TimeOfDeath Posted September 16, 2016 I did some casual playtesting maxes too: https://www.doomworld.com/vb/attachment.php?postid=1669848 ddofnite 7:34 MEMFISv1 10:37 desu 0:48 Cool to see so many maps already! 0 Quote Share this post Link to post
gaspe Posted September 16, 2016 Fda (prboom+ cl2) for Memfis map. Cool map I really liked it, btw near the end it took me a bit to find a certain switch... 0 Quote Share this post Link to post
Grain of Salt Posted September 16, 2016 Memfis said:But it needs that DEHACKED patch for the exit to work? Will TOD allow it? It currently does. I wasn't sure the policy on dehacked lumps. I could probably come up with a fix if dehacked is out of the question. Similarly, if TOD isn't okay with it, I'll happily withdraw the map. 0 Quote Share this post Link to post
Walter confetti Posted September 16, 2016 Memfis said:But it needs that DEHACKED patch for the exit to work? Played the map twice with and without the dehacked patch (on zandronum, but zdoom plays well boom maps too), and yes it needs that dehacked patch since it changes the keen death frame with the one of the cyberdemon, as far as i get it, so it activates the special sector and this IS a thing that TOD doesn't accepted, according to the rules of not making maps with a special sector (tag 666 and 667) or using a defined slot like map07 or map30... Change that part of your gameplay (in other words, remove the dehacked patch) and rename the sky instead of RSKY1 and everything will be all right, i guess. Nice map too, really good for speed running tactics! 0 Quote Share this post Link to post
Tristan Posted September 16, 2016 5th time lucky? I'll try and make some small map. 0 Quote Share this post Link to post
Demonologist Posted September 16, 2016 Huge thanks for all the feedback and demos, people, believe it or not - this is quite encouraging, entertaining and just means a lot in general, I'm always grateful when there's the appreciation of my weird personal experiments with this game's world, mechanics, rules and whatnot. I thank all of you, yet I'd also like to mention ToD in particular, I guess it's the first time I see a demo for my map from him. Thank you so much for messing with it, Chris! 0 Quote Share this post Link to post
Memfis Posted September 16, 2016 Watching gaspe's FDA. It's fun to see people figuring out the map. LOL, did you get scared by that LOUD staircase? I normally don't put stuff like that in my levels but I guess I wanted it to have an impact. edit: hmm, it's interesting how you noticed one switch but not the other. 0 Quote Share this post Link to post
gaspe Posted September 17, 2016 That staircase surprised me, like later when you are walking in the cramped BRICK10 tunnel and the floor suddenly collapses. For now I only started explore these ideas but it's really cool to put that kind of stuff imo :) For the switches it's because of the habit I guess, I don't think I have never saw two switches put like that and I assumed there was only the one I noticed. 0 Quote Share this post Link to post
snapshot Posted September 17, 2016 Hi, My MAP is ready, Underwater Labyrinth inspired by Sonic 1 Labyrinth level (Why is that kind of maps so rare ?) , 90% Of the map takes place underwater and you need to kill every monster to progress, I Have also recreated some of the puzzles seen in Sonic 1 Labyrinth level, Here's it give it a shot, Please tell me if you found any bugs : EDIT #3 : Oops, Another bug fixed : https://www.mediafire.com/?mw58z9ap3murqwe Oh i forgot to mention, Map format is UDMF (Because i needed 3D Floors for water). 0 Quote Share this post Link to post
Empyre Posted September 17, 2016 DMGUYDZ64 said:Map format is UDMF (Because i needed 3D Floors for water). Doom-in-Hexen can do that, too. 0 Quote Share this post Link to post
Pinchy Posted September 17, 2016 I've come up with an idea recently and started working on it today. 0 Quote Share this post Link to post
scifista42 Posted September 17, 2016 Empyre said:Doom-in-Hexen can do that, too. I think DMGUYDZ64 meant to say that his map is for ZDoom. 0 Quote Share this post Link to post
snapshot Posted September 17, 2016 ^ Yes that's what i meant lol . 0 Quote Share this post Link to post
TimeOfDeath Posted September 17, 2016 Grain of Salt: cool to see a tribute, but I'd say the dehacked does break the rules. Also, I'm kind of considering it to be a troll map, unless you or someone else wants to record a demo tysoning 100 cybers :) I'd include it if you want to edit the map, though. Demonologist: no problem, it was fun! Crunchynut44: here's a playtesting max demo for your map in 5:56 (-complevel 2 is vanilla compatibility, -complevel 9 is boom compatibility) DMGUYDZ64: no demo from me but yes your map can be exited 0 Quote Share this post Link to post
Pinchy Posted September 18, 2016 With Zdoom and above, can we also include jump/crouch? 0 Quote Share this post Link to post
