joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Oct 4, 2017 18:37:53 GMT -5
Images of all the maps so far : MAP01 i.imgur.com/Jir9n90.pngMAP05 i.imgur.com/nC4GKhu.pngMAP13 i.imgur.com/ohvsJm7.pngMAP25 i.imgur.com/VELUjaU.pngMAP27 i.imgur.com/XowVnkN.pngMapping rules : -Must use Doom 2 as the Iwad -Must be Boom compatible -Must use cc4-tex.wad texture pack (can be found here) and/or stock Doom 2 textures (alterenative skies will be provided for each episode later) -Use one of the many themes provided to be the majority of the map (Themes provided in the map list) -The final map of each episode must have a death exit as a non-secret exit (Except for MAP30, this rule also applies to MAP31 and MAP32) -The final map of each episode must have no invulnerabilities [Except for MAP30 (this rule is here incase the player has the invulnerability while going for the death exit (rule won't apply to a map that uses the telefragging voodoo doll technique), this rule also applies to MAP31 and MAP32] -Must have an exit and the player start spawn -Mustn't use nazis (outside of secrets and the secret maps, commander keens may be used only if aren't seen in regular maps) Mapping tips (that I could otherwise include in the map myself) : -Death exits should be a cutscene connecting to the next episode's theme -Use custom music with less than a megabyte in size. -Implement difficulty settings -Should be multiplayer compatible -Should have a title -MAP15 and MAP31 should have secret exits -The slaughterfest maps don't require a ton of monsters, the Scythe series never exceeded the 1000 monsters counter, you don't have to exceed that limit for the map to be considered a slaughterfest, but feel free to do so if you're an extremist -Have it bugless -Have at least one item and secret Maps so far : -Short maps. Rural areas/villages MAP01 : " Going Nowhere Fast"* by joe-ilya MAP02 : " Village Shrine"(WIP) by Redead-ITA and Memfis MAP03 : Open MAP04 : " The Fortress In The Forest"(WIP) by Deadwing MAP05 : "Library of spells"* by D0paminecloud Dry wild west MAP06 : (untitled)** by walter confalonieri MAP07 : Open MAP08 : " SuXe"(WIP) by bzzrak MAP09 : (untitled)** by Crunchynut44 MAP10 : " Bad religion"(Close to WIP) by Lo_Mein -Adventurous and explorational maps Spaceships MAP11 : (Untitled)** by Zendos MAP12 : (Untitled)** by StormCatcher77 MAP13 : "From planet to planet"* by joe-ilya MAP14 : (Untitled)** by Surreily MAP15 : (Untitled)** by JSO x Urban environments at night MAP16 : " The neighbourhood" by joe-ilya MAP17 : (Untitled)** by meatman12 MAP18 : ( Untitled)(WIP) by Mr.Enchanter MAP19 : (Untitled)** by cortlong50 MAP20 : (Untitled)** by MAN_WITH_GUN -Slaughterfests Nature/aztec MAP21 : Open MAP22 : Open MAP23 : Open MAP24 : Open MAP25 : "Twilight Sparkle massacre"* by joe-ilya Hell environments MAP26 : Open MAP27 : "Slaughterhouse"* by joe-ilya MAP28 : Open MAP29 : Open MAP30 : Open *These maps are in the same wad file. **These maps are unpublished. Secret levels
MAP31 : Deathmatch environment (a mixture of materials ; wood, marble, dirt, grass, fire, bricks, metal, rock and greenwar/dwango) : (untitled)** by Outrageous Videos
MAP32 : A super secret level by joe-ilya (final release only) Ideas for maps : MAP03 - Going by a grand structure in several ways for 3d effect and interactivity. MAP04 - A dungeon with troops suffering in different ways. MAP19 - A ghetto on fire MAP24 - Going lower and lower, and then into the metallic core of the earth MAP22 - An exposed underground structure visible open from above the ground (it's digged out) MAP29 - Climbing and jumping into a volcano. MAP30 - Inside a volcano riding skulls and mortar over lava while fighting a boss or a few. Story : UAC decided to get onto another experiment into getting rid of the continous invasion of hell, so they got their favorite doomguy, but instead of commanding him in person, the company decided to hypnotize doomguy so he won't have to feel exhausted during his mission. Now you're a UAC scientist who controls the hypnotized doomguy via a sense controller that was taught to the hypnotized doomguy and to you by the experiment founder.
