NinjaLiquidator Posted May 19, 2017 Its bad that you limited this to iwad textures, cause I have one really evil and cramped map on my disk but it needs cc4tex and floor version of zzwolf5. 1 Quote Share this post Link to post
cannonball Posted May 21, 2017 Looking at this, I will throw my hat into the ring to make a map or two, I don't mind using the stock textures to be honest. :) Not sure what I will make yet, maybe another HR throwback or maybe something more contemporary. 0 Quote Share this post Link to post
Suitepee Posted May 21, 2017 I would totally play a slaughter map based off New Hefei Castle from Dynasty Warriors 8- Xtreme Legends, even though I'm terrible at slaughtermaps. Just throwing that out there. ;) 0 Quote Share this post Link to post
rehelekretep Posted May 21, 2017 paging ToD to the thread, after his awesome Quake/SH map imaginings :D 0 Quote Share this post Link to post
Unholypimp1n Posted May 25, 2017 My map is starting to take shape. Ill keep updating this post with my progress. 9 Quote Share this post Link to post
mArt1And00m3r11339 Posted June 1, 2017 I would love to include my Ice Rage level in this project but the bad news is that it uses sf2012-tex and cc4-tex for resources. It sucks that no one started downloading it off of /idgames. 0 Quote Share this post Link to post
mArt1And00m3r11339 Posted June 1, 2017 On 5/7/2017 at 7:25 PM, Ribbiks said: setting a map in stone after a maxdemo has been recorded seems like a bad idea. what if the map was technically maxable, and someone recorded it, but it would've been immeasurably more fun with a few minor changes? (e.g. adding a soulsphere somewhere facilitates an aggressive strat where otherwise you are more or less forced to play conservatively, or something) I've had the same issue with my Ice Rage level. After recording it, I've noticed some misaligned textures which most of them involve the top/bottom textures surrounded by the middle textures and I was only able to align the top or bottom textures with the neighbors. I've looked at some of your levels and others from the Slaughterfest 3 project and I found that you could unpeg the top and bottom to make both of them align properly with the surrounding middle textures. 0 Quote Share this post Link to post
mArt1And00m3r11339 Posted June 1, 2017 I've beaten Necrovein. I have a feeling that it isn't going to count in this project because I played this with GZDoom. 0 Quote Share this post Link to post
Benjogami Posted June 6, 2017 On 5/24/2017 at 9:18 PM, Unholypimp1n said: My map is starting to take shape. Ill keep updating this post with my progress. Lookin good! On 6/1/2017 at 4:18 AM, mArt1And00m3r11339 said: I would love to include my Ice Rage level in this project but the bad news is that it uses sf2012-tex and cc4-tex for resources. It sucks that no one started downloading it off of /idgames. If you retexture it with IWAD textures and it gets a PrBoom+ complevel 9 UV-Max demo, I have no problem with including Ice Rage. It's of course preferable to have never-seen-before maps made specifically for the project, but it's no big deal. On 6/1/2017 at 7:51 AM, mArt1And00m3r11339 said: I've beaten Necrovein. I have a feeling that it isn't going to count in this project because I played this with GZDoom. Yeah, for map acceptance, and for the UV-Max demopack that will be included with the release, only complevel 9 demos recorded in PrBoom+ are allowed. Thanks for playing and making a video though. :) ... In other news! PRIMEVAL has offered to make midis for SlaughterMAX, so I added a note to the OP for that. 2 Quote Share this post Link to post
loveless Posted June 18, 2017 Can we contribute more than one map? I have something quickly thrown together but playable(needs a demo) and another that's ugly but hopefully has fun gameplay for beginners to slaughter. 0 Quote Share this post Link to post
Benjogami Posted June 18, 2017 Yep! Max of 4 maps per author for now. 0 Quote Share this post Link to post
Unholypimp1n Posted June 18, 2017 Sorry I havnt been working on my map too much as of late, real life things keep poppin up. I should be able to work on it more after today though. 0 Quote Share this post Link to post
