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Duality (Version1.2) - MBF21 5 maps mini-wad
76shombones and 35 others reacted to AshtralFiend for a topic
Duality is a 5-level map Doom 2 mini wad - MBF21 format where every map is a dual-themed tech base. This map set was designed with the following rules in mind: - As stated above, every map is a dual-themed tech base; - The entry point is also the exit (except on the first and final map for storytelling purposes); - Only 100 enemies per map are allowed (enemies that don't count to kill% are allowed over that, within reason); - Forced Pistol start (all exits are death exits); Misc Info: - Tested in DSDA and GZdoom; - The first playthrough is around 2 hours; - Only UV skill Implemented; - While jumping will probably break the maps, feel free to use Freelook. Edit v1.2 change log: - Title screen music: Motion Pitcher by DiR; - Intermission screen music: "Empiricism" by Velvetic; - Sky textures by Mechadon - Doomworld Thread: - Plasma rifle sound from Sunlust A huge thanks to the playtesters: @mancubian_candidate @Treehouseminis @Matt Eldrydge @Arrowhead @dmh094 https://www.dropbox.com/scl/fi/h3gylkfdfflaabakfpv5a/Duality-1_2.zip?rlkey=rojueerr78vzqud6yumlzp9b3&st=ha09yu7f&dl=036 points -
Waffle House is a set of 9 MBF21 maps by a small group of people who decided to get together and answer a simple question: "What is bro waffling about?". Maps are balanced for pistol start, target port is DSDA, and difficulties are implemented. Have fun! Idgames Download Map Order: Screenshots: MIDI Credits: Misc Credits: Waffle House RC1.zip30 points
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1 SECTOR - Community Project idea
bsharp and 15 others reacted to bobstremglav for a topic
Various level and game designers, including of Doom community, were coming up with unbelievable challenges and still were able to overcome it. How far we can push pit of Doom mapping? After seeing WAD with 2 sectors maps I decided that next logical step is 1 sector. Being lover of Wolfenstein 3D flat levels with certain amount of details and dynamic gameplay I think that same can be applied to Doom: even under heavy restrictions and going against engine abilities mappers can make levels of shocking quality (in good sense...). Project restrictions: - Boom-compatible (complevel 9) Doom 2, all regular maps slots (1-32). You can use pure vanilla as well, basically if your maps runs in complevel 9 then it's good. - Singleplayer is necessary. Cooperative and deathmatch support must be at least provided by player starts. - Usage of custom stuff goes like this (size limit is still question for now): New textures specific to your map are allowed. Common resources for whole project which are skyboxes, various screen graphics, music, sounds, hud are limited: such resources should be go with interests of other people. For example, if you make skybox for E1 then it would be nice to be approved first by E1 mappers, and if you propose something larger for example title screen everybody should be able to tell opinion on it. New sprites and objects are not allowed. There is list of replaced stuff - Any map editor, any techniques to trick player into thinking that maps are actually impressive looking. But gameplay is more important! - Not more than 3 maps per person. How to contribute? Simple. Just check this list. If map number isn't listed then it's free to take, otherwise... no. Then make map according to restrictions and send it in thread. There no set deadline for now, so take your time calmly. -But wait, even GZDoom can't run 1 sector maps properly! -You're right, for that's reason there's 1 only workaround for you: your maps MUST have second sector, but NO MORE. And this second sector must be identical to main one: it can't have different textures, different effects and lighting; its lines can't be used any way, just like sector itself (so you can't use it to make different area, or second teleport pad). Such workaround is needed because otherwise monsters won't do anything other than walk around. (Important discovery by iddqd_tea: once the reject table has been created, there is no need for the extra sector anymore - it can be safely delete. Use this method to make truly 1 sector maps) There some examples of work Download: (TO BE FIXED) DISCORD SERVER: https://discord.com/invite/GsWUJDrN5E16 points -
15 points
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A few weeks ago, several mappers loosely gathered together in the Pineapple Under The Sea Speedmapping server to celebrate the birthday of the project lead of most PUSS wads and its founder, @BluePineapple72 Thanks for everything man! We all really appreciate the effort you go to to make the PUSS series still a thing, with very inspiring concepts, gimmicks and excellent management. We show our appreciation back through this speedy little episode, enjoy and happy birthday! :) MAP LIST DOWNLOAD: IdGames10 points
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Share Your Sprites!
Fletcher` and 9 others reacted to SquigRattlehead for a topic
10 points -
who here is excited for the next doom or quake game?
