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Obsidian

MAYhem 2018 - Purple Version!

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Looks neat.

Another progress bump. Been putting this one off a couple days.

 

Screenshots!

Spoiler

Screenshot_Doom_20180513_151835.png.b851d0131f9c3d2015f2ade77525f964.png

The area leading to the exit

 

Screenshot_Doom_20180513_152009.png.b04a5583e57ddc68d2398009460d88ea.png

Same area, different angle.

 

Screenshot_Doom_20180513_152043.png.07d56e12529684ca0e5cff0292a8a69c.png

The final boss room thing whatever.

 

The structure is finished, which leaves only the thing placement before this thing is ready to upload.

Also, GZDB screenshot.

689556716_AC-MAYhemPurpleat2018_05.1315-22-54.600R2787.jpg.aa748ff0840ffb8a841f57921f200a9c.jpg

Not quite as many sectors as the Orange one, but still huge.

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Double-post upload bump.

 

http://www.mediafire.com/file/croxxwklpd319bd/AC-MAYhemPurple.wad

In slot MAP01, difficulty setting implemented, but I've only tested UV.

Word of warning ahead of time, this one can be damn brutal depending on how you go about it.

Also, no secrets this time 'round. Sandbox maps are complicated enough as it stands.

Same deal as Orange, consider this alpha 1. I'll fine tune everything as we go.

Edit: Also, for this one's name, I've settled on Vasiliki Thalassa.

I'll come up with something for the one for Orange eventually.

Edited by Aquila Chrysaetos

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When are the extra textures going to be available? It's kinda slowing down the mapping now (for me at least) and this half of the project is already lagging way behind the other half.

 

Also, i'm getting a corrupted file error on the resource zip linked in the OP.

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Yeah, I'm also waiting more textures in pack. Maybe they could add orange version of textures too for more variety.

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1 hour ago, Myst.Haruko said:

Yeah, I'm also waiting more textures in pack. Maybe they could add orange version of textures too for more variety.

Hear hear, the flats in particular have a depressing lack of purpleness, a purple version of CEIL1_2 or FLOOR4_B/FLOOR5_1 would be pretty nice for me anyway atm, the FLOOR ones do have a few pixels of purple on them but I suspect that is more of a glitch/side effect of the different palette more than anything.

 

edit: oh also I just noticed LITGTHGF is slightly misalligned, I am using it for a light texture of a square light that is perfectly alligned to 64 unit boundaries and the lowest part of the light has a few pixels from the other side which makes it look off center (because it is)

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I also agree with the fact that some textures are just slightly modified texture versions of Doom 2 and that spells few variety. Yes, I know that stock textures are more than enough to make a map and I sound nitpicky but...more variety is welcomed.

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Haha sorry guys, been occupied with stuff recently (and starting a job hasn't exactly helped out on that front). I've been working on it though!! I don't have anything planned IRL-wise for tomorrow or the day after so I can get that hopefully done then. Again, apologies for the delay!

 

Oh I probably should have said so earlier, but do you have any more requests/suggestions for stuff you want in that wouldn't look too out-of-place? I've noted down therektafire's post for starters.

 

I don't think I'll add in orange stuff though. The other project has that covered already.

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4 minutes ago, AD_79 said:

Haha sorry guys, been occupied with stuff recently (and starting a job hasn't exactly helped out on that front). I've been working on it though!! I don't have anything planned IRL-wise for tomorrow or the day after so I can get that hopefully done then. Again, apologies for the delay!

 

Oh I probably should have said so earlier, but do you have any more requests/suggestions for stuff you want in that wouldn't look too out-of-place? I've noted down therektafire's post for starters.

 

I don't think I'll add in orange stuff though. The other project has that covered already.

What about adding some Zoon-purple-paletted textures?

And some of AA textures as well (purple-wise of course)...

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Mmmmmm Zoon and AA use a different, more vibrant purple, so they won't look like they usually would. I'll look through the sets though and see what I can do. I'm kinda surprised I didn't open up AA yet; perhaps the vastly different palette was deterring me.

 

time for palette hell

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19 minutes ago, valkiriforce said:

Hey, I made a map for this. Any feedback regarding balancing the map out would be wonderful.

 

*map*

 

This felt a little confused to me. The size and layout suggests something quite arcadey and fast paced, but the generally low amount of health lent itself to a more oppressive feel. You could go either way - have a low number of powerful enemies and limited resources that put the player on their back foot, or use more lower tier monsters and push the pace up. I liked the pair of Immolators that basically stalked me through the main area while i chipped away at them, and the Plutonia-esque red key middle finger of a trap with the Plasma marines. I must say i felt the area past the teleporters is incredibly basic, almost just a plain square room, and i know you are capable of more interesting mapping than that.

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Is this looking ok aesthetically so far? Any suggestions are welcome. (Keep in mind, I still have a lot left to do in terms of detailing.)

Mayhem1.png

Mayhem2.png

Mayhem3.png

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Not a bad start. Personally, I can abide nonexistent alignment of Stardark when coupled with that manic 45° angle scheme, but the Techgreen looks bad that way; its seams are far more obvious, so it's pretty messy. CC4-tex has a horizontally tiling variant that should work if it's included in the resource set. If not you can try a similarly colored texture in its place, or perhaps the black support textures.