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Deleted
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Post by Deleted on Oct 4, 2017 18:53:39 GMT -5
Good to see ya Joe!
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Oct 4, 2017 19:29:47 GMT -5
Hey dude.
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Justince
Doomer
Professional Face-Puncher
Posts: 495
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Post by Justince on Oct 4, 2017 19:58:15 GMT -5
Glad you're still working on this project. Welcome Joe!
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Post by deathevokation on Oct 4, 2017 20:12:40 GMT -5
Glad to have you here, man!
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Deleted
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Post by Deleted on Oct 5, 2017 0:20:06 GMT -5
Those screens look cool, Joe! Got my eyes on this project for sure.
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Oct 5, 2017 9:03:40 GMT -5
Ah crap, SuXe! I've completely forgotten that I had to polish that little thing up. :/
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Nov 12, 2017 19:09:37 GMT -5
MAP22 - An exposed underground structure visible open from above the ground (it's digged out) This project could use some love. I'd like to donate a map to this project. The final part is a little tough. Let me know if you think I should soften it a bit. I just now realized the map doesn't have coop starts, and I'm not totally sure if it's multiplayer compatible yet. I'll update it if/when bugs are located. Download - DOOM2.WAD, MAP01, Limit Removing, tested in prboom+ cl2 Music is D_E2M7 from dethmetl.wad
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40oz
diRTbAg
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Post by 40oz on Nov 12, 2017 20:43:02 GMT -5
I have another WIP that I should have done maybe by next week, if you'd like.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Nov 15, 2017 5:12:46 GMT -5
Your map isn't a slaughterfest at all, maybe regular Plutonia difficulty, but not MAP32 Plutonia difficulty. In case you don't know, slaughterfests are maps with big guns, big enemies, big difficulty, big power-ups and big areas. Your map is a cramped, annoying and dull trek through a few catacomb rooms and here's why:
Cramped : The first area was alright with it's size, but the rest of the map is basically MAP24 of Doom 2, with its tiny little catwalks which are impossible to fight over, one wrong step and you're off; not fun. Annoying : The crampedness only compliments this one, not only is it barely possible to fight over the catwalks, it's mandatory too so you'll get a good shot with the SSG and if you fall down (and you will a lot), you'll have to fall down the unnecessarily deep, deep chasm, find the lift, activate it and then wait to rise back to the top in 10 seconds or so, and there are two rooms with this shit, just put teleporters and don't make the fights so uncanny on these forsaken catwalks. That final fight is unbeatable for me, there's too little health, too little space and too little cells to kill all the chaingunners, imps and barons within the same room and angle. Dull : Monsters weren't engaging, the first room was very dull with how many lost souls are boringly packed together just to be wiped out in 30 seconds without much effort, the SSG room was just plain boring (door fights all the time), the crusher room has nice concepts, but were executed in the most unimaginative ways possible, the huge torch area also has a few great concepts that unfortunately were executed in the worst ways possible, it forces you to pick off a few lost souls without much effort for 30 seconds, then walk the MAP24 catwalk while a caco shoots at you straight and you're somehow supposed to know when the catwalk allows you to strafe sideways, then after that you have to do it all over again but with a baron and a revenant this time, which is even worse because now the revenant will shoot homing missles and strafing at the bends wouldn't save you. Make the catwalk wider (128px) and give it a repetitive pattern of bends so that the player can predict when he can strafe or not.
The best thing about the map however are the visuals which are what I'm looking for in this CP.
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Deleted
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Post by Deleted on Nov 15, 2017 5:56:09 GMT -5
Joe you’re a national treasure
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Nov 15, 2017 7:44:32 GMT -5
Ouch, that was a real beatdown of a review. Sorry I guess I missed the part where it was supposed to be a slaughter. I had these little vignettes on hand, and I tried to string them together cohesively. They felt 'underground' to me so I whipped up the start area real quick to make it feel like you were going into an underground tomb.
I guess you don't have any use for it?