AtomIsTired and 7 others reacted to Obsidian for a topic
this thread sucks8 points -
I can't force y'all to change your project, but I do need to challenge this point. MBF21 has been around for nearly 3 years now, has very good cross-port support, and most critically, these include the same ports that everyone's been using for playing Boom wads. GZDoom and Eternity are up to spec, prboom-plus is now dsda-doom, nobody uses the original boom.exe, relative newcomers like Woof! and Nugget are gaining a playerbase, and Odamex has the co-op* crowd covered. Dropping down to Boom allows players to play the project in... the same ports, plus some old versions of things that almost nobody uses. The entire reason I post in these threads is because most people starting these projects simply don't know there's been an update. There are 15+ years worth of once-sound advice to "use Boom", because for 15+ years that was indeed the best cross-port feature set you could get. That's no longer the case, but people keep stumbling across old advice simply because there's so much of it. Let's stop perpetuating the old myths here. [*re: multiplayer, that's an exception to the rule at the time of writing, since Zandronum and ZDaemon don't have MBF21 support (yet? ;) -- but this is only a concern if you're doing deathmatch, CTF, co-op-only, or some other multiplayer-only set. It's never a bad thing to include co-op support in SP wads, but co-op is a tiny, tiny slice of the pie. It's not worth nerfing your project just to make it work on all 3 MP ports, especially since at some point in the future this will inevitably be moot; the two Z's are in active development, despite rumors to the contrary :P ]7 points
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6 points
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Waffle House [9 MBF21 Maps] [Idgames Release]
video_ouija and 5 others reacted to Death Bear for a topic
Hell yeah! I got into a fistfight behind the local Waffle House prior to making my map. Enjoy the waffles!6 points -
1 SECTOR - Community Project idea
AshtralFiend and 5 others reacted to Xaser for a topic
This is a community project -- you're making the decision to remove these features from other mappers' hands, and their absence does nothing to benefit the project or its theme. Keep in mind that this isn't something that requires a "version bump" on everyone's part -- folks don't suddenly have to learn a new map format (e.g. going to UDMF), or be restricted in port choice (e.g. transition the project to GZDoom), or anything of the sort. These features are freely available for use in the target ports, and their absence does nothing to improve the final product.6 points -
Well hi there. :P Yup, MBF21 is basically "Boom 2", adds a bunch of new features and works in all the main ports folks use these days -- it's a direct upgrade. This project in particular would get a lot of mileage out of the "Block player" and "Block land monsters" flags. The other side of the coin, UMAPINFO (which us also supported by the same family of ports), lets you arrange maps in whatever order you want, add secret maps wherever, split the projects into episodes if you want, and so forth. For community projects like these, it's best not to have people pre-reserve map slots (or to even have a fixed number of "map slots" at all -- the 32-map restriction is gone) and instead rearrange maps afterward to fit, else you'll get a very chaotic difficulty/theme progression (unless contributors go out of their way to coordinate with their neighbors, which typically doesn't happen).6 points
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EXTRA BEANY CANNED DOOM! 32 funky fun-sized maps in 32 fun flavors – now on /idgames
Valboom and 4 others reacted to Stupid Bunny for a topic
This is a FULL 32 MAP MEGAWAD of funky, gimmicky and mostly small limit-removing maps with a wide variety of themes, ideas, and gameplay styles. It's not a jokewad, don't worry—I put genuine effort into making the maps fun and interesting and haven't set out to troll the player (not on purpose, anyway). There's a bit of something in here for everybody: run-and-gun action, suspense and atmosphere, slaughter, indoor maps, outdoor maps, hell maps, space maps, classic-style, '94-style and a lot of whackadoo shit I can't even give a description to, to name just a sampling. You'll just have to grab a spoon and can opener and see for yourself! Why "Extra Beany Canned Doom"? Because: 🫘Like beans, the maps are small and proteiny 🫘Also like beans, there are exactly 32 of them 🫘Like canned food, the maps are quick to make and play 🫘Like Doom, the maps are full of Doom enemies and textures 🫘"Beany" is a funny word lol beany 🫘I actually hate beans so I'm motivated to make the maps extra good to compensate Make sure to check the "how to play" and especially the big conspicuous "READ THIS" sections below. Beyond that, enjoy, and let me know if anything is broken so that I can unbreak it for everyone. I'll fix anything that's egregiously busted and maybe do some rebalancing if something is off from the difficulty intended (maybe start with Hurt Me Plenty if it's your first time), but for the most part this should be done and ready to deliver torture a rollicking good time Behold, the miracle of birth! Today we are witness to the hatching of the doomguy from its egg, truly one of the wonders of nature. Watch as it eats the gibs left behind by its mother, made of the remains of her mate. What lies ahead for this young doomguy as it emerges from its nest? Most likely, ripping and tearing, and the struggle for survival that all beasts must face. The little doomguy wastes no time: look, a chainsaw left behind by loggers! Time for him to go gather some tasty, juicy gibs of his own, before the next mating season commences. 