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36 minutes ago, rdwpa said:

Not a bad start. Personally, I can abide nonexistent alignment of Stardark when coupled with that manic 45° angle scheme, but the Techgreen looks bad that way; its seams are far more obvious, so it's pretty messy. CC4-tex has a horizontally tiling variant that should work if it's included in the resource set. If not you can try a similarly colored texture in its place, or perhaps the black support textures.

 

Yeah, texture alignment became a major concern of mine as I was drawing out all those angles. (I just noticed how awful the alignment of stardark looked in the second screenshot. I'm gonna mess with it a bit tomorrow.)

 

I decided to go with this STONE9 texture that was included in the pack instead. Personally, I think this texture fits the aesthetic of the level better than the purple techgren did anyway. I might change the texture again later and mess around with it a bit, maybe when more textures are added to the pack, but I think this is an ok texture for now lol.

image.png.99cd96903e104a3c5dd6a1a42d9a7fc1.png

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19 hours ago, valkiriforce said:

Hey, I made a map for this. Any feedback regarding balancing the map out would be wonderful.

 

fzHFDfi.png

 

dfGS7WE.png

 

download


It only makes sense to save the cells for the immolators (which feel weird in this map tbh), so the cell balance turns out relatively tight. You can't (or shouldn't) really have too much fun with the PR elsewhere. That is what stood out to me. One of the strongest aspects of the combat is the roaming monster element -- the stuff at the beginning, and the grells that can fly around if you don't take all of them out first. Would be fun to see more of that somewhere.

 

Here is a casual playthrough from last night, with the 'route of least hassle'.  

 

surreality_rd_cpt.zip

 

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I actually had an idea today and so I will be building another map (probably to replace the one I've already uploaded) with an entirely different premise and hopefully a much better execution.

I'll post some screenies when I get started and have something to show.

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Bumpity bump bump bump.

 

This one will be a purple void-type because strange abysses in which we find broken apart structures are cool.

Spoiler

iESpigQ.png

 

xqWxt2R.png

 

w0h9MGB.png

 

There isn't much yet, I just wanted to make it known that I have started on it.

Also, GZDB screenie of what I've got.

Z4Opb8p.jpg

It's already mind-bendingly large, everybody, I can see that, but don't you worry, it's not going to be a sandbox type this time. It's actually going to be quite linear.

Hopefully it'll be a masterpiece worthy of the gods semi-success like the one for Orange.

 

Edit: Could we get a couple gothic brick textures? I can finish this without them, the map will just be really grey like the previous, and I think they'll work with what I'm trying to do here.

Edited by Aquila Chrysaetos

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Here are some screenshots of my work in progress mapmhemp1.png.2fbe010bbf64ab8105b2dead07bf8eed.png

Here is the overview of what I have so far

 

mhemp2.png.9b6f5d69b4c080ce5f37096d63a8b92c.png

Here's a shot of the beginning area looking at it form the spawn point, very e1m1 styled :) (which makes sense given that this level is e1 themed). I don't want to spoil too much but lets just say you better be careful or your playthrough could start out with a bang ;)

 

mhemp3.png.ea6e40355b765c7f14c840d26dc3d8ee.png

 

And here is the nukage room which is the first "major" encounter of the map, it is connected to a sewer maze (which you can see on the overview) which I am currently working on finishing up.

 

I'm not really sure what to do with the southern section until we get more purple techbase type textures (if we do at all), I wanted to use as much purple as possible but I guess I could scrap that idea if there isn't gonna be enough different textures to add good variety...

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One more update until tomorrow.

 

Spoiler

UsFEaRy.png

 

hHbCLNm.png

 

RHkuyWq.png

Hope it seems very void-ish.

It's coming out well so far, albeit very slowly.

No worries, though, I'll have it done before June.

Also, GZDB screenshot.

tTZZnss.jpg

Not concrete on a name yet, but I'm thinking Ultraviolet, because purple? And ultraviolet light is beyond the violet end of the visible spectrum. And the word is cool.

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5 hours ago, therektafire said:

<images>

That's so E1M1 than E1M1 itself

5 hours ago, therektafire said:

I'm not really sure what to do with the southern section until we get more purple techbase type textures (if we do at all), I wanted to use as much purple as possible but I guess I could scrap that idea if there isn't gonna be enough different textures to add good variety...

Yeah...I hope that AD_79 can bring more textures. Just we need to be patient for an answer

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Just remaking a map that I had before into this (my part of the map's collab with Myst. Haruko)

cDsR2Ti.jpg

hYXifji.jpg

Pah8RR9.jpg

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Ooh, I wouldn't mind nicking Vesuvius for a map. Pencil me in for that MIDI, I'll make a suitable purplicious map.

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1 hour ago, Aquila Chrysaetos said:

Just made a little purple-fied version of Doom's E4 sky. Is it good for use?

 

If you manage to make that line which seems to cut the sky in half less pronounced it's perfect.

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