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FragsBunny

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  1. What's up, everyone? We had the first installment of RAMP in 2021, followed by RAMP 2022 and now RAMP 2023. So many maps! And among those many maps, there are also many hidden gems that could even deserve a Cacoward on their own, if more people could play them. I tried to create a poll, but it doesn't allow more than 20 choices or more than 5 questions. To make things less complicated, I'll make the poll on the Google Drive later, but for now I would like to hear your own opinions about RAMP 2021 and it's large selection of 200+ maps. And you can pick up multiple answers if you liked multiple maps. You must have played RAMP in 2021, right? There should be some good memorable maps that were engraved in your mind. Refer to this page before picking a choice: https://doomwiki.org/wiki/Rabbit's_All-comers_Mapping_Project So don't be afraid, pick up your favorite! This is going to be a messy topic for sure, but I'm sure that results would be enjoyable for everyone to see. Let's get this started! I intend to start the same poll for RAMP 2022 and RAMP 2023 later if this would work well.
  2. And please make sure RAMP 2023 gets more than just a "honorable mention"
  3. I have not played LC2 yet. But... can we just put it here simply because it exists?
  4. We've seen many levels from many mappers, but each time DavinN finishes RAMP, there are at most two maps from him - the tutorial video map and the hub map. And you're the one who made K7K! How about making challenging maps of your own for RAMP 2024, but making them accessible only during certain milestones in numbers of finished maps made by other mappers? Start thinking about it early, if you want 2024 to be an even bigger blast than this one!
  5. Has anyone played A.L.T.? It also plays on some kind of surrealistic concept, but it is an action megawad like most others. Just the name of MA23 says it all "God is dead" I have to admit, dementia can be scary sometimes. There is a certain someone with clear dementia symptoms, constantly appearing in the news and on TV screens, and yet still it is certainly something that you can't defeat! You know who I am talking about.
  6. Someone please finish MAP26 of TNT 2 Devilution so that it can claim both Cacoward AND Mordeth!
  7. Unfortunately, during my vacation, I'll be away for a week, and as such, I won't be able to touch the Doom Builder on my computer. I might watch some tutorial videos while I am away. Even so, I still encourage you to make maps specifically oriented for at least 2 players! Even if they turn into solo project otherwise. Use Doom Builder in a way that you have never used it before!
  8. I know that the project won't be greenlit unless I show a practical example first. I have a vacation coming up soon, I should be able to try MAP01 during that time. In fact, I should reserve that map for myself right now!
  9. I have a question for fellow mappers. It is possible to add a helper marine bot similar to friendly monsters used in MBF? This point of this question is the ability to play the coop megawad solo with a bot, with the ability to switch places with him (making the bot invincible but retaining your health and ammo intact after the switch). As for the weapons, it should be enough to give bot a single weapon depending on the map. Do you think this is possible to implement such interaction with a coop bot? EDIT: Turns out such things exist! EDIT 2: And this thing as well: https://zandronum.com/forum/viewtopic.php?t=9600 I should ask @printz and @TDRR for some collaboration and see what they think about it. Can we build co-op maps with co-op bots in mind?
  10. There is another thing that I would like to place in consideration. I would like for all levels to be compatible not just for 2 players, but for 3-4 players as well. When making player starts, make sure to place player 1 start together with player 3, and player 2 with player 4 so that the gameplay remain compatible. In addition to that, since multiplayer things are set by default, I would like for you to tune up difficulty of your maps in the following manner: Hey, not Too Rough and Hurt me Plenty for 2 players Ultra-Violence and Nightmare for 3-4 players.
  11. Oh, so a cooperative wad actually exists. That's nice to know. But from what I've heard, it's just a slaugther mapset oriented for at least 7-8 players and where ammo is infinite. The project that I have in mind has nothing like that. It should be a standard megawad progression with limited ammo and planned pistol starts, and death resets on MAP11 and MAP20. Furthermore, while all maps can be completed with no less than 2 players, I do plan for 4 player starts in mind. As you can see from map names, MAP31 should be designed for no less than 3 players, and MAP32 for no less than 4 players. Here are some mapping tricks for you to get started: Timed swith puzzles. One player opens a distant door, the other pass through it Starting with different keys. One player starts the level with blue key, the other with yellow key. Separate area progression. Each player is limited to explore a certain section of the level (according to player starts), but they can sometimes see each other and press switches to help each other progress Separate starting weapons. There will be a map where one player starts with rocket launcher and the other with plasma gun, for example. Combat puzzles for two players. One such example is when one player will be locked in a cage after picking a key, with the second player still outside. Both players will then be attacked by monsters, and the second player has to frantically divert their attemption from his partner, who has much less maneuverablity And much more. But for now... it is still just some ideas of a mind. Just think about "Doom meets It Takes Two."
