Post by supercupcaketactics on Jan 1, 2019 8:10:32 GMT -5
Howdy everyone! This month's project will consist of Doom 1 textures along with alpha/beta Doom resources with a little extra. Be badass, be edgy, be cool, and use that mapping tool.
1. Get your maps in earlier than later so we have time to test it! 2. The project is released when its released, even if no one makes a map for it. 3. Limit Removing format. This means regular Doom 2 in Doom format. 4. Keep your maps short. On a casual playthrough, the goal play time is somewhere around 4-12 minutes. If its much longer than that, the map might get rejected. 5. Use your own MIDI if you don't want to use one I put in the resource WAD, however I will change it if it hurts my ears. 6. The TEXTURE1 lump blacks out many of the textures. These textures are restricted. For thematic consistency, you may only use the textures provided in the resource file. Do not include your own textures or modify the resource wad. 7. Do not implement skill settings in your map before sharing it the first time. Leave it up to the testers to decide what's too easy or too hard. 8. Any submitted maps are subject to be modified by me for error corrections or quality control purposes. Deal with it.
Post by supercupcaketactics on Jan 1, 2019 8:24:22 GMT -5
MIDI list: MAP01: System Control Remix by Zorasoft MAP02: E1M2 MAP03: I Sawed the Demons Remix by Zorasoft MAP04: Suspense Remix by Zorasoft Map05: Deep into the Code Remix by Zorasoft Map06: Running From Evil Remix by Zorasoft Map07: Human Barbecue Remix by Zorasoft Map08: E2M6 Map09: E1M1 Remix by Zorasoft Map10: Hiding the Secrets Remix by Zorasoft Map11: 90s WAD MIDI #1 Map12: 90s WAD MIDI #2 Map13: 90s WAD MIDI #3 Map14: E3M3 Map15: TNT MAP20 Map16: That Doomcity MIDI Map17: ICARUS MIDI #1 Map18: ICARUS MIDI #2 Map19: ICARUS MIDI #3 Map20: E1M5 Map21: E2M2 Map22: E2M8 Map23: E1M9 Map24: Alice In Chains - Them Bones Map25: Король и Шут - Воспоминания о былой любви Map26: Король и шут - Проклятый старый дом Map27: Metallica - The Four Horsemen Map28: Iron Maiden - The Trooper Map29: Iron Maiden - Aces High Map30: Metallica - Master of Puppets Map31: GOTHICDM MIDI #1 Map32: Mark Klem MIDI
Quick additional credits are for: id Software, DrDoctor, Alpha Accident, Chaos Theory, Realm667, Big Ol' Billy, blakglov, doomcity, OwTheEdge, and all of you because you all deserve more credit.
Hey guys, I wish you all a happy new year. I made a map!
Music used: Deep Into The Code remix by Zorasoft Bugs: Evil Scepter puzzle may fail either due to a linedef skip or a certain switch was already hit (fortunately the linedef skipping can at least still be used to get such item).
Damn you’re evil bro... what did Doom ever do to you, huh??!?
Missing the enormous skull switch for the yellow key pillar... Not getting the plasma gun by just triggering the crusher, waiting for the time it moves up, and running for it then... Not understanding that a shootable switch is what lowers the red key and exiting its building lifts the key back up...
I'd say I'm on good terms with Doom and the problem may be something else XD
I managed to get the red key quite easily and found out that the big skull switch lowers the yellow. I found that I didn’t need the plasma to deal with the starting monsters, the RL did just fine. It’s quite an obscure map, you definitely have a knack for hard puzzle.... I’ll give another crack later now that I understand better some of the mechanisms. On holiday so my Dooming access is sporadic so we’ll see how that goes.
update: and I beat it... thanks for the Plasma heads up, Katz gave me the yellow key solution and as I said earlier I had inadvertently discovered the red key solution. I’m happy you let the last battle be skippable, thanks dude! You will let it stay skippable, won’t you? Forget to mention, top map, my fave of yours I’ve played so far and well textured. As Cuppy mentions below I too wonder where that blue key could be...
Last Edit: Jan 5, 2019 15:40:22 GMT -5 by glenzinho
Post by supercupcaketactics on Jan 5, 2019 15:12:59 GMT -5
Aw yeah that was awesome Xyzzy01 ! Badass map with some very fine intricate details. Glad to see you had fun with the resources making this map! I also appreciate the solidified automap linedefs so the background doesn't show up. Now I wonder where the blue skull key is hiding. Thank you for the map!
I see I'll have to fix that LAVFALL texture though by changing it to DBRAIN in the resource pack.
Heehee, super glad y'all like this map! I resisted the urge to stray away from the casual aspect of it like I usually do What skill level would you say this map's thing placement as-is should be? UV? HMP?
Too bad about that lavafall texture not animating, looks cool but I guess DBRAIN works just as well.
Oh yes, the blue key is near where the red key is, but it's on a pedestal AND is lost after 30 seconds. A trail of something from the start will lead you to the switch that lowers it
Devious! Good usage of the 30 second close door for something entirely optional, but which makes a certain battle easier, nice work! I’ll have to check that next time. When Cuppy changes the lavafall to the DBRAIN slot the falls should work as intended, you’ll just have to change the sidedefs on your end to DBRAIN. About difficulty, traditionally we don’t set any up in the DBPs, work that out between yourself and Cuppy, it’s his show this month. I’d hate to see you make this more beastly on UV but I’m soft. Thanks for the map!