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Nov 16, 2017 3:20:41 GMT -5
I gave you feedback with tips on how to make your map appeal to this community project, don't follow it if you don't want it accepted, or just let me heavily modify it.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Nov 16, 2017 10:03:26 GMT -5
... In case you don't know, slaughterfests are maps with big guns, big enemies, big difficulty, big power-ups and big areas. ... ... ... just put teleporters ... ... ... Make the catwalk wider (128px) and give it a repetitive pattern of bends so that the player can predict when he can strafe or not. Out of all of your feedback, these were the only suggestions I got out of it. The rest seems to be you just explaining why you disliked it, but doesn't seem to tell me how I could make it better fit the scope of this project. Sorry, I thought we were mapping for fun here. I'd rather just keep this for another project.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Nov 16, 2017 17:51:18 GMT -5
I didn't know that I had to tell you how to do everything right, I thought you'd think for yourself with the rest of the feedback that I gave you and not just follow my very, very few suggestions, I kinda thought you saw your map as flawed, looks like you think it's flawless. You seem way too pissed just because I rejected your map in its current state, stop that please, map for fun all you want, but in this community project it's not just for fun, it's also for making good fun maps that fit where they claimed in. In case you actually want me to tell you how to do everything right, here goes a list besides the examples you noticed yourself in my pre-previous post: -Change the MIDI, it's too repetitive for me, doesn't have to be a rock MIDI if you're feeling too forced with the selection, I just like rock MIDIs. -Don't be afraid to use the community chest 4 texture if you need it, it's allowed, since it seems you didn't much of the rules. -Add more light variations at the start area, by making the mountain tops lighter the taller they are. -Put some more detail at the start area as well, a few torches there and there, a few more ruins there and there so it won't seem constricted, maybe some tiny caverns in the mountains, or a tiny river in the corner, go wild, make the area look alive, it's really bland. -Additionally, give the player a rocket launcher at the start (preferably behind the ruins). -At the start put cacos and maybe one pain elemental, and perhaps add a few imps besides the rocket launcher. -Please start using Boom format and make it like you're falling into the ruins instead of simply teleporting. -Instead of a switch lowering a hole to fall into, place a detonator connected to some barrels and make it look like you blew up a hole in the ground. -The shotgun area should have an SSG instead with an arch-vile trap and maybe a powerup. -Make the shotgun area wider for more slaughterfest potential and rocket launcher usage. -Keep the green armor trap open, it's unnecessary, instead teleport a few cacos above the player and a few lost souls in players view. -Replace the mechanical light with a torch of a color of your choice and height. -Make the green armor area wider for more slaughterfest potential and rocket launcher usage. -Add detail to the green armor area by putting flags high up on the walls and a pillar of a material and shape of your choice in the middle of the room, and put a marine corpse besides the armor and a gibbed marine corpse in front of the new pillar. -The hole you drop into should be a bloodfall and you should drop into a small blood pond after you fully fall down into the armor area. -Put a few monsters into holes besides the bloodfall so that the player will want to fall down faster. -The SSG area should have the SSG replaced with a soulsphere now that the player already has it from the other room. -The soulsphere trap should lock you down inside for 30 seconds or however big the trap is, because what's a trap if you're not trapped? Amiright? -The soulsphere area should be wider for slaughterfest potential and rocket launcher usage. -The soulsphere trap should also open a couple of monster closets on both sides of the soulsphere bridge with barons in them to block the player from getting across too easily. -Add detail to the soulsphere area, such as a dead marine corpse under the soulsphere to signify it's his soul and some gibbed marine corpses elsewhere to signify a trap coming, no matter how obvious it seems, flag overhangs, torches, pillars, corpses hanging all over the ceilings, and after the trap activates open up fire, flesh/corpses in the walls, make the area look deadly and not just a dull square room with nothing to signify nothing. -Add a few medipacks to the soulsphere. -When the soulsphere is approached, activate a fast crusher, so that the player has to go through it when he needs HP later during the fight. -The small bridges in the side-areas should be much, much wider, the lifts should be replaced with a teleporter into the soulsphere crusher to punish the player for falling and make him be more careful, put imps on the first bridge, and pistollers in the second. -Same bridge rooms should have higher ceilings and holes in the ceilings to remind the player that he's underground, and the walls should just get darker and darker in the bottom and the liquids below should harm the player. -The bridge area without the chaingunner trap should open up a trap of flying enemies and a bit of walking enemies while the bridge is being passed by. -The chaingunner trap is too dickish since damage is usually unavoidable at first, replace them with a few cacos and pistollers. -The trap after the bridges