  12. I know, I still need some work on it. But thing is - I have never seen myself any wads that require two players to work together (think about It Takes Two), so I had at least bring out the idea to community. I will have a vacation during the next week, and hopefully during that time, I can give the project a more proper form! And maybe, given enough motivation, take on the Doom Builder myself! I mean, I have already scratched some plans for all 32 maps. I can share them with you, if you are REALLY interested to see levels that require two players to progress. For now, thank you for leading me to guiding topic!
  13. What's up, fellow Doomers? There have been many megawads for single players, and many of them also have multiplayer flags. But fact is, even with extra monsters and items, they can still be completed with a single player. But how about wads that can only be completed with no less than 2 players? And as such, I propose a community project for creating a megawad, that is designed for a walkthrough with at least 2 players. Imagine both switch and combat puzzles that can be only completed by two players, or two halves of a map, each taken by respective partner, occassionaly influencing each other. Since most of you play on ZDaemon port, it should be the recommended port for compatiblity, but vanilla resources of Doom should be enough! Oh, and of course, make sure there are at least two player starts. And make it so that each item can only be picked once. This can create a situations where two different weapons (rocket launcher and plasma gun for example) can only be picked by one player each. And yes, this should include keys as well. While this might cause some soft-locks or hard locks in certain maps, this should be a coop wad after all - you can only blame your partner if something goes wrong! Although I have no prior experiences with Doom Builder, I can still provide creative advices as long as there are enough volunteers to start it! And to test your maps with you - after all, how else you can test your maps that should be designed for no less than 2 players? So, how about it, guys? Think you can create maps with layouts that require two players to finish them? Feel free to provide a name suggestion for two-player megawad. And take your time - community projects of such scale might take a while to complete! Base IWAD: Doom 2 Target source port: Zandronum, Boom format Maps 01-11 are usually base maps, Maps 12-20 outdoor/city maps and Maps 21-30 hell maps Base Doom II resourses are enough - even with vanilla asset, two-player oriented maps will be still a blast! As for the deadline... I guess New Year? Gonna need to figure out how many people would pick up on this. All levels must be compatible not just for 2 players, but for 3-4 players as well. When making player starts, make sure to place player 1 start together with player 3, and player 2 with player 4 so that the gameplay remain compatible. Since multiplayer things are set by default, I would like for you to tune up difficulty of your maps in the following manner: Hey, not Too Rough and Hurt me Plenty for 2 players, Ultra-Violence and Nightmare for 3-4 players. Template names for maps are done (subject to change). Ask me in private what to expect from each of those maps. MAP01 - Mutual Agreement (reserved for @FragsBunny) MAP02 - Pressing Together MAP03 - Infiltration MAP04 - Authorization Pass MAP05 - Lift Control MAP06 - Sewer Treatment MAP07 - Brothers in Arms MAP08 - Birdcage MAP09 - Crushing Pressure (reserved for @Melemesh) MAP10 - Portal Complex MAP11 - Bait MAP12 - Gladiators MAP13 - Journey Away from Home MAP14 - River Stream MAP15 - Emergency Lights MAP16 - Back-to-Back MAP17 - Improvised Cover MAP18 - Dirty Job MAP19 - Weapon Caches MAP20 - Gate of No Return MAP21 - Close Combat MAP22 - Signature Gun MAP23 - Separation Anxiety MAP24 - Leap of Faith MAP25 - Big Brother MAP26 - Lavarunners MAP27 - Mount Torment MAP28 - Long Range Artillery MAP29 - Hellfire MAP30 - Icon of Betrayal MAP31 - Three is a Company MAP32 - Fourslayers
  14. Hey there! Just a heads-up for you. I do have plans to play Judgment, on UV-difficulty and with Corruption Cards. But right now I don't like to be restrained or waste too much time, so I'll sit this session out. Just imagine me hitting 5 stars on this and that's that!
  15. MAP14: Athenaeum 1. Each cacodemon fires a different monster’s projectiles 2. Cacodemon may teleport to pursue players 3. Arachnotron spawns 3 chaingunners on death I give up.
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