 15-18hr or so Tools used: DB2 Resources: Doom2 Music track: 'waiting for Romero to play' Bugs: None noted Comments: Been playing a lot of chillax; I've not pulled any punches with this one get it here: https://www.dropbox.com/s/ehhoanbtsskstz8/bhook.wad?dl=1 1 Quote Share this post Link to post
Killer5 Posted February 28, 2017 Updated Eviscerate with some bug fixes as well as some improvements to make clearing map easier and quicker. Modified my original post. Ty for fdas! 0 Quote Share this post Link to post
StormCatcher.77 Posted February 28, 2017 dt_ In the first passage, the gameplay seemed a bit stressful. Fight with Berserk is always good. I could not finish the level in the first time, having died not far from the exit, in the arena with Cyberdemons. Do not guess to go into the teleport ... The memory remains scrupulous sectoral lighting. Wonderful classic map. - Visuals (3 / 5) - Detailing (3 / 5) - Gameplay (3 / 5) - Atmosphere (3 / 5) - Difficulty (3 / 5) - Overall Rating (3 / 5) First Demo Attempt 10 min, PrBoom 2.5.1.3 Killer5 Link updated. 0 Quote Share this post Link to post
NecrumWarrior Posted February 28, 2017 I am interested in contributing a map for this project. Any textures I add will use the prefix NEC. 0 Quote Share this post Link to post
The_SloVinator Posted March 3, 2017 Half-way done with my map. May I post some screenshots of my progress? Or do I have to do it after I finish my map? 0 Quote Share this post Link to post
StormCatcher.77 Posted March 3, 2017 I will be glad to see all your screenshots. Many people have already published their pictures here. 0 Quote Share this post Link to post
The_SloVinator Posted March 4, 2017 StormCatcher.77 said:I will be glad to see all your screenshots. Many people have already published their pictures here. I'll post them after I finish my map along with the info about the map. 0 Quote Share this post Link to post
Alter Posted March 4, 2017 I'm interesed in the project, I may come up with an interesting map at some point, i'm just currently practicing in other smaller maps. 0 Quote Share this post Link to post
NuclearPotato Posted March 4, 2017 Count me into this. I'll try and put something short and sweet together, and try not to bloat the enemy count too much, which I've had a habit of doing in the past. 0 Quote Share this post Link to post
crusty_charlie Posted March 4, 2017 So is it okay if I have a map with marines as enemies? I plan on mixing those with some demons as well. Also, are 3D floors and other non vanilla elements allowed? 0 Quote Share this post Link to post
scifista42 Posted March 4, 2017 You can use any features that are supported by the port you're mapping for (in your case, probably ZDoom or a derived port), provided that using those features won't replace stock IWAD content or break some of the other explicitly stated project rules (in your case, the features you've mentioned should be OK, as they don't seem to break any rule). 0 Quote Share this post Link to post
crusty_charlie Posted March 5, 2017 Yeah, I'm mapping for ports supporting 3D floors and slopes. I have been testing Zandronum and GZDoom. 0 Quote Share this post Link to post
Protester Posted March 5, 2017 I'll do a map. I've actually got one somewhat finished already... 0 Quote Share this post Link to post
Nate River Posted March 7, 2017 (edited) I also finished my map now. I'm not sure if people will like this kind of map in the current year but I was was making it anyway and had fun with it, put in a lot of work and am happy how it turned out so I will be contributing it to the project. :) Download: (see attached file) Author: Nate River Map name: Wolfenfels Compatibility: Boom Playtesting: GZDoom 2.3.2, GZDoom 3.2.1, glboom-plus 2.5.1.4 Allow jumping and\or crouching: not allowed Skill settings: HNTR, HMP and UV are implemented with changes mostly in monster count Build time: On and off since January Tools used: GZDoomBuilder, Slade3 Resources: Only stock textures from Doom2 Music track: The Ultimate Challenge by Bobby Prince (D_ULTIMA from Doom2) Bugs: None that I found with map analysis mode and playtesting Comments: The idea for this map I got after rewatching playthroughs of Wolf3D and receiving a suggestion to make classic Wolf3D maps with Doom2 resources. The design is more true to the original even though it's using Doom2 resources and I put in a few homages to memorable parts of the original campaign but also many new ideas to spice things up a bit. As the map progresses, the difficulty increases with some more unorthodox and trickier encounters towards the end. The map features lots of optional areas (secret and non-secret) with many useful resources. So exploration is generally rewarded more than overly cautious and campy play which isn't required even on UV and will - unlike in the original game - in some cases even lead to almost certain death. Final version (please use this one for the project): Wolfenfels.zip Edited October 31, 2017 by Nate River updated with link for final version 2 Quote Share this post Link to post