should open up from behind as well so that the player won't be able to camp, additionally, the bridges should expand to the trap as well so the demons will be effective as well. -The dirt tunnels should have torches. -The brown vine area should have more to it, make it bigger, more explorational, more interactive. I really like that area and I think you should expand it a bit more to be more cave-like. -I like the crusher area a lot as well, it just needs more of a punch to it, make the chaingunner trap a dozen of imps coming from various walls, retexture the door texture to be a simple wall so that the trap will be more unpredictable. -Instead of a huge wall simply opening up after you fall down into the lower edge to later allow you to fall down and camp from below, trap the player inside with a floor instantly rising behind the player, enough to allow a cyberdemon to be teleported behind the player under the furthest crusher, to allow the player to progress, make the player push several switches. -Add detail to the area, make the crushers bloody, put hellish elements inside the walls, put torches inside the trap and hanging bodies. -Make the blood below harmful. -Put a small light in the ceiling of the metal vent and a window into a decorative scene with a few monsters inside. -Make the lift after the vent much faster. -Suggestion for a secret : Behind one of the red marble pillars up the lift put a small button that opens up an invulnerability. -Remove the lost souls and the revenant and the demons completely in the catwalk area, they're ineffective, unavoidable and just plain irritating, respectively. -Quickly teleport a bunch of demons behind the player after the catwalk trap activates. -Put a relatively small hole in the ceiling of the catwalk that shows the sky to keep the atmosphere of being just underground. -Make the plasma rifle teleport a bunch of demons behind the player and then a hell knight as a final blow. -Make the tunnel into the last trap be textured with the scrolling face texture to add tension. -Make the last trap actually trap you, it's just too easy to bypass it. -Remove the hitscanners in that same trap, just no. -Replace the megasphere secret with a computer area map, that secret is just too easy, man.
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Deleted
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Post by Deleted on Nov 16, 2017 18:06:20 GMT -5
Joe I love you bro and I think when you learn to understand what respect and gratitude mean you are going to become an unstoppable human being. But for now your arse really needs that army education and the sooner the better.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Nov 16, 2017 18:47:43 GMT -5
I just don't see fit of the map as it is now, maybe I was snarky in a few sentences and my feedback was mostly negative, but I wasn't completely aggressive and disrespectful, was the comment "don't follow it if you don't want it accepted, or just let me heavily modify it." too harsh? If that's the case, fuck me, I didn't mean to look like that, I think I meant to say "If you don't follow my feedback, I won't accept it, but you could also let me heavily modify it for you", maybe saying that previous comment was too commanding.
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Deleted
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Post by Deleted on Nov 16, 2017 19:36:29 GMT -5
Yeah it was that particular comment, so fuck you indeed! It appears you write straight from the top of your head when posting, so maybe read over what you have written and say to yourself the words slowly in your head to consider how the words are going to appear to others.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Nov 17, 2017 10:23:41 GMT -5
OK, I hope I haven't put 40oz completely off, would be a shame to detract such a wonderful member from the project.
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Nov 17, 2017 10:48:16 GMT -5
40oz, maybe you can repurpose the map to fit the Rural area theme, making it eligible for a 01-05 slot?? :]
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Deleted
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Post by Deleted on Nov 17, 2017 14:55:43 GMT -5
MAP25 : "Twilight Sparkle massacre"* by joe-ilya Holy shit, no offence but that has to be the worst unironic map title I've ever fucking seen. That's like calling a map Rainbow Sprinkle Holocaust, it sounds so dumb it undermines everything about it.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Nov 17, 2017 18:25:37 GMT -5
At least it's subtle and not as offensively shallow as you suggest, FFS, you compare it to the Holocaust, Rainbow and Sprinkle which are the opposite of subtlety, if you wouldn't know about MLP you wouldn't even notice the MLP reference, but just the Speed Of Doom one.
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Deleted
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Post by Deleted on Nov 17, 2017 18:34:09 GMT -5
Lol, personally I thought it was a funny and clever name, good Speed of Doom joke. xD
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Post by Olroda on Nov 18, 2017 6:25:25 GMT -5
I've never understood what's so great about My Little Pony, or why it somehow appeals to someone else other than little girls. It's toy horses and some cartoon, right? Aren't you concerned with that others might think that you are a faggot, joe-ilya ? When I grew up that was a bad thing, and if you're russian, I'm sure that it still is. Not trying to offend you here, but I'm genuinely curious, becuse I don't get it.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Nov 18, 2017 16:50:18 GMT -5
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