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Thanks a lot everyone, this has been a really fun thread to participate in and I'm really glad I could contribute! A bit sad though that I rediscovered it only near the end of the second megawad and couldn't make more levels, but guess that's just how it is... If anyone in the future decides to go for a 3rd megawad, I'll be all for it and will contribute as much as I can! As a relatively new mapper, making these little 1 hour levels has really improved my general mapping skills as compared to when I started around a year ago.
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Thanks a lot for playing! Yeah you didn't miss any ammo or health, just that by the time I was done placing monsters time was already up... Generally I think the left side needs a little cleaning up, and the right side needs to be completely remade to not be as flat and to actually have appropriate amounts of ammo and health pickups. I'll keep working on this map into the future, I have another non speedmap that has a similar theme, so I think they will fit together pretty well. Also played your map, its pretty fun! I especially like how you get the choice to either kill the archvile in the very beginning while it is by itself, or you can open the door and get more ammo and space to kill it, but also a couple other monsters to deal with. Also a question for the megawad, if they will all be compiled into one, what is going to be done with the sky? Because from what I remember, in Boom compatibility for Doom II, there can only be one sky per wad, and we have quite a few different ones here. Considering that the sky is quite a big part of building the general atmosphere of the level, that would be a sad thing to lose.
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Well, since this thread is back from the dead, I thought I'd make a fourth map for it, since back then it was pretty fun. First however a demo of Yumheart's map: Bermuda Camp Demo.zip It was a pretty fun map, I enjoyed it quite a lot! Exact right level of difficulty for me personally. visually it does look great, I didn't even notice any sort of rush anywhere. Also that last corridor really caught me off guard the first time... Now here is my map this time: Blood cave.zip Music: Self made 1 hour speed midi Difficulty settings/Coop: Not done Build time: 1 hour + 10 minutes to make it possible to finish Format: Boom Probably the favorite of the speedmaps I have made so far. I think visually it came out pretty good, though still far from great, and in terms of actual fights, pretty bad. I really do have to improve in that sense. Pretty rushed and messy, but hopefully still a bit fun. Also as an edit, since I felt kind of dumb not having custom music, I decided to make a 1 hour speed midi. It is a bit short, and would probably fit a castle setting more, but I feel like it fits a cave just fine as well.
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FeverDoom - Large Fever Dream/Sky May Be Inspired Map
Melemesh replied to Melemesh's topic in WAD Releases & Development
Yep, I guess you could say it was meant as a bit of a spiritual successor. Definitely it was inspired a lot by The Sky May Be. I just feel like there aren't enough of that type of map and I really wish it was a bigger genre. Not really a serious map, but not just a straight up low quality jokewad map either, more so a sort of surrealistic map I guess you could say. -
FeverDoom - Large Fever Dream/Sky May Be Inspired Map
Melemesh replied to Melemesh's topic in WAD Releases & Development
Another thing I would like to mention is that if someone does comment on the map in the future, could you please also mention thoughts on the midi? It is pretty unusual, especially in the context of Doom, and seeing some responses or thoughts on this type of music would be nice as I personally think it's pretty interesting and would maybe like to make similar pieces in the future though maybe toned down a bit for less dreamy maps as it is after all made to fit the theme as best as possible. -
Finally, after 4 months or so of inconsistent on and off work, FeverDoom is finally finished! Originally I started this map as the fifth map of a 10 map jokewad, but after a while it just kept growing, gained its own separate identity, actually becoming a more or less serious map. Because of this I decided to release it separately as it honestly just became too serious for a jokewad with too much of my love and thought put into it (in the weird way that it's done), and so, here we are now! So what exactly even is this map? This map is a large map inspired primarily by fever dreams I have had over the course of my life, some regular dreams, as well as some aspects of it coming from my conscious mind. Additionally I took quite a bit of inspiration from one of my favorite maps of all time, The Sky May Be. The end result of this was a map approximately 40 minutes in length (if you know what you're doing) with tons of optional side content, such as 12 secrets which are either pretty well-hidden, or are in plain sight, only with a tough optional fight before it. This map is completable without cheats and should be UV maxable, though it can be tough in some places. Though it is relatively fair, taking its origin as a jokewad and not being completely serious even at this point, still being more of a fun play-around type of map, it has a few ridiculous unescapable places, so please, for your own sake, save often. I know this type of map isn't for everyone, and I don't know how many it would even appeal to, but those for who it is, I hope you enjoy! Information Port: GZDoom Map Format: UDMF IWAD: Plutonia, but will probably work with Doom II as well Map Replaced: MAP01 Music: Original piece by myself to try to fit the level as best as possible Difficulty Settings: Not yet implemented, planned for later Coop: Player starts are set but no additional monsters Deathmatch: Not yet implemented, planned for later Freelook: Not required but doesn't break anything Jumping: Not required but doesn't break anything as it gets forcefully disabled in the part where it isn't allowed and turned back on later. Crouching: Required Some Warnings... Screenshots: Download: FeverDoom.zip
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Wow... I didn't realize the destinations had difficulty settings too. Such a stupid and easily solvable mistake... Well I guess I'll know for the future, thank you so much for the help!