🫘Play with any limit-removing source port — it's mostly tested in Crispy but they all should work in GZDoom, DSDA-Doom, Eternity and the other limit-removing ports, and each map has been tested in them (but see below) 🫘Single player 🫘Freelook permitted, that's how I tested it 🚫No jumping or crouching The difficulty levels are loosely balanced as such (noting that I am bad at Doom and that limits my ability to properly balance for UV): 🫘ITYTD: Go for it! A nice way to casually experience the maps with minimal pressure or frustration. 🫘HNTR: Same as HMP, but with fewer monsters. Balanced to be a gentle challenge for people who are new or just want a relaxed time 🫘HMP: The "default" difficulty, recommended for first time playthrough unless you're looking for a super extra challenge. Same monster count as UV but with more kit. 🫘UV: It will get pretty hard sometimes but definitely not god level. Same monster count as HMP but with less health/ammo/arms ☠️N!: lol no All maps are tested from pistol start—you can play them continuous, but if your port supports the -pistolstart flag or equivalent then I recommend it (see below). The maps are a hodgepodge of ideas with only the barest progression in theme or difficulty. So if you aren't enjoying a map go ahead and skip it! That's what God made idclev for (but I hope you enjoy most of the maps at least) (more) 🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘 🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘5 points -
Waffle House [9 MBF21 Maps] [Idgames Release]
video_ouija and 4 others reacted to LVENdead for a topic
Me when I get lost on the way to Denny's5 points -
Waffle House [9 MBF21 Maps] [Idgames Release]
LVENdead and 4 others reacted to HiMyNameIsChair for a topic
finally... i can throw hands in a waffle house and im here for it.5 points -
Waffle House [9 MBF21 Maps] [Idgames Release]
video_ouija and 4 others reacted to NecrumWarrior for a topic
What is this garbage?5 points -
For the secret fight the strategy is to: Re: rev/baron fight, I really enjoyed it. I didn't do it pacifist, I was just rocketing the revs and then using the sides where there are no cybers to get space. You inevitably lose some health to this, but there are refills so it's quite fun this way and there is just enough space to pull that off. The second/third phases were a bit borked when I played (RC1) I think with wrong teleport destinations, but I assume they are fine now.5 points
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I made a quick little duel map set in a park! Unnamed RK PhotoTex DM Pack: MAP01: Panic Park: This was made using RK PhotoTex ! Be sure to check it out in this thread, if you're interested in using it: So yeah, a lot of fun to make stuff w/! I might make a larger pack, or this may stay as a single park level for now. Either way, this is a great new set to make natural environments w/, IMO!! :D5 points
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DW Thread page idgames link original version demo thread Maybe "rc25" is a good idea for demo abbr? I doubt. Don't have enough time for demos done by myself currently, I just start this topic for putting demos. Thank @Cammy for remastering and midi work, TMT members for original wad.4 points
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Favorite/memorable .txt files for demo submissions? I'll highlight skogsto's recent .txt of his lv31m158 because I'm lazy. It's a pretty sweet .txt that seems to briefly and broadly capture skogsto's lifetime in speedrunning this game, and it only solidifies his status as a legendary player in the community for 2.5 decades.4 points
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Technical Difficulties
AshtralFiend and 3 others reacted to NinthBurn for a topic
A small map meant for the OHM thread, but I couldn't manage to finish it in just an hour. If Ultra-Violence seems too hard, try lowering the difficulty. Requires a source port that supports UMAPINFO. Map format is Boom. I have tested it in PrBoom+ and GZDoom. < < < - - - - - D O W N L O A D - - - - - > > > Get it here. < < < - - - - - D E T A I L S - - - - - > > > < < < - - - - - C R E D I T S - - - - - > > >4 points -
[MBF21] Rosy Rubicunda
Bank and 3 others reacted to stephyesterday for a topic
~ rosy rubicunda ~ A small 4-map (+ 1 intro and 1 credits map) collaborative wad between @OverflowingMocha and I. Features somewhat tough microslaughter and a cute color palette. Requires a source port that has compatibility with both MBF21 and UMAPINFO to function. Tested primarily with DSDA-Doom, however Woof and other MBF21 ports will likely work just fine. Screenshots: Map & Song List: Credits: Download!!! (now on idgames!)4 points -
I haven't even finished Pina Colada yet. Y'all are mapping faster than I'm playing!4 points
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Waffle House [9 MBF21 Maps] [Idgames Release]
spineapple tea and 3 others reacted to OverflowingMocha for a topic
First :34 points -
Antiquated Extraterrestrials: MAP08: Null Frontier: I've got about 80% of the geometr
Daytime Waitress and 3 others reacted to Arrowhead for a status update
Antiquated Extraterrestrials: MAP08: Null Frontier: I've got about 80% of the geometry complete for MAP08 of my new DM project! Hoping to get this done a bit later today!! This will be a red+dark purple gloomy techbase. The 3 platforms in the middle of the first image rise and lower, and there's a unique teleporter sequence set-up to allow you to return to the top floor if you miss your jump. Should hopefully make for an interesting time, I'll have to see! :D4 points -
[Limit Removing] "Le Gars Qui A Fait Doom" Level Collection - /idgames release
VoanHead and 3 others reacted to WH-Wilou84 for a topic
Our Romero-inspired map collection is now on /idgames ! https://www.doomworld.com/idgames/levels/doom/Ports/j-l/lgqafd_lc I'll keep it short for now but it's definitely been thrilling. :) Having our work featured alongside an official John Romero-related collectible can only happen once in a lifetime, if it happens at all.4 points -
Share Your Sprites!
