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Community Project concepts that you would like to see?
InTraining replied to DoctorNuriel's topic in WAD Discussion
How about a 19 level set where each map is designed within the constraints of complevels, starting with cl0 (Doom v1.2) for MAP01 and progressing linearly to MBF21 for the finale. Maybe add a ZDoom monstrosity in MAP20 with scripting, mouselook, jumping etc. for a gonzo send off. -
what are you working on? I wanna see your wads.
InTraining replied to everennui's topic in WAD Discussion
Thanks! All my projects before this were vanilla, both in compatibility and art, so there was a big learning curve in using custom textures and have thousands and thousands of options all of sudden. Still feel like every time I scroll through the massive list (courtesy of the lovely AAtex set) I discover new material. Just started MAP05 in earnest this morning, hope by the time I wrap up the first five levels I think of some kind of ending for the finale... -
what are you working on? I wanna see your wads.
InTraining replied to everennui's topic in WAD Discussion
Been working for a while now on a 6-level icy temple themed set, slowly, slowly chipping away...I think I first sketched out these maps like 18 months ago but am now finally starting on 5 of 6 with an end in sight, can't wait to release it! These are just shots from MAP01- 9895 replies
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The Imp Zone Game Club Community Pack [25-maps, cl2]
InTraining replied to InTraining's topic in WAD Releases & Development
Apologies for the very delayed update - had a variety of computer issues this month alongside the regular distractions...I've got a new download link in the OP for the RC1 version of IZGCCP.WAD! Full changelist provided here, the biggest upgrade is a new DeHacked patch courtesy of Dieting Hippo to expand our source port compatibility. >>>RC1 Download Here<<< Changelist: I'll leave this up for a few more weeks to see if there's any showstopping bugs left before sending it out to idgames. Thanks everybody who's downloaded so far! -
The Imp Zone Game Club Community Pack [25-maps, cl2]
InTraining replied to InTraining's topic in WAD Releases & Development
Thanks so much for posting a video! Gonna watch through it at work today. What port do you use by the way? Right off the bat I notice the MIDIs are playing really weirdly. Like assigned to the wrong maps and such. I only have a UMAPINFO lump currently, I may need to write more for more ports to get the sound functioning properly. -
The Imp Zone Game Club Community Pack [25-maps, cl2]
InTraining replied to InTraining's topic in WAD Releases & Development
D'oh! I have learned first hand this project how had it is to keep track of revisions, notes, submissions, and all manner of details for community projects. I...I may have included the wrong TITLEPIC in the uploaded file completely. It will be fixed! Additionally, the author of MAP20 informed me that he did in fact do a UV difficulty balance and tuned it down, while making HMP easier. Nice! I have removed that note from the OP. TDAC1632 is awesome, great work from other SA posters. This is definitely of a different caliber and hope people enjoy the peek into random creative brains just as much! -
WELCOME to the IMP ZONE GAME CLUB COMMUNITY PACK >>>DOWNLOAD HERE<<< The Something Awful video game sub-subforum IMP ZONE (no relation to the 1994 WAD (or is there?!?)) hosts a regular Game Club every month. In October 2023, I ran a community project for a big group of first-time mappers to flex their designing muscles and put together some DOOM levels. This community pack is the result - all levels here were made in just 3 weeks in October 2023, and most entries were by total newcomers (myself excluded). Some participants had never even played Doom before! The creativity on display is quite remarkable, especially considering the time restraint and lack of practice. This pack includes 25 levels by 17 authors. They run the gamut of modes and genres: vanilla action, puzzle maps, a weirdly high amount of specific video game parodies, slaughter, huge adventures, tower climbs, hubs & spokes, and more misaligned textures than you can shake a boomstick at. It is a fun peek into the mind of freshly-minted mappers with no inhibitions. I hope you all enjoy this collection of rough and wild maps. All 25 levels were tested in cl2 - there are a variety of visual bugs I need to clean up for the authors, but please share any issues you stumble on. I'd like to drop this on the idgames archive when all the bugs are quashed! Additional Credits: Sub-Actuality for running the Imp Zone Game Club week in and week out. The Kins for making our TITLEPIC. P-Mack for providing the INTERPIC. All the Gamers who rose up and made their voices heard in this excellent pack. Everybody around the globe who upkeep MIDI libraries. Screenshots from selected levels included below! Full level list & MIDI list included here. RC1 Changelog >>>DOWNLOAD HERE<<<
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This was a fun level, especially the hot start at the beginning! Died real quick on my first attempt, and was successful on my 2nd, here's a demo of that playthrough. That opening area is really great, a high octane little arena with lots of hitscanners to pick apart while getting around the imps and staying out of sight of the arachnotron, really smart encounter design. I think the computer monitor pillar maze section drags a little, it's kind of samey. Maybe if there was some friction/reason to explore the entire thing by requiring a switch in one section to open up the exit to the box room? I also missed both secrets but I would have liked that RL for the final room lol. Good stuff!
