Pinchy Posted November 19, 2017 (edited) Enter the dimension of fragmented memories, where stories are currency, the more unique the better. The dark city streets, deadly old mansions and rusting industrial centers are just a front for more sinister purposes exploiting the local populous. Popular retreats include abandoned beaches and the rusting hulk of an ancient soviet terror. If the unforgiving frozen fortresses or hells domain where ancient magic is woven into the stone itself don't make you lose your mind, there's always the poisonous jungles for those who seek to harvest the dank. High tech computational wonders, the dangerous and funky machinery of space and a hope for the future lie ahead, off the shores of doomworld itself and into the unknown. The Alfonzone contains 50 levels divided into 10 episodes with unique themes inspired by Alfonzos speedmidis. Some of the music replacements are still being worked on and it is the request of the developers that they remain exclusive to this project for now. Current maps with placeholder midis as the replacements are being worked on: 30 - Evil on Parade 38 - Flip the Switch 42 - Wheezer 44 - Aerial Tombs 47 - Redback Features - 62 maps: 49 playable, 1 cinematic, 10 intermissions, an episode selection hub and ending map - The new fangled Zoontex by based James "Jimmy" Paddock! - Artwork by Kurashiki! WAN! - New textures by Fuzzball! (Map 43 Floaty Light and some of Map 46 One Bookmark, exclusive for now) Source Ports (used for development and testing) Recommended GZdoom Version GZDoom v3.5.1, [Open GL, Default install, texture filtering off] Minimum(discontinued): Zdoom Version 2.8.1, [Default install] Currently there are no demos recorded, so if you fancy making one I'll add it in IWAD: Doom 2Music: Augustus "Alfonzo" Knezevich Gameplay: Single player. Co-op is built for but untestedDifficulty Settings: YesBuild Time: 1000 hoursMap settings: Jumping required, crouching enabled, freelook optional, infinite actor height disabled, coop teleporter frag disabledMIDIs composed for use with Microsoft GS Wavetable Synth Download Version 1.04 Fixes Map05 - Added skill 1 and 2 flags to the teleporter on the staircase Map08 - Switch added under the shotgun elevator Map29 - Technical adjustments for secrets Map30 - Midtex wrapping not displaying as expected Map38 - The exit now opens automatically, much faster and cannot be triggered from above Map39 - Exit trigger tweaked to ensure 100% kills Changes All maps where possible - Item and key triggers changed to custom decorate actors to make sure they always activate Minor WADINFO updates Unused graphics and code removed Additions Par times added (previously were rough max times) Jazzy city is now jazzier and brought friends BRIKWORX advertisement up Version number added to the text file Music Updates Map 07 - 047 Jesus Sandals.mid Map 14 - 013 Thrummingbird.mid Map 36 - 021 Digital Bitchslap.mid Old Versions Spoiler Version 1.03 Fixes Missing textures in 1 map Map 5 - Elevator reworked to fix some moving sector problems Map 15 - The plasma gun ambush now shouldn't give people flashbacks to Urania Map 18 - Lift fixes Map 29 - Blue skull is now flagged to appear on Easy and Medium Map 48 - The megasphere secret area can now also be exited in a counter-clockwise direction Map 1, 3, 4, 6, 7, 8, 9, 12, 14, 16, 19, 20, 24, 30, 32, 35, 36, 37, 38, 39, 40, 42, 43, 45, 46, 47, 50, 61 - Minor fixes and tweaks Map 38 - CWILV spelling corrected Map 43 - Additional secret flags removed Map 45 - Minor adjustments Map 49 - Crushers now hurt 100% of the time Removed nearly all cases where having maximum ammo and not being able to pick up a weapon or ammo would prevent you from progressing, activating a secret or releasing monsters into the playable area The remaining progression critical triggers moved from item pickups to sector or line triggers TITLEPIC episode 10 image now updated to the finished version of the map, maximum rustling of the Jimmy enabled Changes Map 1 - Kitchen and library lift refit, exit adjusted (easier to pickup the soup for the hobo) Map 04 - Basement Bowling renamed to About Town Map 12 - Exit platforming now requires only running straight Map 20 - Tunnel Toxin renamed to Toxic Terror Map 21 - Changed pain elemental trigger so it's impossible to skip, Sector_SetLink lift Map 25 - Shickles Origins DLC installed Map 28 - Secret medikit swapped with health bonuses so they can always be picked up In case anyone does no monster runs in a distant future speedrunning dystopia, the initial walls now lower immediately Map 30 - Crypt lifts tweaked Map 36 - Secret medikit swapped with health bonuses so they can always be picked up Map 50 - Powerup additions to wave 10 for Easy and Medium LANGUAGE (text screen) adjustments: Maps 4, 6 and 17 Additions Map 04 - The town is now named Map 18 - Additional secret Map 49 - The automatic doors now have 100% more *sshhht* WADINFO lump/Text file updated (work in progress) LANGUAGE (text screen) additional content: Map 18 V1.02b Fixes Map 12 - Missing liquid when lowering the slow lift in the central chamber Map 15 - Reworked the spider mastermind trigger to the newer version so it can retry it's teleport Map 22 - Secret mid textures Map 24 - Incorrect tag prevented some monsters from entering the map Map 29 - Alignment of the railings on the upper central walkway fixed Map 41 - Redesigned scripts to prevent jumping into the exit early and cutting off the music ending Minor texture errors in 2 maps Changes Map 15 - SSG trigger now change to enter sector in case of full ammo Map 18 - Fences set to allow projectiles to pass through Map 20 - Railings in the BFG room now allow projectiles to pass through Map 24 - Yellow key pillar trigger set to sector entry instead of armour pickup in case of having more than 100% Map 25 - Rocket launcher pickup trigger swapped to sector entry in case of full ammo Map 28 - Railings near the exit now allow imp projectiles to pass through Version 1.02a Fix Missing script number in map 49 western auto doors Version 1.02 Fixes - Map 1 Out of bounds by jumping over the eastern wall - Map 13 Initial monster alert trigger - Map 23 falling stairs poison damage reduced, soulsphere added - Map 27 start changed so you can kill the archvile or hold out - Map 29 central section ice now melts and removes damage, switches are wider and more visible - Map 35 berserk pack progression trigger changed to a switch - Map 43 north eastern fence now impassible to prevent out of bounds - Map 49 basement elevators with shoot switch - Map 61 precision error in nodes - Map 61 unstuck added after exiting 45 - Minor texture and lighting fixes on 5 maps Changes - Map 47 some trees removed to ease movement out of the gate area - Map 48 blue switch raising trigger set to kill most imps or a single cyberdemon to give better options - Map 49 helm switch texture changed to be more obvious - Various small balance tweaks Version 1.01 Version 1.0 Please check back for updates and report bugs to me via private message. Media Spoiler Album: https://imgur.com/a/TADXD Edited November 20, 2018 by Pinchy V1.04 48 Quote Share this post Link to post
Alfonzo Posted November 19, 2017 It's like all my birthdays have come at once and now I'm 80 years old! 29 Quote Share this post Link to post
dobu gabu maru Posted November 19, 2017 Sa... Six... Sixty-two maps?????????????? 6 Quote Share this post Link to post
Alfonzo Posted November 19, 2017 (edited) A note on the music: Except for the temporary replacement MIDIs in the soundtrack for this version, you may find that some of the music sounds incomplete, repetitive or too short to accommodate the length of some levels. This is because the 2015 Speedmidi Collection was presented as a series of exercises exploring the 30 minute composition process, with the hope that individual tracks might one day require improvement for proper use. Please note that I'm currently working on doing just this and that very little of what you hear here is finalized (or, probably, anything like how I want it to sound). Edited November 19, 2017 by Alfonzo 3 Quote Share this post Link to post
bioshockfan90 Posted November 19, 2017 i....i can't handle this, my brain is too soft to comprehend the sheer amount of quality and mapping going on here fuck i'm gonna be occupied for the next hundred years or so 2 Quote Share this post Link to post
Suitepee Posted November 19, 2017 Is this to be Pinchy's magnum opus? Needless to say I WILL be checking this out once my playthrough of Eagle 8 is done. I'm expecting great (Cacoward-worthy?) things from this one, from what little glimpses I've caught from Tarnsman's stream of this and Pinchy's previous mapping excellence. 0 Quote Share this post Link to post
bioshockfan90 Posted November 20, 2017 Well, I'm already a few maps deep in this but I can actually already say that this is shaping up to be pretty legendary, so... here we go! Hopefully I don't get too many complaints of clogging up the thread, but I intend on posting my thoughts on each of these things because they really do stand on their own. Firstly, I have to compliment the hubworld. I think it's cool how each episode gets its own thematic shift and "place" in the hub. Neat stuff. The sandwich at the start made me laugh out loud. Design itself was simple, but you REALLY put the Zdoom features to work here without too much interference, and it shows. This map may not be Ancient Aliens, but it's got jumping between apartment balconies and vertical gameplay, so... take that, skillsaw! The lil' maze at the end with the translucent walls was cool too. Needless to say, I'm looking forward to posting about the later maps, where I'll have a lot more things to say and more praise to shower upon Pinchy. Stay tuned! (P.S- if i'm playing janky in this vid, it's because I'm getting used back to using mouselook and getting the hang of the jumping and moving mechanics- it balances out in later FDAs) 4 Quote Share this post Link to post