SilentD00mer and 3 others reacted to CherubCorps for a topic
4 points -
Version 0.4.2, "Simplified for average Windows user" Update Finally getting this to a usable state. All data required for the .exe to work is now embedded in itself. Less error-prone now. Get it here: https://elf-alchemist.itch.io/masterpack Or here: https://github.com/elf-alchemist/masterpack/releases/latest Installation instructions here: https://github.com/elf-alchemist/masterpack?tab=readme-ov-file#instructions4 points
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@Walter confetti Middle textures. Gotta make sure they don't form a sector though, so leave a one-pixel-wide gap somewhere in there. This also explains why the collision is janky, impassable linedefs don't reset your velocity. I had to add 64-unit tall custom textures to my map because you can't lower a 128-unit tall texture into the floor on the software renderer, it will "bleed" into the sector unless you create a second sector behind it and change its brightness or texture, which is not allowed in this project. @bobstremglav Any slot is fine, but you can move it to MAP08 for now.4 points
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1 SECTOR - Community Project idea
Aeddes666 and 3 others reacted to Lila Feuer for a topic
Next they'll think of zero sector, colloquially known as "No Doom."4 points -
Thanks all! I hope with all the weird ideas it will balance out to being at least 75% a good time for everyone. @Clippy appreciate it + the support throughout the process and playthrough vids for every map I released before the project went underground...and additional credit for the monster pole that made MAP16 possible (I didn't change the Pee Wee midi btw sorry (or am I?) to @Doomkid and everybody else's ears who plays it ;3 Remember you had an exceptionally good time with Angry Chair, hope whatever kind of inspiration got farted out in that map made it into the others. Thanks @obake! Hope it’s a good time, would be honored to find out Santa Claus enjoyed my handiwork @CBM good to hear! I think some of the ones I sent you for testing were among the more…questionable ones at least at the time so hopefully you’ve yet to see the best on offer here @Plerb That map was a lot of fun to make, and maybe I could have realized the concept a little better with extra time or thought or whatever but I still mostly like how it came out. You'll be very pleased to know btw that's not the only Keen reference in the set ;3333 You may see some textures that you recognize from another forum a long time ago. @LadyMistDragon as mentioned above the project went into secret mode after I was about halfway through! Although I won't pretend I was working on it that whole time. I'm not sure how I had time to work on it at all, tbh I probably really didn't but finally at long last it is here for all to see. Appreciate that you were wondering about it, hope was a fun surprise @EduardoAndFriends dank, or jank? Maybe both. @Biodegradable appreciate all your playthrough videos too, considering whether to change my pfp to the cacobunny for the time being (the only thing to survive from the old dogshit title screen along with Kenny Loggins I guess) @ALilGrayBoi I had to look that up, and still don't really get it, but thanks :p @Fernito Your feedback was super helpful through all this, really constructive and at least most of the time seemed to be an enjoyable experience for you too lol. Hope other folks also enjoy all the unhingedness4 points
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And now E2M6 UV MAX in 10:33 n2e6-1033.zip4 points
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Favorite/Memorable .txt Files
Ravendesk and 3 others reacted to El Juancho for a topic
j4rio stardate 01 uv-max txt file is still hilarious even to this today, pure hatred4 points -
Embryo: where each map is smaller than the last
Lina and 3 others reacted to BeachThunder for a topic
@Moustachio Just so you know I'm working on it.4 points -
Here you go. @The Green Herring4 points
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[MBF21] Rosy Rubicunda
Andromeda and 3 others reacted to SleepyVelvet for a topic
played a few maps. fun stuff. fdas for 1-3. noisy_RR_final_m1-3.zip4 points -
what are you working on? I wanna see your wads.