baja blast rd. Posted September 18, 2016 Crunchynut44 said:http://i.imgur.com/vdl0MiB.png http://i.imgur.com/S6HZKLG.png Level name : Desolate Demesne Author(s) : Crunchynut44 Build time : 2 days Editor(s) used : DB2 Compatibility: Vanilla Music track : Desolate Demesne (by Crunchynut44) Playtesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 9 Difficulty settings : Yes Bugs : Unknown Inspiration : Ultimate Doom, notably E2. Author's comments : In the spirit of E2 there are some odd texture choices, misalignment's etc etc, with emphasis on an interesting layout and straight forward oldschool gameplay. Maxrun: http://www.mediafire.com/download/eneudjtnbncb28x/ddcn_maxat2.lmp Really fun map (after the RNG-heavy start :D). 0 Quote Share this post Link to post
Grain of Salt Posted September 18, 2016 TimeOfDeath said:Grain of Salt: cool to see a tribute, but I'd say the dehacked does break the rules. Also, I'm kind of considering it to be a troll map, unless you or someone else wants to record a demo tysoning 100 cybers :) I'd include it if you want to edit the map, though. Fair enough. I think what I'll do is shelve this one for the time being and make something new for DMP2016. 0 Quote Share this post Link to post
JustAthel Posted September 19, 2016 Hi! After reading through this thread, and taking a glance at the ones prior to this, I think I am safe to say that I am indeed interested in mapping for this project. I've had some ideas floating around in my head for some time now, and I want to see if it'll take me anywhere. I guess signing up like this is ok. I mean, I don' t see any link referring otherwise and the users here all seemed to leave a curt "I'm interested," so... yeah! Expect to see a... normal-ish, weird map...? I'm still kind of deciding on it, haha. But anyway... yeah! I can't wait to show you guys what I have in store! 0 Quote Share this post Link to post
Crunchynut44 Posted September 19, 2016 Nicely played guys, I always love seeing Max demos of my maps, it's cool to see certain exploits, I even try to add shortcuts in specifically so. Seems like I definitely need to fix that Baron lift and tighten up the ammo a little bit. 0 Quote Share this post Link to post
TimeOfDeath Posted September 19, 2016 Pinchy: yes, feel free to use jump/crouch for zdoom+ maps (or disable in mapinfo) Voltcom9: here's a playtesting max for your map in 1:48 (zdoom 2.7.1) 0 Quote Share this post Link to post
dt_ Posted September 23, 2016 Ok I've cranked out a map for this "Menagerie" https://www.dropbox.com/s/q9965ldrf9i7zq2/menagerie.wad?dl=1 Pretty easy going map, I've been lazy and used generalised linedefs, so I think that makes it cl9. You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. Has skill modes, but only the ammo and health change, monster amounts stay the same, took about 12-14 hrs to make 0 Quote Share this post Link to post
scifista42 Posted September 23, 2016 dt_ said:You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. The resource pack has been finished for a while and it's linked in the OP + in this post. 0 Quote Share this post Link to post
A2Rob Posted September 23, 2016 Map geometry is about 75% finished. Then there's the difficulties and play testing. Should be finished eventually. 0 Quote Share this post Link to post
Memfis Posted September 23, 2016 Impressive design by dt_, I like it. Perhaps the monsters in sectors 321/322/etc shouldn't have the "deaf/ambush" flag so that they all notice the player when he starts shooting. It's a bit silly how you can awaken them one by one. Anyway, here is a demo for the map. 0 Quote Share this post Link to post
lil'devil Posted September 23, 2016 I want to participate in this project too. I'm already in the process of creating a Vanilla map. Right now it's very small, but by December it sure will be massive. Here are a few pics: Spoiler 0 Quote Share this post Link to post
baja blast rd. Posted September 23, 2016 dt_ said:Pretty easy going map, I've been lazy and used generalised linedefs, so I think that makes it cl9. You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. Has skill modes, but only the ammo and health change, monster amounts stay the same, took about 12-14 hrs to make Well designed map, but not a fan of some of the snipers. That high revenant is nothing but irritating to kill, and then there are monsters that aren't really threatening but simply are there to be annoying if you want to play aggressively (most notably the chaingunner). 0 Quote Share this post Link to post
DAZZER Posted September 23, 2016 I will totaly do this ! :D sign me up ! :D I love Map making :) also I need a break from making Hellebarde (my MegaWAD) ^^ 0 Quote Share this post Link to post
riderr3 Posted September 24, 2016 Level name : Dance of the Satyrs Author(s) : riderr3 Build time : 12 days Editor(s) used : GZDoom Builder, WadSpy Compatibility: Limit removing Music track : D_MESSG2 (by yakfak) Playtesting : Tested with PrBoom-Plus Difficulty settings : Yes Bugs : Not found Author's comments : Map with mostly abstract architecture, with warehouse, slime areas, and courtyard. Tough monster placement. Download http://www.mediafire.com/download/i88aa4utw2qloxc/dansat.wad 0 Quote Share this post Link to post
riderr3 Posted September 24, 2016 dt_ said:http://s1104.photobucket.com/user/deetee_123/media/Screenshot_Doom_20160923_132424_zpshxsxpbfz.png.html I like this kind of stuff on ceilings! 0 Quote Share this post Link to post
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