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  1. I'm an old British bloke who discovered Ultimate Doom Builder a couple of months ago. Maiden Voyage is my very first mapset, so please bear that in mind! My big hope is for some of the Youtubers to play it on their channels. Hopefully they don't think its total rubbish :-) For some, a maiden voyage may end in disaster.... Version 2.0 now available from Idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/maidenvoy2 Or download from Doomshack: https://doomshack.org/uploads/maidenvoy2.0.zip 32 new levels built in Doom 2 format. HUGE thanks to Stuart Rynn, James Paddock, Esselfortium and AD 79 for the music. Game: Doom 2 Tested with: Crispy Doom and GZdoom. I believe classed as Limit Removing. Single player: Designed for. Co-op: No. Deathmatch: No. Difficulty settings implemented: Yes. Base: New from scratch. Build time: Approx 2 months intensive. No jumping or crouching please. Freelook is allowed...in fact encouraged (but not essential). Difficulty: This is subjective of course, but I'd say easy to moderate, with a few of the later levels a little harder. Nothing outrageous though. Probably somewhere between Doom 2 and Plutonia. All maps were designed with pistol starting in mind. Continuous play is ok I guess...but really they should be pistol started. Known Bugs: The only bug I found was that sometimes (not every time), when using Crispy Doom, the All Ghost Monsters glitch can occur on Map 32, due to the high concentration of corpses in a tight space. As I say, it doesn't do it every time, and doesn't do it at all with GZdoom. (I recommend GZdoom anyway, purely because the music sounds better). If anyone finds any other bugs then please let me know on this thread and I'll fix. List of levels: MAP01: Setting Sail. Music: "Hangar Danger" by Esselfortium. MAP02: Basements. Music: "Starting Out" by Stuart Rynn. MAP03: Baron Manor. Music: "Rusty Bridge" by Stuart Rynn. MAP04: Bastille. Music: "Untilted" by James Paddock. MAP05: Toxicity. Music: "Featherfall" by Stuart Rynn. MAP06: Compression Therapy. Music: "Accelerator" by AD 79. MAP07: Plain Sailing. Music: "Nobody Told Me About Plutonia" by James Paddock. MAP08: Machination. Music: "Drilling by Night" by Stuart Rynn. MAP09: Temple of Depression. Music: "Clonk" by Esselfortium. MAP10: Sludge Gardens. Music: "Remnants of War" by AD 79. MAP11: Torment Square. Music: "Goldrush" by Stuart Rynn. MAP12: Southampton Docks. Music: "Getaway" by Stuart Rynn. MAP13: Skirmish. Music: "Deep Fried Erotic Poultry" by AD 79. MAP14: Inner Sanctum. Music: "Stars" by Stuart Rynn. MAP15: La Quinta. Music: "Los Muertos Locos" by James Paddock. MAP16: Turn on the Waterworks. Music: "Night Run" by Stuart Rynn. MAP17: Streets of Glory. Music: "Radioisotope" by AD 79. MAP18: Penitentiary. Music: "Phobophobe" by Esselfortium. MAP19: Research Centre. Music: "Entering" by Esselfortium. MAP20: Fort Pain. Music: "Red Shift" by James Paddock. MAP21: Enlightenment. Music: "Rusty Bridge" by Stuart Rynn. MAP22: Bloody Abyss. Music: "Hangar Danger" by Esselfortium. MAP23: Lava Hurts. Music: "Abysswalker" by AD 79. MAP24: Pandemonium. Music: "Clonk" by Esselfortium. MAP25: Disinterment. Music: "Drilling by Night" by Stuart Rynn. MAP26: Vile Pit. Music: "Radioisotope" by AD 79. MAP27: Grave Misfortune. Music: "Night Run" by Stuart Rynn. MAP28: Pyramid of Carnage. Music: "Egypt" by Stuart Rynn. MAP29: Departure Lounge. Music: "Prototype" by James Paddock. MAP30: Abandon Hope. Music: "Remnants of War" by AD 79. Secret Levels: MAP31: Wolfenbollocks. Music: "Astral Dreadnought" by James Paddock. MAP32: Gi it some Ommer. Music: "Womp" by Esselfortium. Screenshots:
