baja blast rd. Posted April 11, 2018 (edited) On 4/10/2018 at 5:36 AM, CarboxylicAcids said: Here is my slaughter map submission -demo is included Map name: Amide Linkage Tested with: prboom+ compatibility : boom (complevel 9) download and demo :Amidelinkage.zip time taken : 1 day Sky texture used is stock doom texture , the firelava textures give a really nice hell-like effect Screenshot: Awesome map. Only thing that is probably bad is the fact that doing it quickly requires using the invul to hit that switch, and hitting it in time, or while leaving enough invul left over to use it efficiently, is unreliable while being jostled around by so much stuff. Something to keep in mind for future maps. Edited April 11, 2018 by rdwpa 0 Quote Share this post Link to post
tmorrow Posted April 11, 2018 17 hours ago, CarboxylicAcids said: Here is the original without the difficulty edits: Amidelinkage.zip Wow! Great play on your challenging map. 1 Quote Share this post Link to post
CarboxylicAcids Posted April 12, 2018 Thanks for the feedback! I will keep that in mind @rdwpa 0 Quote Share this post Link to post
DAZZER Posted May 1, 2018 Here's my contribution. It is the third Map in my mighty, well known ⁽ᶰᵒᵇᵒᵈʸ ᶜᵃʳᵉˢ⁾ "Nephilim" Series. This Time however It's in Boom Format. Have Fun. DOWNLOAD: http://www.mediafire.com/file/wqc16e0hcinl3tj/thenephilimIII.7z 6 Quote Share this post Link to post
Walter confetti Posted May 1, 2018 Looks really cool, reminds me of mkmines.wad 1 Quote Share this post Link to post
StormCatcher.77 Posted May 2, 2018 Architecture is very well done. Looks fresh to me. Really good use of stock textures. Map is pretty hard in some places and makes you see the danger in every corner. I was kill myself by a rocket in a room with blue key at first attempt, and no save a demo... In general, really cool work. - Visuals (4 / 5) - Detailing (4 / 5) - Gameplay (3 / 5) - Atmosphere (4 / 5) - Difficulty (3 / 5) - In my collection (4 / 5) 1 Quote Share this post Link to post
yakfak Posted May 10, 2018 (edited) heyo looking back through Northern Powerhouse in the editor I've noticed a teleporter ambush has become unattached from the map in terms of sound - there's no way of triggering it. without edits the map is impossible to max. WITH edits the map is only mostly impossible to max :))) (joining sectors 1247 and 795 would fix it) i'm not petitioning against the "no edits" rule cos I realize this is solely my fault, but I'm wondering if the maps will receive a final pass before being released? Edited May 10, 2018 by yakfak 0 Quote Share this post Link to post
TimeOfDeath666 Posted May 10, 2018 I think you know the answer :) (no edits at all) 2 Quote Share this post Link to post
Pegleg Posted May 11, 2018 12 hours ago, yakfak said: looking back through Northern Powerhouse in the editor I've noticed a teleporter ambush has become unattached from the map in terms of sound - there's no way of triggering it. without edits the map is impossible to max. i'm not petitioning against the "no edits" rule cos I realize this is solely my fault, but I'm wondering if the maps will receive a final pass before being released? 36 minutes ago, TimeOfDeath666 said: I think you know the answer :) (no edits at all) Too bad, since someone is inevitably going to complain that the map "can't be maxed," but I understand ToD's stance. Ultimately, I would be shocked if yakfak's map ends up being the only map with some sort of unfixed error that slipped through the cracks. 0 Quote Share this post Link to post
Dragonfly Posted June 16, 2018 Sorry to say - I'm backing out of this one. I've decided I would rather use the map for my own megawad as it is architecturally appropriate. 0 Quote Share this post Link to post
Danlex Posted June 16, 2018 Sad to see only 5 submissions at this time... 0 Quote Share this post Link to post
Catpho Posted June 16, 2018 2 hours ago, DanielAlexander said: Sad to see only 5 submissions at this time... Gee, if you've been following previous DMP threads submissions usually come during the last 3-4 months of the year, so nothing to worry (yet). 2 Quote Share this post Link to post
