Scypek2 Posted October 19, 2018 After taking a break for quite a while, I finally made some more progress on my entry! There's a lot going on in here, for sure. The map is 2.48 megs in size right now, and I don't think I ever went beyond 100 consecutive tags before. But now I'm at 136. There's a lot of height and light transfers that contribute to that. My earliest plan involved making a whole big city, but I scaled it down to a single huge building and it's still ridiculously complex. I love it. 14 Share this post Link to post
Chainie Posted October 23, 2018 (edited) Map name: Defence Map # : MAP08 Tested with: prboom+; Doom2.exe compatibility : Vanilla download and demo : https://www.dropbox.com/s/ab2362xp52wyus0/Defence.zip?dl=1 time taken : a week 6 Share this post Link to post
Scypek2 Posted October 29, 2018 Do you have thoughts on what would be a good way to implement an optional skip that would be relatively easy to notice and use when replaying the map, but also unlikely to have the player use it on the first playthrough? My current implementation is just an unmarked switch-activated teleport, but there's writing on the automap that says "press use to skip intro". I imagine that players redoing the map would be more likely to get bored and turn on the automap (there's not much movement possible at the very beginning), seeing the message and reading once they zoom in. And if a player notices it on the first playthrough, the unambiguity can let them make their own choice. I was thinking about some other options (such as a switch rising from the floor once it's all over - but that relies on the player knowing about the infinite height switch mechanic), but this automap message seems the most attractive because of the unambiguity. I guess the biggest question is how to make the player check the automap... maybe some floor writing that's visible both on the map and as an actual texture. 1 Share this post Link to post
rehelekretep Posted October 29, 2018 you could put a massive abstracted symbol of an automap in the background of the opening area? 0 Share this post Link to post
JadingTsunami Posted October 31, 2018 Here's my submission. I found the constraints fun to work within. I tried to make something brief but (hopefully) fun and that tells a short story. timelord Advanced engine needed: Boom Music: Muse - Knights of Cydonia Single Player: Designed for Cooperative: No Deathmatch: No Demo: included Difficulty Settings: Yes Build Time: 1 week Editor(s) used: SLADE 3 Tested With: PrBoom+, GZDoom Bugs: You can run and bump-get the first sphere before fully lowering the platform, but I liked how it looked so I didn't fix it. Description: A brief journey through time. Spoiler 2 Share this post Link to post
cannonball Posted November 4, 2018 Okay, here is a map which I could at least beat made at some point this year. The demo is in the zip file. Map name - Pillbox Limit removing Music - Waltz of the demons by Robert Prince Designed for - Single player Difficulty settings included dmp2018cb.zip 4 Share this post Link to post
Philnemba Posted November 9, 2018 So here is my submission that I promise earlier this year. Its actually a collection of three 30+ minute speed maps into one big map so this was a good opportunity to use them instead of wasting them on my PC. Map name: Pathway of Rejection Advanced engine needed: none its a vanilla map tested on Chocolate Doom Music: Shovel Knight - Strike the Earth! Plains of Passage Designed for: single player but there are coop starts included but untested Difficulty settings: none but tested on UV Spoiler PhilDWMP18.zip 4 Share this post Link to post
Danlex Posted November 12, 2018 DMP18da.zip Map Name: Carnage Designed for: Single Player Music: from Tarakannik 3 Build Time: 1 day Difficulty Settings: Yes Demo: UV-Max in 2:39 Hope you enjoy. 6 Share this post Link to post
pcorf Posted November 16, 2018 Just deciding to spring off a surprise here but don't get too excited yet. I made a tough map intended for this project but I am still unable to beat it at this moment. I nearly reached the exit though only due to a stupid mistake to my poor playing skills. There is no guarantee you'll get it. I have 6 weeks to beat it, if not it misses out and is released standalone or in the 2019 Mega Project if no demo is required. 2 Share this post Link to post
pcorf Posted November 16, 2018 (edited) I HAVE SUCCESSFULLY COMPLETED A MAP WITH A DEMO! Map name: Brutana Files Included: brutana.lmp, brutana.txt, brutana.wadAuthor: PcorfCompatibility: Limit RemovingTested in: ZDoom 2.8.1 (Doom strict) and Prboom-Plus Single Player: Designed For Co-op: Player Starts Only DM: No startsDifficulty settings: YESBuild time: A few daysTools used: Doom Builder 2.1, XWE 1.16Resources: None (Uses standard Doom 2 textures)Music: Parhelion by JimmyComments: A very hard map with nasty ambushes galore. UV is for experts. Features every monster type from Doom 2 and finding the secret areas are vital! Demo: Recorded in Prboom-plus using complev2, Long play with 100% kills, 100% items and 100% secrets. DOWNLOAD IT HERE! SCREEN SHOTS (No Monsters) Edited September 18, 2019 by pcorf 13 Share this post Link to post
tmorrow Posted November 16, 2018 Congratulations @pcorfon uvmaxing your challenging map. I thought you were doomed when you got stuck in the exit when the invulnerability ran out, but you managed to prevail. I look forward to taking your uvmax challenge once the project is released. 2 Share this post Link to post