bioshockfan90 Posted November 20, 2017 bah doubleposting i'm scared, putting my good doomworld reputation on the line so i can talk about this great mapset OH WELL However to be more generous I'm gonna put 2 maps in 1 from now on so there's less clutter. MAP02 Spoiler A lot bigger and lot grander than MAP01, with a nifty central gimmick being a 2-layered arena with this 3d floor catwalk above the lower pit, with a few side paths here and there. A considerable step up in difficulty from MAP01, especially considering the AV room and a few other setups, but nothing ball-bustingly hard. I really appreciate how jumping and crouching are put into consideration, and like I mentioned earlier the use of 3d floors for detail. For example, those health and ammo bits SLIGHTLY out-of-reach that can be obtained by a jump just shine out to me. The market on the lower level was pretty entertaining, I like the Doom-like depictions of real-world objects. Agh, what else can I say? The color scheme is vibrant, the architecture looks pretty, everything flows together well... Solid, solid work. MAP03 Spoiler THE MONKEY BARS. WHY HAS SUCH A GREAT MECHANIC BEEN INVENTED IN THIS MAPSET? I NEED TO KNOW. THAT'S THE BEST USE OF ZDOOM MECHANICS SINCE PUTREFIER. Anyway, it's a sprawling downtown level with a killer track (once again, all of these MIDIs have been great, thanks @Alfonzo!) and some pretty nasty threats here or there. Actually managed to die once from an unlucky Manc shot. This, to me, is a great example of dynamic platforming. What's that? Well, I just made it up, so consider it making jumping and crouching feel natural and flow within the level design. Being able to get on top of the little playground from earlier in the map to grab the SSG and some other goodies made me grin like a child. Final part of the map is a bit of a thematic change, but it's cool enough, hopping across these little monster-pods to progress. I haven't talked much about combat yet in this mapset, and to sum it up, it's.... ehh, Pinchy styled. Not a diss on Pinchy, I actually like the gameplay, there's just a distinct feel and design to these levels that you couldn't discern it otherwise. (P.S- In this video and more to come there's a few pauses here or there, this is because I had a conversation going with a Steam Friend while I was going through these. Nothing too major, in MAP04 I think it's the most annoying? But it smooths out once again.) 3 Quote Share this post Link to post
Fletcher` Posted November 20, 2017 Drug Shuttle is a great mapper. I hope they get an honorable mention in this year's Cacowards. 5 Quote Share this post Link to post
bioshockfan90 Posted November 20, 2017 one last writeup for tonight MAP04 Spoiler Is that "Dim" in Turkish? A considerable spike up in difficulty from MAP04, frantic running around to get a foothold and weapons quickly. I can't help but fall in love with the opening plaza, that "dim" room with all the imps in boxes, and THE GODDAMN AMMO ON BENCHES. so much fun to roam around in. The giant traffic cone is lovely as well, pretty fun going up to get the key in there. if there's one thing that I'd suggest here, it'd be to convey the blocked-offness of the red key section of the bat, it's in a pretty awkward scenario as it stands. Comedic, yes, but it could better. Other than that, design was unique. Especially liked taking potshots at the revenants hiding in the sewers from above. Ammo was surprisingly tight. Also, shoutouts to the fun crouching setup you can do in the "parking lot" room near the end. MAP05 Spoiler An even bigger step up from MAP04 in terms of difficulty. Fair warning, I die A LOT here. The opening fucked me a few times, as well as your uncanny sense at preparing for players trying to back out of combat situations or hide. The doomworld meme at the start made me laugh, I actually recall a conversation in discord a while ago where someone said "If you can make a speedmapping session for both the Breezeep types and the Pinchy types, you've succeeded" or something like that This is a pretty big thematic switch from previous maps aswell, but it works wonderfully and the usage of 3d floors and the like ( i sound like a broken record but) are pulled off with success. I guess my main gripe with this one is scarcity of ammo, so I'd work on adding a bit more? Also, I think I broke the map near the end, skipping some sections because I only ended up with 76% kills. :( Good map though! 2 Quote Share this post Link to post