TimeOfDeath666 Posted June 16, 2018 btw, if submissions are still low by the end of the year, next year's project will have the same rules :) 6 Quote Share this post Link to post
riderr3 Posted June 16, 2018 Actually I need to finish my own mapset first. There is 2 and half levels needs to be done + improving. I have a plenty ideas for DWMP2018, I even have the cool name for it. Also to warn players, existing bugs can be specified in txt file which comes with the wad. If someone have significant bugs in their map. 1 Quote Share this post Link to post
Pegleg Posted June 16, 2018 (edited) 14 hours ago, Catpho said: Gee, if you've been following previous DMP threads submissions usually come during the last 3-4 months of the year, so nothing to worry (yet). That's true enough, but @DanielAlexander has a point that after 5 months (22 weeks, this will be meaningful later), this CP only has 5 submissions. If you go back and look at past DMPs, you'll find there were far more submissions at this point. 2013: 21 (the OP in this one was posted in mid-July, so the equivalent percentage of the year completed would be early October, around 10 or 11 weeks) 2014: 9 2015: 13 2016: 7 (the OP for this one was in mid-September, so the equivalent percentage of the year completed would have been around Halloween, so just 6 or 7 weeks later) 2017: 21 I left out 2012, because it didn't list a date the map was submitted or link to a post and I didn't want to go through 9 pages of the thread to count the links. If anyone is industrrious enough to go page by page through the threads and finds that these numbers are wrong, that's fine. I think that they are, at the very least, close to accurate. There were a number of people that complained about the rules. You could say that that is the reason for fewer submissions, but scifista's DOP CP Doomworld Omega Project has a much more relaxed rule set and that CP currently has 1 submission. So, I don't think the lack of submissions is down to dissatisfaction with ToD's rules. Maybe it's like Catpho said, there will just be a flurry in the last third or quarter (or month) of the year. 1 hour ago, riderr3 said: Also to warn players, existing bugs can be specified in txt file which comes with the wad. If someone have significant bugs in their map. That's not a bad idea, especially given the one submission rule. That way, if someone does find a game-breaking bug or a bug preventing you from maxing a level or something else, there will be a way to warn players in advance. Edited June 16, 2018 by Pegleg Replace DOP CP with Doomworld Omega Project to eliminate confusion. 2 Quote Share this post Link to post
Walter confetti Posted June 16, 2018 16 hours ago, DanielAlexander said: Sad to see only 5 submissions at this time... And think about the other (unofficial) version: this made me think that I still made nothing for it... 1 Quote Share this post Link to post
Pegleg Posted June 16, 2018 (edited) 36 minutes ago, Walter confetti said: this made me think that I still made nothing for it... I know what you mean. I intend to make something for both. I'm just a very slow mapper and I can only work on maps in short bursts of time sporadically. But I will get both of them finished by the deadlines. Edited June 16, 2018 by Pegleg Added guarantee. 1 Quote Share this post Link to post
TimeOfDeath666 Posted June 17, 2018 If people are getting freaked out about the rules, I would suggest just making a simpler map without spending too much time on it so that you won't be too annoyed if there ends up being bugs in it. The final compilation is going to be pretty cool with every mapper showing how to beat their own map in a demo and the more mappers the better. 4 Quote Share this post Link to post