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Dam It All to Hell! - New vanilla-flavored cl2 map
InTraining replied to InTraining's topic in WAD Releases & Development
Thanks so much! Until just now, UV was the only difficulty, so it was harder than you were expecting. I've now updated diath.wad to v2, with some balance tweaks, bugfixes, slime trail killin' and texture aligning. Plus it now has support for ITYTD/HNTR/HMP, I only did my own brief playtesting on these so hopefully they work for everyone wanting to play on easy and normal. Any feedback is appreciated before I upload the final version to idgames. Download link is here and in the updated OP. -
Dam It All to Hell! - New vanilla-flavored cl2 map
InTraining replied to InTraining's topic in WAD Releases & Development
I was out of town for a few weeks, coming back now to make some texture revisions, bug fixes and implement difficulties! Thanks so much to everyone who played, I always appreciate recordings and demos and have watched everything posted, always a joy to see your level in new and unexpected ways based on everyone's playstyle. You were so close! If you want a hint: Multiple people have pointed out the accidentally impossible to exit trap in the SSG room, I had accidentally split a linedef while doing some lighting work and made it impossible to exit. This should be fixed, both by putting it onto a single linedef trigger and making the exit switch repeatable for good measure. Can never be too careful. Appreciate it! I haven't finished watching your demo yet, but on the first attempt you made it so far with some REALLY close calls, really fun to watch. I'll check out your next two attempts soon. I'd especially like to check the monster count issue, there is a teleport trap that I had to revise a couple times to make more consistent, if there's still a problem I'd like to see what went wrong... Great video and glad you enjoyed! It's definitely more of a theme park than my previous levels, since I hadn't made anything in a while I crammed in lots of random ideas I had scribbled around just to get them into a map. Great work in the final fight, I got so nervous when I saw the half dozen rev rockets closing in lol More than cryptic, it's quite obtuse and something I'm going to give more actual feedback for in my next pass. There's a hidden shootable switch that triggers a wall that's too far away, you can't even hear it! I'll have to make the feedback more immediate, so you can actually realize you've done something incredible and deserve a secret reward. I'm also a constant rewinder and saver, I like to play stupid and make maps where you can play a little stupid, so I think this level worked out. Btw, what port/settings are you playing with here? Well I've never seen Doom looking like this, but whatever floats your boat lol. Pretty cool seeing that level still kind of works even when you can lob grenades and do glory kills. Glad to hear it, and hope you enjoy! --- Revision should be coming in a couple days, unless something goes horribly sideways, with minor tweaks and difficulties available. After finally finishing another map after lazily chipping away at this for like 6 months has given me the mapping itch again, I've got a little sketchbook now with a 6-map set all planned out that I'll be kicking off soon. Thanks again for playing my levels and glad you all had fun! -
Dam It All to Hell! - New vanilla-flavored cl2 map
InTraining replied to InTraining's topic in WAD Releases & Development
They are intended to be skippable yeah, I originally had a lower ceiling to force the trap on the player but after messing with it, I like having little speedy options for players if they like. In exchange you miss some secrets+the RL for the final fights, it seemed like a fun trade off. Glad you had fun! And thanks for pointing out that door, I know there's more texture bits and pieces I'm sure to have missed. I'll be sure to clean it up as I work on the difficulties. -
Dam It All to Hell! Demons have taken over the city's water processing plant!! The electrical grid is failing, sewage is going untreated and there's only days of clean water supply left for the poor, innocent townspeople. Get your butt in there and save the city! I've had sketches sitting around from months ago for a new map that I've finally put together this month. Check it out! 15-20 minutes of 90s inspired action through a water processing plant (and more, if you can find all the secrets!) Kind of a theme park romp through a sandy techbase, underground water treatment facilities and bits of a hellish romp on the side. I haven't implemented difficulties yet, so for now, it's UV only. I'll finish the other difficulties in April, hopefully. Sharing my 2nd version on April 21st, now with the following changes: - Fixed bugged rooms that could lock you in - Added HNTR & HMP difficulties - Fixed some slime trails & texture alignments - Tweaked some secrets - Minor ammo rebalancing Unless you all find some major bugs, I'll be uploading to idgames archive in the next week or two. Thanks again everyone who played! Download v2 here from MEGA Have fun! Some screenshots:
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[Vanilla - 1 map] sorry i blue my wad
InTraining replied to reaction's topic in WAD Releases & Development
A decent little techbase, I especially liked the last room. Nice work using the boxes to trickle in little extra ambushes as you try to push forward. I didn't find the secret and was also wanting a chaingun, especially for the big imp trap...otherwise nice Doom 1 style level. I liked how often you utilized teleports to reuse the same room for a couple different encounters. -
Syringe MAP05 UVMax in 4:41 syringe05-441.zip
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I became an obsessive fan of Doom in 2022, playing tons of Cacoward winners & eventually making eight of my own levels. I throw on the DSDA twitch stream at the end of every shift to help pass the time at my job and I've been inspired to make my own demos. I'd like to speedrun some of my favorite maps and get better at being actually good at Doom! I followed the advice of the Advice section on DSDA and started humbly, with a NoMo run of MAP31. Nothing grounbreaking, but it felt good to optimize my movement and figured I should share the practice. I love Doom. no313297.zip