Scotty Posted June 28, 2017 @Benjogami any chance of using the cc4falls extra liquid textures? It's not a major addition but they are incredibly useful textures. On that note would you accept a tuned up version of my Megaproject entry from last year? I want to do the gameplay on that map true justice and didn't have time to originally. Also, new WIP (very very early progress)... 3 Quote Share this post Link to post
Benjogami Posted June 28, 2017 I suppose we can use cc4falls! I'll add it to the OP. And yep, I'll accept a tuned up version of your DMP16 map. 1 Quote Share this post Link to post
Scotty Posted June 29, 2017 (edited) Ok, here's the updated and hopefully improved Sons of Liberty (basically just spent the last 4 hours working on it heh). I felt the original was way too front loaded and some of the later fights were too easy in comparison, so i have tried to address that. I think the map plays way better than the original. Monster count went up by around 200 :D This map was very inspired by the Sunlust guys and is not intended as a Furnace tribute fyi... i just wanted to use the colour orange with the metal textures. I would kindly ask that no one lock this in with a demo yet, i would prefer to get feedback and keep improving the map, cause i haven't attempted many maps with this style of gameplay yet. I want to try and make sure it has some replayability for people. @loveless @Killer5 i know i asked one of you guys about testing this potentially, i forget who sorry :D Any gameplay comments or bugs reports are super appreciated. DOWNLOAD (needs cc4falls for the lava fall texture) If you didn't play the Megaproject version here's what you're in for... Spoiler Edited June 29, 2017 by Scotty 3 Quote Share this post Link to post
loveless Posted June 29, 2017 (edited) @Scotty I can play this on stream in 20 minutes. cc4-tex and I'm good to go? edit: Nvm, grabbed the cc4falls from the OP. Edited June 29, 2017 by loveless 0 Quote Share this post Link to post
loveless Posted June 29, 2017 Okay, I used cc4falls.wad and something odd happens. my bat file is: glboom-plus.exe -iwad doom2.wad -file sonsofliberty-smax.wad cc4falls.wad -skill 4 -complevel 9 -shorttics I am not sure why this is happening. 1 Quote Share this post Link to post
Scotty Posted June 29, 2017 (edited) Ok, shoulda double checked it in Boom, always some texture bullshit with it... will take a quick look. (edit - i think there was a problem with the patches or something, this link for the map works for Boom players anyway cause i put all the textures in). Edited June 29, 2017 by Scotty 1 Quote Share this post Link to post
40oz Posted June 29, 2017 I was digging through my old wads and found some maps I made for a project called Motornerve 2. I dont think ill ever finish it so ill be happy to donate them to this project. MN2 had a weird goal where I tried to make deathmatch maps that were also single player maps with lots of crowd control, so they might need a little work to be what you might want them to be, but they use IWAD doom 2 textures and are pretty short and fun. 2 Quote Share this post Link to post
Ancalagon Posted July 1, 2017 (edited) On 28/6/2017 at 8:01 PM, Scotty said: I would kindly ask that no one lock this in with a demo yet, i would prefer to get feedback and keep improving the map, cause i haven't attempted many maps with this style of gameplay yet. I don' think the point of making a demo is to put an inmediate lock in a map, but to make sure the mappers create playable maps. Creating a demo is kind of a lock because no one wants to desync his own demo and any fatal flaw of the map would be discovered while attempting to record. Edited July 1, 2017 by Ancalagon 0 Quote Share this post Link to post
Bdubzzz Posted July 2, 2017 (edited) Ok here is my map Blood and Stones...its the 2nd map I have ever finished so in terms of detailing and level design its not the best but oh well :) The folder includes the max demo (34:17) Easily improvable time by 10 mins or so.. Im not a speed runner :p and I couldn't get to the ammo during the cyberdemon choke fight so that took a lot longer then it should have.. Anyway here is the download: https://www.mediafire.com/?fshdr30xd4blye1 Midi: Banjo Tooie - Atlantis Theme Edited January 22, 2018 by Bdubzzz 1 Quote Share this post Link to post