Marlamir Posted March 8, 2017 Nice idea for map i must say, nevertheless map is pretty fun to play. However, after half an hour stereotyp starting to calling me :-). But nice job man 0 Quote Share this post Link to post
Nate River Posted March 8, 2017 Mr. Trotl said:Nice idea for map i must say, nevertheless map is pretty fun to play. However, after half an hour stereotyp starting to calling me :-). But nice job man Nice to hear you had some fun playing it. :D And yeah the map is relatively long and I tried adding more variety to the encounters towards the end of the map but it's understandable that with the limited design options I gave myself it can feel monotonous after a while. Maybe taking a break and coming back to it later can help but I certainly don't blame you for that. 0 Quote Share this post Link to post
Tracer Posted March 8, 2017 Cool, I'll join in. Out of curiosity, why can mapslot 7 not be used? 0 Quote Share this post Link to post
scifista42 Posted March 8, 2017 Because MAP07's special tag actions don't work in other map slots, and nobody's map can be guaranteed to end up in the MAP07 slot in the final compilation. 0 Quote Share this post Link to post
Crunchynut44 Posted March 14, 2017 (edited) Accidental double post, please delete :) Edited March 14, 2017 by Crunchynut44 0 Quote Share this post Link to post
Crunchynut44 Posted March 14, 2017 (edited) Download: https://www.dropbox.com/s/2vn3pi460l9o7uq/DMP2017 Crunchynut44.wad?dl=0 Author: Glen Christie (Crunchynut44) Map name: Caustic Canyon Compatibility: Boom Playtesting: Zandronum, Pr Boom+ CL9 Allow jumping and\or crouching: not allowed Skill settings: All, though only balanced properly for UV. Build time: 1 week Tools used: Doombuilder 2, Slade. Resources: Only stock textures from Doom2 Music track: Caustic Canyon by Glen Christie Bugs: Crashes if played with Vanilla compatibility (confirmed with Choco Doom) due a visiplane error, a couple of visual oddities here and there where there are skybox cut offs. Probably a hundred more that im not aware of, will fix accordingly to feedback. This map is best played with an explorative mind set, there is plenty of health, ammo, weapons and secrets hidden around but they aren't just handed to the player, so be aware of that. Looking forward to hearing your feedback, enjoy! (plays on map01) Edited March 14, 2017 by Crunchynut44 1 Quote Share this post Link to post
Misty Posted March 14, 2017 I feel like I should show my map progress here. I'm still working on it,but very slowly due college work,tiredness and other life things. 1 Quote Share this post Link to post
Nine Inch Heels Posted March 14, 2017 Here's a little teaser. Really nice not to have the detour over imgur as a hurdle anymore. That always kept me from uploading any screenies at all. 1 Quote Share this post Link to post
StormCatcher.77 Posted March 15, 2017 (edited) Nate River It was nice to plunge into Wulf's atmosphere. At first the map seems easy, but there are times when the machine-gun is empty.... ;] Crunchynut44 Quite a complicated map. Ideally, it would go to Plutonia Experiment. At the first attempt I survived only a minute and was finished off by the revenant. I recorded the demo from the second try. As a result, managed to capture a fairly stressful race from the crowds of monsters. Second Demo Attempt 14 min, PrBoom 2.5.1.3 MysteriousHaruko Looks like a pretty classic map with some new textures. Sure Bowb Detailing is very encouraging! :D Edited March 20, 2017 by StormCatcher.77 3 Quote Share this post Link to post
incendairyhawk Posted March 15, 2017 I'm in. Sounds good. This would be my first doomworld entry, so yeah. I'll get around to it tonight. 0 Quote Share this post Link to post
Nine Inch Heels Posted March 15, 2017 Here's another one that I already posted in my "status feed". This is a -nomo look, however. 0 Quote Share this post Link to post
The_SloVinator Posted March 15, 2017 Just to let you guys know. Layout is 100 % finished. I just need to add monsters & items but I decided to take a break from mapping. I'm very burnt out on it, so yea. I know that I have time till the end of this year & I'll definitely finish it. 0 Quote Share this post Link to post
HyperLuke Posted March 16, 2017 (edited) Question, am I allowed to use this: https://legacy.doomworld.com/idgames/graphics/mdkskies ? Edited March 16, 2017 by HyperLuke Adding a question mark 0 Quote Share this post Link to post
Misty Posted March 16, 2017 (edited) 43 minutes ago, HyperLuke said: Question, am I allowed to use this: https://legacy.doomworld.com/idgames/graphics/mdkskies ? Well,I think you can use this,but only with sky transfer in boom and with zdoom based ports define it in MAPINFO lump. Vanilla based maps won't get sky changes. Everything is in first page. Edited March 16, 2017 by MysteriousHaruko 0 Quote Share this post Link to post
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