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I'm currently making my first "serious" map I guess you could say, and I'm having some problems with teleporters. It seems like a couple teleporters around the map just aren't working, neither for monsters nor for the player. These are teleporters from tag 5-8 in a Boom format map, but I tried changing their tags to other values, they still don't work even then. Strangely enough the other dozen or so teleport destination sectors on this map work just fine, it is these specific 4, and strangely enough these 4 worked just fine too until I added 3 archviles into the map, then these 4 destinations just stopped working all of the sudden and I can't figure out why. I tried all the common complevels, tried multiple different sourceports, tried removing the archviles, playing around with WR vs W1, different types of mechanisms, nothing causes those teleports to work again. I am completely lost and honestly have no idea what to do. I'll provide the unfinished wad for the level here too, and well I guess might as well have some people playtest the first room too while we're at it lol (Even this one room is pretty rough around the edges though) Red night type map 1.zip
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Ok got it, that is pretty simple. You will have to export the MIDI into a normal audio format using whatever program you are using. I use anvil studio, so for me it would be File -> Export Mixed Audio, which will export the midi into a WAV format. Then you can just copy paste it as many times as you need in any video editing program, add whatever image you want over it, export it as mp4 and upload.
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MIDIs loop automatically when they are put into doom, you don't need to do anything extra. Just make sure that the point at which it loops to the beginning it loops smoothly, it can be pretty tricky sometimes. If you are asking how to loop MIDIs that you extracted from Doom in a separate program, well then that depends on the program you are using and the purpose you are using it for, you would need to give a bit more context.
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what do you think is the most creepy doom sprite
Melemesh replied to LOST SOLE's topic in Doom General
I always thought that the skin and flesh textures are creepy. At first site they just look like pretty normal walls, nothing really creepy, but just the thought itself of them being entire walls made of just skin is creepy. As a kid I also thought that the marble faces were a bit unnerving, not so much anymore though. -
Huh, didn't know, I thought it was a lot stricter than that with what you can or can't use. Good to know then, thank you.
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Ok so to start, I think generally all throughout the level there should be a bit more ammo. I ended up running out of all ammo types by the time I got to the last baron and had to punch him. Overall I can see that effort did go into this, and for a first map it isn't that bad: good monster variety, nice difficulty level for the first map of a multi map wad, and just generally made with some common sense. Main problem I saw was some of the architecture and texture combinations used. Like for example this section: Seems as if this should be something in a testing map where the monsters just wait to be shot in little cubbies to test new weapons. Also the light texture at the top cuts off weirdly as it can be seen. Also now about this: I don't see why you would need a hazmat suit in this level at all considering there are two tiny chunks of acid that can just be walked around anyway (I don't see why those chunks are there either). And again, the textures cut off weirdly in multiple textures here, and the poison textures don't fit in either: they are green concrete, while the rest of the level is gray metal. I would honestly just remove this little part all together and replace it with something like a monster closet that would open after picking up the blue key. And now this sky portion: Redo it with an actual sky, not the texture plastered on, and the texture, which is a doom 2 copyrighted one, is also provided in the pwad, which is a big bad and can get you in trouble. Never provide actual game assets in a pwad. Instead replace this part with an actual sky section using the sky native to the iwad the person playing is running (in this case plutonia): It looks much cleaner and won't get you in trouble. Now also remember to unpeg the textures on the sides of doors (some are not). Also don't do thin doors, they are cursed and don't look good: But yeah other than that, stay a bit more consistent with your theme, so don't use hell or book textures in the techbase map, try to generally match all the level's textures a bit better, and I think you should have a decent first map. Of course there is more that could be said but I have already said a lot and I think I should be going to sleep... I hope this all was at least a bit useful, and I'm looking forward to updates! Good luck in future mapping. Also forgot to mention, this map doesn't run in most sourceports that are closer to vanilla, I had to use GZDoom for this. It is a problem to do with the textures, so I say just remove all those textures altogether, I see no reason for any of them to be there at all. That way the map becomes more playable and also as I already said, you won't be using copyrighted material.
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What about anvil studio? When I was searching for programs to make MIDIs myself, the 13 year old threads kept recommending anvil studio, is it still relevant to this day, or is other stuff better in all ways?