    29 points
  2. Unsure if I'll keep the German "flavour text" or replace it with something more generic.
    18 points
  3. Gnome Hunters is a Boom-Format 6 maps wad divided in two episodes. Inspired by memes about Gnomes and B.P.R.D levels. This Wad was made in cl9 (boom bormat). It was made by 2 mappers that are Me and the magnificent @OceanMadman. It features music by @Hunted11, as well as the special support of my friend @DevilMyEyes And at the last minute, @ZaidRune helped me modify the sprites of chaingunner and shotgun guy, as well as the mapinfo for the ports of zdoom and gzdoom. Thanks to all these people and to the Hunted11 comunity on Discord that has supported us. The project started in December 2023, and we finished the first chapter today, April 28, 2024, since the Gnome memes started this same day 1 year ago, so as an anniversary I started this wad! >>>DOWNLOAD HERE<<< The maps have been tested with: Woof, DSDA-Doom, Zdoom and Gzdoom -No jumping/crouching allowed -Freelook is optional (preferably not) -This wad is designed to be played without pistol start, but each level can be finished by pistol start, play however you want (I recommend playing with weapons from previous levels, since this one tells a linear story) -Super Shotgun, Chainsaw and enemies behavior modified B-) Funny Thing: IDDQD doesn´t Work... millionwearthehats on cheat code... UPLOAD: We are working for the chapter 2, more levels, sprites, more work, more quality, and it will be in another post. It works as a sequel of the events that you can see in this chapter1!
    17 points
  4. Hey folks, just a quick update that RC7 is here. The next version will almost certainly be the one that gets uploaded to idgames, hopefully at some point in the next week or two.
    16 points
  5. Decided to change the CTF pack's name from 'Fury CTF' to 'Dash CTF'. I like the new name much more! This ended up being quite a large map! Here's MAP05 complete!: MAP05: Fortress Faceoff: It still needs a couple balance tweaks, but I'm glad to be done another map! That's 4 in the last 24 hours - not that it's a race, or anything - I've just been in a super-productive mood this last day! Onto MAP06 - I should probably grab some sleep sometime soon, though! At this pace, I should be done this pack in no time at all! (Also wanted to mention that I'm looking for someone to help me out w/ a new TITLEPIC for this pack, so if that's something you're interesting in doing, hit me up!) :D
    11 points
  6. It's surprisingly easy to make a somewhat convincing looking jungle with the OTEX texture pack.
    10 points
  7. Welcome back ladies and gentlemen to the long awaited seventh instalment of TMoD! So what does TMoD 7 contain? Well.. Step forth into an unknown, new realm: Wireworld! Where EVERYTHING is wire-framed! Explore this realm and its many segments, seeking new items and equipment to aid Dynamite through her journey! But will you be the one to help her find this pot of gold at the end of the rainbow? ############################################### TECHNICAL STUFF ############################################### Download it now! https://www.mediafire.com/file/ycc91aol5xmqrtx/TMoD-7-WIRED-1.3.zip/file Wanna try the previous 6 TMoD's? Here's a link to the pages! CHANGELOG:
    7 points
  8. Thanks for checking the thread. I heard that doing a community project is a good way to get better at mapping, but I couldn't find a GZ community project. So here we go. Heavy focus on moody lighting and a tense vibe. Start on Mars, go to Hell, fight your way back to Earth. 7-14 levels. Make 2-3 if you'd like. A learning project. I know I'm not an awesome mapper and am trying out a lot of new stuff with these maps to expand my skills. No deadlines set yet. Since this is largely a learning project, I thought we could pace ourselves, test each other's maps, give each other feedback, maybe even tinker around in each others maps. I don't know. Take your time. We can set a deadline later once things start to gel. July at the earliest so the maps can get some polish, but whatever. We don't have shareholders. 3 levels currently in development Intros for the SSG, Rocket Launcher, Plasma Gun, and BFG are still available. And the chainsaw, but, ya know... General guidelines for the project. GZ DOOM DOOM 2 WAD Ultimate DOOM Builder. I do not know if you can put different maps from different editors into a miniwad. If you can, use whatever map editor you like. Bring DOOM up to Quakish levels of interactivity. 3d floors, liquids, dynamic lighting, and other GZ features. Free look, jump, and crouch encouraged. Dynamic lighting is important. Take advantage of GZ's lighting capabilities. It can really breath life into a scene. Dark, spooky, visceral look. I've been changing the sector light to a dark grey, kicking the brightness down to 70, and then relighting with dynamic lighting objects. I use sector lighting sparingly to highlight doors and such. But most of the lighting is coming from objects, not sectors. 