40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Sept 29, 2017 22:34:38 GMT -5
Mutiny Mission Pack is a work in progress mapset designed to extend the cacoward winning 16-level, Limit Removing Community Project Episode for Doom 2 to a complete 32 level megawad. Mutiny features new colorful, high contrast, (intentionally retro) textures inspired by the works of Iika Keranen and Anthony Czerwonka, complete with plenty radioactive signs, warning stripes, computers, slime, and rust. Special thanks to Gothic, Jmickle666666666, and nxGangrel for their contributions! >>> DOWNLOAD RESOURCE PACK v19b <<<MUTINY NEEDS YOUR HELP. At the moment I have 3 completed maps and some works in progress. Please let me know if you would like to make a map! You may also opt to complete one of the below WIP maps as well permitted that you let me know. I'm willing to collaborate with anyone who would like to work in a pair or in a group. I have plans to make a couple hub based maps which would be a good springboard for collaborations SUBMITTED MAPSGravity Well - 40ozUntitled map - 40ozUntitled map - 40ozUntitled WIPUntitled WIPUntitled WIPUntitled WIPMAP LIST-- Green Tech Sky --MAP32 -- Red Star Sky --MAP16 MAP17 MAP18 MAP19 MAP20 -- Green Tech Sky --MAP21 MAP22 MAP23 MAP24 MAP25 MAP26 MAP27 MAP28 MAP29 MAP30
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Deleted
Deleted Member
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Post by Deleted on Sept 30, 2017 0:45:40 GMT -5
Well ain't this sexy! Looking forward to seeing more of this, I enjoyed the fuck out of the first 16 maps of Mutiny. I can already tell by the screens that this is going to be tremendous, don't let me down you glorious cunts 🍻
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Post by deathevokation on Sept 30, 2017 5:34:23 GMT -5
Hey man, don't forget Turn in your Grave! It's only compatible with a red star sky, so I'd like for it to be in that episode, please.
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Deleted
Deleted Member
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Post by Deleted on Sept 30, 2017 12:04:56 GMT -5
Hey man, don't forget Turn in your Grave! It's only compatible with a red star sky, so I'd like for it to be in that episode, please. I second this post. TIYG is awesome.
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Post by deathevokation on Oct 1, 2017 8:30:22 GMT -5
Thanks man. : ) I'll upload it a bit later tonight if anyone's interested in playtesting, it's a "finished" and fully functioning map, but there's going to be some areas that I'm going to brush up on. It might require a third mapper to add the final layer of polish, since I'm worried that my perfectionism and OCD might lead to it losing it's abstract art direction and 90's feel.
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Deleted
Deleted Member
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Post by Deleted on Oct 1, 2017 8:37:34 GMT -5
Do it deathevo, I'll need something to play after memfis' map when I get back to a land down under next week.
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Post by deathevokation on Oct 1, 2017 15:03:48 GMT -5
Thanks mate, I'm looking forward to hearing what you think, a lot of the map/monster placement was done by a much younger and edgier deathevokation.. so some of the monster placement is going to be especially cruel. ;) Thankfully valkiriforce played a big role in this map so you should enjoy at least part of it. haha
(link removed)
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40oz
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Posts: 6,105
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Post by 40oz on Oct 7, 2017 21:23:19 GMT -5
Whoa, sick map! I don't remember seeing this one! Thanks guys, this is a perfect addition to the pack Here's some screenshots for those just browsing.
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franckFRAG
Doomer
French doomer and mapper. Author of Swift Death; Muskadet; Plutocracy...
Posts: 36
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Post by franckFRAG on Oct 17, 2017 5:07:24 GMT -5
Nice to see that Mutiny will become a megawad! Maybe JCD and me are going back on our map, and this time finish it
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Post by deathevokation on Oct 17, 2017 10:06:23 GMT -5
Nice to see that Mutiny will become a megawad! Maybe JCD and me are going back on our map, and this time finish it Damn, please do! Would love to see my name beside yours and JCD's. :)
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Post by valkiriforce on Oct 18, 2017 9:56:40 GMT -5
Ah, it's nice to see Turn In Your Grave is finally out there - sometimes I forget about that map, lol.
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40oz
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Posts: 6,105
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Post by 40oz on Oct 21, 2017 7:40:07 GMT -5
If any of you are interested in mapping, but not for any major commitment, i'd like to pitch a map idea -- the map would be some sort of central hub with 4 teleport gates. You have to go through each of three teleports to get each individual key, then the fourth teleport takes you to an exit room where you need all three keys to exit. Very similar to the hub style of Quadruple Threat or MAP02 of Operation BIOWAR.1. You can make a very small map 2. You have the freedom to work on a part of a map without other mappers interfering with your work 3. It won't take very much time 4. It doesn't have to be thematically consistent with the rest of the map. I'll get started on the opening hub so you guys can have a look. You can you work on your own map in a separate file. Make sure your map has a keycard in it and that you can exit through a teleport pad. I'll simply replace the player start with a teleport destination, and the exit lines with teleport lines back to the hub.
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 719
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Post by nnn✓ork on Nov 1, 2017 17:06:50 GMT -5
Hey, I've got this unfinished map just stitting around. I guess it kinda looks like an abstract oil rig in the middle of an ocean. I flood-filled it with mutiny textures to see how it looked, no heavy detailing or anything. If you are interested in using it, 40oz , I'd be happy to donate it as a base for a map (unrelated to the request your previous post.) nv_OilRig_base.wad
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40oz
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Posts: 6,105
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Post by 40oz on Nov 2, 2017 6:38:21 GMT -5
Thanks for the the interest, nv! It looks great from that screenshot! I'll have a look at it this weekend. It looks simple enough to work with which is a good sign. Thanks for the donation!!