Last Edit: Jan 5, 2019 17:24:34 GMT -5 by glenzinho
Xyzzy01 I'll fix the LAVFALL texture before release if you don't want to edit it again. I'll go ahead and say the thing placement in the map is UV, but feel free to change a few things and polish it more in your vision if you want. When it comes to adjusting difficulty settings I'm in favor of altering only an item or two the player can get (like an extra armor) and a few monsters that can make a difference (one extra pesky revenant or demon). I definitely don't want things to be considered frustrating.
Haha yeah. I was originally gonna have a bigger swarm of them and cacos (but specifically NOT pain elementals), but I figured the map has enough monsters for a project like this (especially considering infinite height actors).
Post by bigolbilly on Jan 10, 2019 15:26:14 GMT -5
So I made three maps (yay winter break XD). Find them here in a standalone wad, no resource pack required: MBG maps (I cleaned up and modified the resource pack a bit, fixing some problems and adding some graphics that I'm working on.)
Post by bigolbilly on Jan 10, 2019 16:59:50 GMT -5
Also Xyzzy01, I played your map, tried but failed to record a demo (shakes fist at Mac ZDoom). Also found it a bit on the frustrating side. I like puzzly progression in general, though I feel like it's not necessarily the best fit for DBP maps. Do you think the map would play that differently with more obvious ways to get the keys? Seems like the main effect would be just decreasing the amount of time players would have to spend, though there is something to be said for the "eureka" moments that puzzles give you. And with a short, small map it's not such a dealbreaker, just wanted to raise the issue.
The more frustrating thing, I think, was having to run around in the main area at the beginning and end. It's dark, there are lots of odd angles, lots of blocking things, and even some invisible barriers (start area and evil red scepter area). This means that its really easy to get caught on something--possibly something you can't see well or at all--running from a vile or rev, which can easily mean insta-death given the health/armor situation.
I really like the ability to choose powerups, that's a fun trope that doesn't get used enough.
Post by supercupcaketactics on Jan 14, 2019 10:47:04 GMT -5
Thank you for the maps bigolbilly , for I am eternally grateful!
MAP01 - I'm glad this map exists; yay forests! Good to see that texture used. I like the berserk punching including the archvile pummeling and the one inside the marble cube was quite the challenge requiring me to shimmy and wait around the fountain altar. I also like the exploratory secret such as the blue armor. I remember another secret but I forgot how I found it on my first playthrough. Fun somber map.
MAP02 - Classy! I really like this map too. It took me a moment to realize that the MIDI that was playing was what you meant to play. This map was fun too and I zoned out in it but in the good ways! Very nice so thank you again for making these maps!
MAP03 - This map is cool with some nice MEATY progression. One issue I had though is that I ran out of ammo near the start, (I didn't find the chaingun until much later) so maybe adding a chainsaw somewhere would help. Really nice barrels in the chaingun room though. I also like the Hell Knight that teleports across acid pools, and also the Barons near the end I have to rocket. I really like the pacing in this map it's good stuff!
MAP04 - I like corridors but not so much when they're this tough! Quite the tightly knit map but I'd like to have more cell ammo for the cyberdemons and trying to knock them down with rockets while they move up and down isn't very fun for me. Maybe you could get an invulnerability sphere when the walls come down and then have to clear as much as you can before it runs out and the secret could be more cell ammo. Personally not my cuppa' tea but if this somehow becomes a megawad then I'll gladly allow this to take the MAP31 slot mwahaha.
What's new? -red and green version of FLAT14 -wooden stepping texture ADEL_ -new red card key, title, inter, credit, m_skull and m_doom graphics -unblacklisted the METAL texture variants as I had a bloodied one but it didn't make sense to have all the others blacked out. -new black flat titled VOID -SLIME16 has been changed to the MFLR flat
COOL MAP NAME LIST: -Mourning Wind -Egg Spindle -Pale Shredder -La Petit Mort/Sex and Death -Sacrificial Void -Longshot Hornet
Also regarding Xyzzy01 's map I will definitely be removing that invisible barrier and making the map's area more defined and easier to move in. I like the puzzle element though that red key setup can definitely get glitched. Also bonus points for making the blue key only obtainable at a certain time, which is more acceptable than making the inescapable burning pits that I'm tempted to do time to time .
Post by supercupcaketactics on Jan 14, 2019 11:23:27 GMT -5
Xyzzy01 Don't worry I wasn't planning on making it too open because then it'd be too easy and I know that's not how you wanted your map to play. I was just going to look for what obstacles you can get stuck on and altering some angles maybe. The invisible barrier you start near is going to be edited for sure though (I'll at least make it clear you can't move back there).
To be used with the MBGENESIS_RSW1.3 pack because why not
MAP01: Tethered Homunculus - THE MASTERPIECE I'VE JUST CREATED
MAP02: Minerva Redux - my unreleased map for Forest Swords
Please provide all the feedback including all possible nitpicks. I haven't playtested MAP01 to death so I hope you'll do the rest of the playtesting for me (even made some last changes before packaging). Enjoy!