3 difficulties. HNTR, HMP, UV I would like weapon progression through the wad, so the maps don't have to be pistol start maps. We will need to communicate with each other to keep that in line so ammo doesn't get weird. Introduce 1 weapon per level (unless we wind up with <7 levels). Maybe even skip a few levels between weapons. Also, having a weapon introduced in a super secret before it's "official" introduction in a later level would be great. Vanilla DOOM textures. A texture exception for breakable glass and walls like the ones in Auger Zenith. (amazing megawad, check it out) Gimmick levels are cool. Like "Gotcha" and "The Crusher". Puzzle levels are good too. No joke or meme maps, plz. ya know, a secret joke level where the object is to avoid picking up the chainsaw would be kind of fun for this. A platforming challenge over a sea of chainsaws. idk If you wanna make a slaughter map, that could be the secret FINAL final level. Try to give maps a natural ending instead of pressing a button. For instance, the first level ends in a pitfall down a vent that leads to level 2. Another map, "Welcome to Hell", ends when you reach an opening to the surface with blinding light coming through it. Almost like we could take every map and stitch them together end to end to make one gigantic level. (not that we're actually doing THAT) Keep the levels short-medium. About 5-20 minute play times. (putting this here mostly to remind myself). An early berserk on every map. DOOMguy should always be able to beat the crap out of demons. Please post your maps as you're working on them. I was hoping we could learn from each other, play test, and communicate so the wad has a cohesive feel like an episode of DOOM. Update: Map 1 v 0.87. It's roughed out and functional with some detailing. Still need to change the music (sorry about that, I just have not learned how to yet. Won't update again until that's fixed). A short map (5 min playtime) to introduce the darker mood of the wad, game play, and some of the GZ elements. Doors opening with gun triggers, using vents, swimming, a mild combat puzzle, slopes, etc... The shotgun is introduced. GZ DOOM DOOM 2 wad Dynamic lighting lights.pk3 recommended DOOM or Dark sector lighting. Updates have been made since these pics Play test of version 0.82 Another map This is "Welcome to Hell". I was working on this when I had the idea for the community project. Probably gonna use it for the 4th or 5th level. It has a few Mancubi and Revenants, so the rocket launcher should be introduced by now. There are 2 rocket launchers in this level, but it would be nice if someone else got to introduce the RL in their level, since I've already had my weapon intro. This is probably about as long as a map should be for this wad. It's about a 20-30 minute play judging from other peoples play tests. I might trim out a section.
    7 points
  9. back on my bullshit p.s. idk why slade didn't pick up the playpal when i took the screenshot
    7 points
  10. 7 points
  11. Crossposting: EDIT: @Rifleman - I love those wine barrels!
    7 points
  12. If we're talking purely about names, Vile gets bonus points because he managed to carve out an identity while using what would normally be a very generic username. Someone mentions Vile with a capital V and people go "ah yes, damn he's good", not "yeah I killed sixty of those an hour ago, sorry who were we talking about again?"
    6 points
  13. e2 of https://doomwiki.org/wiki/The_Adventures_of_Square https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/lunacy search idgames too
    6 points
  14. Well hello there - the world is a hard place to please huh - all you can do is try your best and for a first effort, making an ENTIRE megawad is a feat no matter how you slice it I been interested since I found your music inquiry thread, new mapper megawad British gentlemen it sounded appealing lol - this stands out to the other new ppl we get around here, mostly kids eh But you can tell you did your homework and, there is very competent stuff here and WELL above and beyond the curve here for beginners I played first 5 maps, I never got bored - had buddies to hang out with tho but yeah - a lil long but didnt feel like the hour 20 it took for first 5 maps I will try my best to visit more some day but I hope you enjoy video and keep up the good work, take a rest you deserve it lol - you are one of the extreme few to come out of the gate swinging and make a full on set like this - kudos to the extreme
    5 points
  15. loveless Skepticist Qaatar Ryback SKYWARDS Starduster Rizera Nine Inch Heels Xyzzy
    5 points
  16. It's worth pointing out that you started a new thread to ask if you can keep starting new threads.
    5 points
  17. If ever anyone feels a bit reluctant to post their run, well I posted this, so there’s always something worse :P
    5 points
  18. As with their previous versions of MS DOS 6 years ago, Microsoft has uncovered and released the source code for MS DOS 4.0 under MIT today. You can check it out on github here: https://github.com/microsoft/MS-DOS More info here: https://cloudblogs.microsoft.com/opensource/2024/04/25/open-sourcing-ms-dos-4-0/
    4 points
  19. This better not be a weird kink.
    4 points
  20. How annoying could it possibly be? It's a video game forum, just ignore it and move on if it sincerely annoys you...
    4 points
  21. I mean Hard not to like this lol And I really do Thank you
    4 points
  22. Howdy folks, just wanted to chime in and let you all know that RC7 is now available, and it fixes some stuff in map 30. So I would recommend updating to the newest version before the end of the month. On that note, it's been fun reading these writeups and seeing everyone's thoughts/experiences with the maps. This was my first time running a public community project like this, so obviously I've learned a lot about the process and seeing people's responses to the WAD have given me very valuable insight. Thank you!