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 719
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Post by nnn✓ork on Nov 2, 2017 16:23:46 GMT -5
Cool. The map also includes some rough-draft progression and some monsters (currently very linear), no exit though. If any person picks it up who is confident with their skills, I wouldn't mind them reworking any amount of it. As long as they have a vision, I don't mind the map getting molested to pulp by the hands of a skilled mapper; a finished okay map is better than a forever-unfinished ideal of a perfect map For sake of more context (not to force art direction): the initial vision I had is somewhat similar to what's currently there, but with a couple of additional Doom2: Gotcha! style island constructs in the nukage to serve as optional departures from an otherwise linear map. There is a chance I can return and help collab, but probably not this month; maybe in the future.
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40oz
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Posts: 6,105
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Post by 40oz on Nov 3, 2017 7:36:46 GMT -5
MAP20: Gotcha! sounds a lot like what I had in mind. I can definitely keep it in that spirit. I might need a few days, but I'll draft up some options that I think the map could benefit with and keep you in the loop before I go gung-ho on finishing it
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Jan 18, 2018 22:08:12 GMT -5
Well it looks like I have an excuse to resurrect that old city map I tried to make like almost three or so years ago. Here's some screenshots
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Jan 19, 2018 8:14:53 GMT -5
Whoa, that's so weird. One of the first maps I ever tried to make was a city map to play deathmatch in with bots. It looked almost exactly like that but with E1 textures instead. I really like the looks of it! A fun non linear MAP13 Downtown remake with cybertech textures seems really cool.
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Mar 20, 2018 10:03:21 GMT -5
Oh man, i never thought this was gonna happen! Also never knew there were links in the OP. Good luck on the project, seems like my kind of thing, even though i'd like to add strain like enemies myself when i start getting used to editing
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Mar 26, 2018 7:38:21 GMT -5
This is taking too long isn't it? I've been hopeful that I'd get more map donations, because I get concerned that people would get bored of playing too many of my maps in a row. But I have a bunch of WIPs that I can finish up and fill in the remaining slots if that means people will get an actual release at some point. Turn in Your Grave by valkiriforce and deathevokation is awesome, and noisyvelvet's WIP is kickass too. I could make some quick tiny maps to finish things up.
If anyone's interested, I was thinking of making a hub map similar to MAP02 from biowar.wad, where there's central hub with 4 teleport gates, where one is the exit door that requires all three keys, and the other three teleports take you to one of the three keys. All I would need is three people to each make a tiny bite size map where you start on a 64x64 teleport gate, do some stuff and kill some monsters to get a key, and have a way back to the gate. I could just cut and paste the thing right into my hub map.
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Mar 26, 2018 8:31:13 GMT -5
This is taking too long isn't it? I've been hopeful that I'd get more map donations, because I get concerned that people would get bored of playing too many of my maps in a row. But I have a bunch of WIPs that I can finish up and fill in the remaining slots if that means people will get an actual release at some point. Turn in Your Grave by valkiriforce and deathevokation is awesome, and noisyvelvet's WIP is kickass too. I could make some quick tiny maps to finish things up. If anyone's interested, I was thinking of making a hub map similar to MAP02 from biowar.wad, where there's central hub with 4 teleport gates, where one is the exit door that requires all three keys, and the other three teleports take you to one of the three keys. All I would need is three people to each make a tiny bite size map where you start on a 64x64 teleport gate, do some stuff and kill some monsters to get a key, and have a way back to the gate. I could just cut and paste the thing right into my hub map. Heh, 40, i think i have got a problem with staying focus on something, i keep wanting to map with so many different concepts, i dunno which ones to do, and i havent even release anything yet! Also there a schedule and stuff, but irl reasons are lame, right?
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40oz
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Posts: 6,105
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Post by 40oz on Mar 26, 2018 8:58:27 GMT -5
Yeah its unrealistic to be an adult and ultra-productive in the Doom universe all the time. I've heard a lot of people run into a similar problem you're having where they have too many ideas and not enough space in a map to incorporate all of them. My earliest attempts at mapping was for some basic deathmatch maps for me to play against bots (they were terrible.) Then after playing Alien Vendetta and Kama Sutra I decided I wanted to make a megawad and I got about 3 maps into it before I started running out of inspiration. My first couple actual releases were called "Play When Bored" because I was sick of all the time I was spending on mapping and not getting anything done, so I set my bar pretty low and made something very short and simple that was well below what I believed I was capable of, but I just wanted release something. When I started getting feedback it gave me lots of ideas for new maps to make and what skills to work on, and then I continued making more small maps until I eventually devoted my attention to bigger and better projects until I got where I am now. The kind of people who almost never release anything but magically show up out of nowhere with a giant amazing map or a one-man-megawad make no sense to me. They must be wizards or something. Once people start recording demos, posting screenshots, and making direct comments on something you made, telling you what's good and what you should work on, it's super rewarding! I would highly recommend starting with something really small and basic. Aim below what you believe is your best work, because it's likely that someone will see a lot more potential in it than you do. I got some fans of my work pretty early on; long before I was capable of making the kind of maps I make today. That really gave me to motivation to continue. I think you should probably toss the thought of trying to get all of your ideas into one map and think about simplifying them and breaking them apart so you can use each one on a variety of small individual maps. If you're not sure you're on the right track, just post some screenshots and whatever you're not sure you are doing right in Mapper's Workshop, maybe we can help you figure out what to stay focused on
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Post by deathevokation on Mar 28, 2018 11:27:46 GMT -5
Well... I have 2 unreleased midis by Primeval that both deserve a home; they're both pretty awesome and have his trademark song structure, they'd fit in perfectly with this project given that his style works well with classical maps. I don't mind donating them. Maybe we should cross post this to the French Community? Also, franckFRAG , where are youuu??
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