Pegleg Posted November 16, 2018 4 hours ago, pcorf said: UV is for experts. Congratulations on joining the ranks of the experts. 1 Share this post Link to post
pcorf Posted November 17, 2018 (edited) 5 hours ago, Pegleg said: Congratulations on joining the ranks of the experts. I don't call it expert. I think expert is somebody who is very skilled and plays fast through a level in the style of a TAS (Tool assisted speedrun) demo (yes it's kinda funny as I do live in TAS Australia). I'm just a very cautious player and as you can see it was a struggle, like falling into the slime midway through the level (the reason the radiation suits are there) because I was not used to the prboom-plus controls with the mouse as I often play in Zdoom. Usually when I play through megawads I usually load game / save game. And yeah, what made this even more fun was that one of the Arch Viles resurrected some ghost monsters including a Hell Knight. I think an expert should be able to beat this while avoiding the secrets, some which are fairly well hidden. I was temped to make a Doom 2 level because I've been working on so many UD levels (Next ADO) over the last year or so. Edited November 17, 2018 by pcorf 0 Share this post Link to post
Scotty Posted November 22, 2018 Things go wrong for Doomguy when he goes out for a nice quiet game of snooker. Complevel 9 147.zip 3 Share this post Link to post
Korozive Posted November 23, 2018 15 hours ago, Scotty said: Things go wrong for Doomguy when he goes out for a nice quiet game of snooker. Complevel 9 147.zip LOL 147 I get it. 0 Share this post Link to post
Killer5 Posted November 25, 2018 Underhalls From Memory limit removing info in txt Download: https://www.dropbox.com/s/oz734vjts8q7ik3/underhalls_from_memory_final.zip?dl=0 Screenshot: 7 Share this post Link to post
Walter confetti Posted November 25, 2018 On 11/22/2018 at 11:47 PM, Scotty said: Things go wrong for Doomguy when he goes out for a nice quiet game of snooker. Complevel 9 147.zip Funny map, even if I don't get the 147 joke Spoiler Over the ending section with 147 secrets 0 Share this post Link to post
riderr3 Posted November 29, 2018 I can't believe there 20 submitted maps already. Keep it up. 0 Share this post Link to post
Netherstorm Posted November 29, 2018 (edited) Title: Cavern Complex Author: Netherstorm Compatibility: Boom (complevel 9) Tested with: PrBoom+, GZDoom Editors used: GZDoom Builder Music: Upper Brinstar (Plant Overgrowth Area) from Super Metroid Build Time: 2-3 weeks Description: Haven't created a map in a long time, but I thought I'd submit something here. Download: https://www.mediafire.com/file/k21pc030tuyri0u/caveplex.zip/file Edited November 30, 2018 by Netherstorm 4 Share this post Link to post
Malrionn Posted November 30, 2018 A work in progress of my entry, a limit-removing map, if I can finish it this year (screenshots done with Crispy Doom) : 6 Share this post Link to post
Scypek2 Posted November 30, 2018 (edited) Pretty nice! Gotta love some big multi-level crate mazes. Maybe wouldn't play a megawad composed entirely out of them, but it's always plenty of fun every once a while. I finally finished the optional intro of my map, now I can fully focus on the final section! Here's some xtreme detail I made. It was a game changer for me to discover that slime trails only result from diagonal lines. And so as long as I keep stuff orthogonal, I can go wild! 4 Share this post Link to post
gaspe Posted December 6, 2018 This year I did it. More than 20 maps is a nice outcome for the project and with these rules. Name: Okura Swamps Download: okuswamp.zip Compatibility: Limit removing Demo: recorded on prboom+ 2.5.1.4 with complevel 2 Midi: Slipper - by Mark Klem Description: A rather short level made with an old-school vibe in mind. 8 Share this post Link to post
Philnemba Posted December 7, 2018 22 hours ago, Walter confetti said: Love that switch skull detail For a second there I thought those were monster spawning cubes XD 3 Share this post Link to post
94's the best style Posted December 10, 2018 Decided that it was finally time to start finishing up my vanilla entry, which was mostly completed back in February. The time gap really allows me to look at my map from a new angle. 2 Share this post Link to post
Havoc Crow Posted December 15, 2018 Name: Azazel InstallationDownload: https://www.mediafire.com/file/1lz6h30qia9c85h/azazel_installation.zip/fileCompatibility: Limit-removingMusic: "Taskforce" from Rise of the TriadNotes: Title created with exl's random generator. Compatibility with coop/deathmatch has been provided, but not tested extensively; play at your own risk. 6 Share this post Link to post
Pinchy Posted December 19, 2018 The STUCC Build time: 7 hours Midi: James Paddock - 30in30 - Walking Through Heck.mid Notes: Coop starts, difficulty settings, automap cleaned 1 Share this post Link to post
Scypek2 Posted December 19, 2018 Well... it seems that my map is complete at last! Now all that's left is testing, testing and some more testing. But I've tested it a lot already and it continues to be enjoyable! 2 Share this post Link to post
TimeOfDeath666 Posted December 22, 2018 Title: Flaccid Beginnings Author: TimeOfDeath Format: boom Build Time: 2 weeks Comments: I forgot to check if ESP2 won a cacoward this year. 13 Share this post Link to post