    4 points
  23. Category 1 Dead on: MAP13 Kills: 95/602 Map entered at: 54:21 Time of death: 62:02 dwi-dvii-vytaan.zip Fun one! Climbing that mountain was just mean trap after mean trap though :(
    4 points
  24. I guess I'll share an update to my submission, since my impatience to finish is killing me. For summary, this is a level focused on mixing combat with AVJ's and RJ's. I initially said this was going to be a very large level, and uhhhh... I may have gone too far. Would it be against the rules to make a download link of an incomplete version of this map for sake of playtesting? The level is so massive that I feel that any unintentional bugs (which there may be a lot) would be better addressed now by playtesters rather than later. It'd help to make sure my first completed draft isn't a total dumpster fire.
    4 points
  25. Same here. I work after I come home after all day sweat breaking work and sometimes it gets hard to think properly. Ahh what a genuine classic look! What port is this? These look so cool and somewhat realistic! Okay, layout mostly complete. Now time to setup things and further progress.
    4 points
  26. Map is done,I only need fix some bugs, and some Wumbo's tracks.
    4 points
  27. Map18 UV-Max in 10:55.94 1x118m1055.zip
    4 points
  28. Thrice Doomed Episode 3 UV Max in 21:41 trie3-2141.zip
    4 points
  29. map14 uv-max in 3:34: no214m334.zip video: https://youtu.be/MJbI8EROmY0
    4 points
  30. Didn't sleep last night! Had to map! Map03: Burn Ward: Map04: Vexillology Violence: Onto map05! I've got a bunch of ideas floating around still! Hopefully, I can get some sleep later on today. Thank goodness it's the weekend! Some textures may change still! But things are going well! :D
    4 points
  31. Hallo my Brüder und Schwestern, mostly ghost user finally peaking out. I've been working and slaving away at this one DooM wad for a good 2 years now, I have all the weapons and monsters done, but now I need to add the maps, and I cant do that because I lack depth perception for some damn reason, so I come here! The Project is for DooM II, but is designed to be the unofficial and not actual Plutonia 3, due to the Earth maps being set in the Pacific Front, based off the Second World War, thus, allowing mappers to use Plutonia Textures, Maps should either be vanilla or limit removing, while I want the theme and look to be mostly influenced by me or the references, the traps and Plutonia kind of thing is completely up to you, and all the hell maps should be like D64 Maps, they should give that D64 Reloaded theme and vibe and jampacked with demons! Please submit the maps directly on the forum please, and join the Discord if you like, Dankeschoen Discord Link Here: No more slot limits! I'd like to release this mod in the next few months, all the weapons and 99% of the monsters are done, now I just need some maps, and I do hope for Stellar work, thank you! (Maps, there will be 45 in total, 29 for base game, 15 for secret maps, 3 of which for the remade Demon Keys, and the deadline for each trial is about a week before I turn you down) MAP01 - Azure Comeback MAP02 - Sundowner Ridge MAP03 - Tarawa MAP04 - Sunburn (Secret Exit MAP30) MAP05 - Shiroyama MAP06 - Storm of Steel (Secret Exit MAP31) MAP07 - Iwo Jima MAP08 - Armory Compound 4 MAP09 - Endless Horizon (Secret Exit to Demon Key 1 MAP32) MAP10 - Cantigny MAP11 - Nothing Remains MAP12 - Ordered Massacre (Secret Exit MAP33) MAP13 - Osowiec MAP14 - Ruina Imperii MAP15 - Into the Fire MAP16 - Burning Red MAP17 - Aughrim (Secret Exit Demon Key 2 MAP35) MAP18 - They Burn MAP19 - Downfall MAP20 - Alastor's Circus MAP21 - Enemy at the Gates MAP22 - The Valley of Death MAP23 - Strength MAP24 - Dead Steel MAP25 - We Remember MAP26 - Brimstone MAP27 - Twisted Mind (Secret Exit Demon Key 3 MAP44) MAP28 - Hill 13 MAP29 - Exitium MAP30 - To Hell and Back (Exit MAP05) MAP31 - Where No Soldier Sleeps (Exit MAP07) MAP32 - Entrenched (Exit MAP10) MAP33 - Gravestone (Supersecret Exit MAP34, Exit MAP13) MAP34 - Tombstone (Exit MAP13) MAP35 - Demented Demon (Supersecret Exit MAP36, Exit MAP18) MAP36 - The Bay of Pigs (Supersecret Exit Map37, Exit MAP18) MAP37 - Killing Grounds (Secret Exit to MAP38, Exit MAP18) MAP38 - Belleau Wood (Secret Exit to MAP39, Exit MAP18) MAP39 - Libera Et Impera (Secret Exit to MAP40, Exit MAP18) MAP40 - Burn Their Unholy Crosses (Secret Exit to MAP41, Exit MAP18) MAP41 - Unbreakable (Secret Exit to MAP42, Exit MAP18) MAP42 - A Lifetime of War (Secret Exit to MAP43, Exit MAP18) MAP43 - Go 6 It (Exit MAP18) MAP44 - Blood Red Shadows (Secret Exit to Secret Boss MAP45, Exit MAP28) MAP45 - Forbidden Depths (Exit MAP28) Apologies if this is a clusterfuck, and I even further apologize if the Mass Chain of Secret levels is a bad idea, but I did want to include a bunch of bonus levels for players who are looking for a challenge This doesn't come until later, because I dont want to go willy nilly and make music for the maps that dont fit, but I will eventually, also, guide this part, but, for now, I believe it would be a good idea to have 26 music slots, you can name them whatever you want
    3 points
  32. Cross post from the Discord, in no way is this a dual submission. Result: Dead on MAP13 (0/800 Kills) Category: Prepared Port: DSDA-Doom CLUMSYPREPdwidvii.zip
    3 points
  33. This is for VkDoom (and maybe a future GZDoom release), so that is with lightmaps. They interact with 2-sided textures and 0-height 3d floors as you would expect when the lighting is set up right.
    3 points
  34. A few more table fillers: ------ Map05 Pacifist in 31.23 https://youtu.be/oyvI1EjXbsY ap05p31.zip ------ Map06 Pacifist in 34.94 https://youtu.be/YE0E-16D9q8 ap06p34.zip ------ Map05 Stroller in 48.74 https://youtu.be/LQ9ERtk82TM ap05str48.zip ------
    3 points
  35. decent maps fight and design feels similar after playing it some times....secrets are simple but helps a lot gameplay is hard if tried blindly but bit tame once one realize the dynamics or probably hard to explore due to lava.... my prboom cl9 uv fda of first four maps 1-4.zip
    3 points
  36. Ryiron....you just brought a tear to a grown man's eye! I've worked so hard on this over the last two months, and to hear that someone actually enjoyed playing it is really special to me...Thank you! Oh yeah, I forgot to mention that some of the maps do get a little "slaughtery" at times...but I didn't want to make it too difficult so gave plenty of space to move around in. Map 30 being the exception ha! There is no Icon of Sin in Map 30 by the way, as I truely hate Icons of Sin :-)
    3 points
  37. Here's an image from map two, currently in production.
    3 points
  38. Category: 2 Difficulty: HNTR Dead on: Map 02 Time of death: 15:38 Time entered Map 02: 4:39 Port: PrBoom+ 2.5.1.4 ie_pegleg_slith.zip Years ago, when I was a teenager, I was at a friend's house watching him play Wolfenstein 3D. One of the things in their computer room was a poster that his dad had hung up called "Murphy's Laws of Combat." One of those laws read, "No plan survives first contact intact." Mike Tyson had a similar saying, "Everybody has a plan until they get punched in the face." I could go on all day about the variations of this quote that have been said by various famous people throughout history, but how does that relate to my performance in Slith? Because that is exactly what happened here. I had a plan, and then I met the enemy, and you can see the end result.
    3 points
  39. Clippy

    I love bonfires

    I just wanted to share the joy me and my wife made this pit I think kind of inspired by @myolden who has an even more structurally sound awesome pit This was a noteworthy occasion cuz I burnt the top of last year's Christmas tree and it was awesome Today's fire of the day goes to @MAN_WITH_GUN Please talk about fires or share bonfires or whatever floats your boat let's enjoy the Majestic Beauty that fire has to hug us and love us with
    3 points
  40. map13 uv-max in 3:51: no213m351.zip video: https://youtu.be/haHpPoL3KYI
    3 points
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