Roofi Posted July 9, 2018 (edited) I started a map in january but I gave up. So I made an another joke-slaughter map instead. :) I have to do some corrections but everything is doable. DOWNLOAD (v1) Update of my map , the v1 can't be launched on DOS due to a strange error message and also has a little VPO area. The V2 makes the map DOS compatible but my demo can't be played on it. DOWNLOAD (v2) Edit : Oops , I forgot the rule 2. I don't know if it's possible to keep the v2 even if I did my demo on the v1 considering I edited my map just after recording my demo in order to not have to do an another. My map will be limit-removing instead of vanilla if not possible. Spoiler Author: Roofi Map name: Messy bedroom Difficulty : Hard Compatibility: Vanilla Playtesting: Vanilla , prboom+ Allow jumping and\or crouching: NO Skill settings: Yes Build time: 2 days Tools used: GZDoom Builder & Slade3 Music track: Nightwish - She's my sin Bugs: some items are a bit floating but I'm too lazy to correct them for now. Comments: I got a lot of inspiration from my bedroom , especially concerning the items placement. Edited July 9, 2018 by Roofi 4 Quote Share this post Link to post
TimeOfDeath666 Posted July 11, 2018 Yeah I used v1 because of the rules :) 0 Quote Share this post Link to post
Phobus Posted July 22, 2018 On 1/16/2018 at 9:33 AM, Phobus said: Anybody else started on this, yet? I've decided to revist the Broundry theme for a section of my map. This area might even be vanilla compatible, but the map will be limit-removing by the time I'm done with it. The plan was to chain four small maps together here and make one generously sized map. However, I finished the first segment and moved onto something else for what looks like six months, so I've decided to cull the plan and just submit the first section, which is a nice easy MAP01 sort of set-up. I've done a no-secrets demo with 100% kills, to fit the rules but keep some of the more exciting bits to be discovered. I'll concede that it's a crap demo which shows I barely use prboom+ at all. Broundry 2 Build Time: 6 hours Author: James "Phobus" Cresswell Demo Time: 4 minutes and 41 seconds in the map 0 Quote Share this post Link to post
riderr3 Posted July 27, 2018 @TimeOfDeath666 It's ok if I use IoS in my map? (only bossbrain without monster spawner. To beat the map) Also keens for optional pathway. 0 Quote Share this post Link to post
Garbage Posted July 28, 2018 (edited) My map's called SPASE BASE, I based it off e1m1 and has similar difficulty. Build time was around 2-3 hours. Vanilla map, tested in Chocolate Doom and PrBoom+ Demo recorded with PrBoom+ 2.5.1.4, just a quick run-through on HMP Music is a midi of Jump by Van Halen Has coop and DM starts Download: SPASEBASE.wad.zip Edited July 29, 2018 by Garbage we all make mistakes 0 Quote Share this post Link to post
TimeOfDeath666 Posted July 29, 2018 Garbage, your demo is complevel 3, could you record a new demo in complevel 2 please? 0 Quote Share this post Link to post
Garbage Posted July 29, 2018 Should be fixed now, thanks for the heads up 0 Quote Share this post Link to post
TimeOfDeath666 Posted July 29, 2018 Ok great, thanks for the new submissions you guys! 1 Quote Share this post Link to post
Walter confetti Posted July 29, 2018 Sure somebody here really likes COMPSTA textures... Dumb jokes aside, map looks nice, garbage! 1 Quote Share this post Link to post
riderr3 Posted August 5, 2018 (edited) Progress of my map. If you look carefully, you can find spectre here. Toilet waste made from sky... Inside the "Skin tower" Edited August 5, 2018 by riderr3 4 Quote Share this post Link to post
riderr3 Posted August 21, 2018 (edited) Well, here is my map. DL link: http://www.mediafire.com/file/oy23471roy4r79c/hofmcity.zip Quote "Heart of Monstrocity" by riderr3 For Doomworld Mega Project 2018. Advanced engine needed: Boom Music: Pantera - This Love.mid Single Player: Designed for Cooperative: Players starts only Deathmatch: Players starts only Demo: yes Difficulty Settings: Yes Build Time: 25 days Editor(s) used: GZDoomBuilder-bugfix, SLADE3, WadSpy Tested With: PrBoom-Plus 2.5.1.4 with complevel 9 Bugs: Not found, at least on few runs Description: City-themed map where you'll have to visit each building and find ways to reach skin tower. Edited August 21, 2018 by riderr3 1 Quote Share this post Link to post
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