Steve D and 3 others reacted to Lizardcommando for a topic
I'm slowly cobbling together a cave map, which is a direct continuation of the jungle map I was previously showcasing earlier in this thread. The textures are all still from the OTEX texture pack. There's also an area that has several fast moving river currents coming from an underground waterfall which is still being worked on at the moment. It was kind of a pain to figure out how to make fast moving currents with moving textures. Also, doors are somehow weirdly annoying to make with GZDoom Doom 2 (UDMF) compared to how it's done in MBF21 and ZDoom in Doom 2.4 points -
Yeah, that was my original proposal, until I accidentally found out that deleting the second sector after the reject table has already been initialized does not break the map. Bobby included that in the original post but it's easy to miss, I should rewrite the post myself and send it to him to update it to that, it's quite a mess at the moment. So the conclusion is that you CAN have a true one-sector map in vanilla! :)3 points
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Duality (Version1.2) - MBF21 5 maps mini-wad
Doom Guncaster K and 2 others reacted to mancubian_candidate for a topic
This map set is something special - comes highly recommended from me, well done @AshtralFiend Hope you all enjoy :)3 points -
Doom 32x: Evil Reincarnate - A 32x Doom mod
taufan99 and 2 others reacted to VL2M STUDIO for a topic
Hello everyone! I feel like I need to post an update. Currently this project has been on an indefinite hiatus because, well, real life stuff, I do not want to disclose but lot of stuff has been going on. Please understand. I may have more time to work on this later this year. Also, I started a bunch of more side projects in the meanwhile. It's a curse really haha. Anyways, I wanted to say that I've been thinking of an aesthetic change. Make the game look more industrial, with more inspiration from Doom 64 or the Quake games. I will post some concepts and see what you think. Thank you.3 points -
Pirate Doom II (finished!)
Broadsword Jim and 2 others reacted to Darch for a topic
I think it's ready, actually. Just doing some final tests. Will probably release this week. Thank you! The tracks I wrote were made specifically for their maps :) Which port are you using? I didn't hear this with fluidsynth in Dsda nor GZDoom (it sounded completely different on each port to me). In GZDoom, there was one loud tom then it goes back to normal. Probably something with the midi velocity or expression. Fixed, thank you!3 points -
1 SECTOR - Community Project idea
Walter confetti and 2 others reacted to bobstremglav for a topic
I suppose middle textures. I was amazed too. Do your map as map01 for now, I think we can change it to right slot later. My maps take 01 and 02, which isn't bad but iddqd_tea map also takes slot 01, so I don't know where he wants to see his map now @iddq_tea , which slot I should move your map?3 points -
TAS (tool-assisted) demos: part 2
Searcher and 2 others reacted to Red Recluse for a topic
Chillax MAP 36 UV-MAX [TAS] in 3:12 Chillax36MAP312.zip3 points -
MAYhem 2024 - EXEMPLARY CADAVER (Compiling mode engaged, please stand by)
TheV1perK1ller and 2 others reacted to Obsidian for a topic
Alright, I've got three of the four pieces in, but I just got word from roadworx that they won't be able to submit their piece on time and that means that I'll need to select a new mapper. Gives the ol' wheel a spin. ... @Gothic, you're up! Details have been sent and your 48 hours commenceth!3 points -
10 Line Genocide demos [-complevel 9]
Monsieur E and 2 others reacted to 4shockblast for a topic
FYI, some updates are still coming here, please refrain from running the following maps: E1M22 E2M22 E2M28 E2M44 E4M273 points -
With the final release of RoC25, heres the matching final release of the RoC96 patch Realm of Chaos (1996) Patch Backports the new wonderful Cammy music as well as the story text, fixes a bug in Map 21 stopping 100% kills and items (in ports that allow more than one automap to be collected), as well as backporting the UMAPINFO and stuff I wrote for RoC25. The old Map 6 music track from RC1/RC1.5 'Smoke Signals for the Pointillists' is still playable in the wad in GZDoom via the console command 'changemus d_smoke' To fully appreciate the changes, try playing RoC96 and RoC25 back to back, the old map then the new. With the new music and story text, the experience will be a lot smoother.3 points