Jimmy Posted November 20, 2017 Zoon-tex couldn't have asked for a more responsible mapper to use it so well. :) Will be playing this as soon as I can. 3 Quote Share this post Link to post
Urthar Posted November 20, 2017 (edited) Damnit, how am I supposed to get any mapping done? Had a quick play through the first 4 maps, and they seem pretty fun and make good use of the format. Edited November 20, 2017 by Urthar 2 Quote Share this post Link to post
Pinchy Posted November 20, 2017 11 hours ago, bioshockfan90 said: one last writeup for tonight MAP04 Reveal hidden contents Is that "Dim" in Turkish? A considerable spike up in difficulty from MAP04, frantic running around to get a foothold and weapons quickly. I can't help but fall in love with the opening plaza, that "dim" room with all the imps in boxes, and THE GODDAMN AMMO ON BENCHES. so much fun to roam around in. The giant traffic cone is lovely as well, pretty fun going up to get the key in there. if there's one thing that I'd suggest here, it'd be to convey the blocked-offness of the red key section of the bat, it's in a pretty awkward scenario as it stands. Comedic, yes, but it could better. Other than that, design was unique. Especially liked taking potshots at the revenants hiding in the sewers from above. Ammo was surprisingly tight. Also, shoutouts to the fun crouching setup you can do in the "parking lot" room near the end. MAP05 Reveal hidden contents An even bigger step up from MAP04 in terms of difficulty. Fair warning, I die A LOT here. The opening fucked me a few times, as well as your uncanny sense at preparing for players trying to back out of combat situations or hide. The doomworld meme at the start made me laugh, I actually recall a conversation in discord a while ago where someone said "If you can make a speedmapping session for both the Breezeep types and the Pinchy types, you've succeeded" or something like that This is a pretty big thematic switch from previous maps aswell, but it works wonderfully and the usage of 3d floors and the like ( i sound like a broken record but) are pulled off with success. I guess my main gripe with this one is scarcity of ammo, so I'd work on adding a bit more? Also, I think I broke the map near the end, skipping some sections because I only ended up with 76% kills. :( Good map though! I hide some monsters in secrets, did you get all those? 2 Quote Share this post Link to post
Csonicgo Posted November 20, 2017 18 hours ago, Pinchy said: MIDIs composed for use with Microsoft GS Wavetable Synth Oh gooood, it'll work with my patch set rather well then. I gotta play this over the holidays! 0 Quote Share this post Link to post
Erick Posted November 21, 2017 Play through a couple maps so far and I have no complaints, the use of the ZDoom features and the quality of the maps themselves is amazing, I like how silly some level endings are. Hope to play more of this whenever I have time, already some of the best maps I have played this year! 2 Quote Share this post Link to post
rehelekretep Posted November 21, 2017 so Alfonzo's real name isnt Alfonzo? *wonders what else is a lie* 1 Quote Share this post Link to post
Jimmy Posted November 21, 2017 1 hour ago, rehelekretep said: so Alfonzo's real name isnt Alfonzo? *wonders what else is a lie* People don't call me Jimmy in real life. ...Not often, anyways. 0 Quote Share this post Link to post
Gez Posted November 21, 2017 Some other thread: "mapping in UDMF is too hard" This thread: "here, get 62 GZDoom UDMF maps I made" 15 Quote Share this post Link to post
rehelekretep Posted November 21, 2017 dont you dare contaminate this thread with that garbage 9 Quote Share this post Link to post
Alter Posted November 21, 2017 Hot damn Pinchy, I thought I was burned out after playing PSX Doom TC Lost Levels but noooooo you just gave me a remedy, more maps! I'll let you know what I think once I play through a decent lot of it. 2 Quote Share this post Link to post
rehelekretep Posted November 21, 2017 (edited) map01 fda map02 fda in gzdoom 3.2.1 very fun. im loving the verticality, but i cant deal with free mouselook so i look around sometimes but keep it mostly horizontal :D the little details in the marketplace were superb btw. Edited November 21, 2017 by rehelekretep 1 Quote Share this post Link to post
rehelekretep Posted November 21, 2017 one more before bed map03 fda gzdoom 3.2.1 it seems i am what is termed cack-handed, and i cant jump properly at all. this demo is 50% demonstrations of gravity. what does the BK do? 1 Quote Share this post Link to post
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