mArt1And00m3r11339 Posted July 3, 2017 6 hours ago, Bdubzzz said: Ok here is my map Blood and Stones...its the 2nd map I have ever finished so in terms of detailing and level design its not the best but oh well :) The folder includes the max demo (34:17) Easily improvable time by 10 mins or so.. Im not a speed runner :p and I couldn't get to the ammo during the cyberdemon choke fight so that took a lot longer then it should have.. Anyway here is the download: https://www.mediafire.com/?fshdr30xd4blye1 Also a screenshot: What texture pack did you use because I loaded the level and I am seeing a lot of unknown textures? 0 Quote Share this post Link to post
Bdubzzz Posted July 3, 2017 54 minutes ago, mArt1And00m3r11339 said: What texture pack did you use because I loaded the level and I am seeing a lot of unknown textures? Hmm should just be the standard iwad doom 2 textures unless it got screwed up somehow.. was it not showing up with gzdoom? ( only tested the map in boom) Originally it had new Gothic movement 2 textures (was going to make my own wad) and I retextured it for this project so maybe that somehow screwed it up? 0 Quote Share this post Link to post
mArt1And00m3r11339 Posted July 3, 2017 16 hours ago, Bdubzzz said: Hmm should just be the standard iwad doom 2 textures unless it got screwed up somehow.. was it not showing up with gzdoom? ( only tested the map in boom) Originally it had new Gothic movement 2 textures (was going to make my own wad) and I retextured it for this project so maybe that somehow screwed it up? Some of the textures did not show up in GZDoom. 0 Quote Share this post Link to post
Benjogami Posted July 4, 2017 4 hours ago, mArt1And00m3r11339 said: Some of the textures did not show up in GZDoom. I'm not seeing any missing textures in GZDoom. Are you using the correct IWAD? 0 Quote Share this post Link to post
Benjogami Posted July 4, 2017 (edited) On 6/28/2017 at 7:22 PM, Scotty said: Ok, shoulda double checked it in Boom, always some texture bullshit with it... will take a quick look. (edit - i think there was a problem with the patches or something, this link for the map works for Boom players anyway cause i put all the textures in). Ah yes, more than one TEXTURE lump makes PrBoom+ sad: there's one in cc4falls and one in your wad for the sky transfer. Anyone who wants to use cc4falls and a sky is going to have this problem. Hmmmm! I suppose I could toss the falls and Mechadon's Box o Skies into a resource wad, and everyone will have to choose from those skies. Should be enough skies to make everyone happy? EDIT! After a bit more thinking and realizing how silly and large such a resource wad would be, I'm going to update the OP with the following: you may use WFALL, LAVFALL, and SLMFALL from cc4-tex, and you may transfer a sky. If you choose to do so, please include all of it in your wad. I'll remove the link to the cc4falls resource wad. There, easy. :P Edited July 4, 2017 by Benjogami 1 Quote Share this post Link to post
mArt1And00m3r11339 Posted July 4, 2017 8 hours ago, Benjogami said: I'm not seeing any missing textures in GZDoom. Are you using the correct IWAD? I used DOOM2.WAD. The texture showed up as checkered blue and white. 0 Quote Share this post Link to post
Scotty Posted July 4, 2017 On 01/07/2017 at 11:11 AM, Ancalagon said: I don' think the point of making a demo is to put an inmediate lock in a map, but to make sure the mappers create playable maps. Creating a demo is kind of a lock because no one wants to desync his own demo and any fatal flaw of the map would be discovered while attempting to record. I get you. I just want to make sure there were no stupid camping spots or anything like that really. 12 hours ago, mArt1And00m3r11339 said: I used DOOM2.WAD. The texture showed up as checkered blue and white. Runs fine for me in both Boom and zDoom based ports - there are no addon textures even present in the wad anyway. 0 Quote Share this post Link to post
mArt1And00m3r11339 Posted July 5, 2017 3 hours ago, Scotty said: I get you. I just want to make sure there were no stupid camping spots or anything like that really. Runs fine for me in both Boom and zDoom based ports - there are no addon textures even present in the wad anyway. This is what I see in your level. 0 Quote Share this post Link to post
Scotty Posted July 5, 2017 (edited) 2 hours ago, mArt1And00m3r11339 said: This is what I see in your level. Oh, ok, but it looks like that is in an unreachable area of the map, so why does it matter really? (PS this is not my map) Edited July 5, 2017 by Scotty 0 Quote Share this post Link to post
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