rouge_means_red Posted March 20, 2021 (edited) Here's the latest version of my Map06 Themegawad_CP_Storage_7Soul_v5.rar Edit: fixed a possible soft-lock Screenshots Spoiler Edited March 20, 2021 by 7Soul 4 Share this post Link to post
DavidN Posted March 20, 2021 Looks fantastic, Nue :) I'm actually finding 3072x3072 more room than I first thought, but I have a tendency to cram a lot of things very close together - perhaps I could do with spacing them out a bit more... 4 Share this post Link to post
nrofl Posted March 20, 2021 3 minutes ago, DavidN said: Looks fantastic, Nue :) I'm actually finding 3072x3072 more room than I first thought, but I have a tendency to cram a lot of things very close together - perhaps I could do with spacing them out a bit more... If you keep things more compact you could make more room for details like inaccessible outside areas to help make it seem like a location. 1 Share this post Link to post
eLeR Creative Posted March 20, 2021 I would like to ask if the beginning of the map should refer to the previous level in terms of architecture? 2 Share this post Link to post
StarSpun5000 Posted March 20, 2021 Quick question. Say we have a teleport ambush in our map. Does the place the monsters teleport from also need to be within the boundaries or is that an exception? 0 Share this post Link to post
forgettable pyromaniac Posted March 20, 2021 3 hours ago, Ofisil said: @forgettablepyromaniac cool tune. Very OG Doom imo. Is it possible to make it longer, though, even if it is one more minute - tip: synth solos are your friends :) EDIT: It fits with your theme, btw, so if you want I can tag you as a composer for the map If I make it longer, I'll use it. 0 Share this post Link to post
Ofisil Posted March 20, 2021 @eLeR Creative That has been mentioned before. I love the concept (I do that all the time), but we'll keep things simple for this project. Of course, you can always leave some room free, and if the Map before yours is complete, you can then add a fitting entrance. Just keep in mind that's up to you, and by no means a rule. @StarSpun5000 As said in the rules: "Enemy closets" that go beyond the 3072 grid are only allowed in slaughter-friendly maps, 30 & 32 0 Share this post Link to post
continuum.mid Posted March 20, 2021 Here's the first of what will hopefully be several MIDIs by me for this project: D_DM2INT, aka "The Journey Continues." It's simultaneously upbeat and a little menacing. I might "remaster" it a little if it doesn't sound good in-game, but otherwise this is the final version. https://opengameart.org/content/the-journey-continues Let me know what you all think of the track. If you like it, it's also public domain, and free to use in your own projects. 3 Share this post Link to post
Dwimepon Posted March 20, 2021 (edited) 47 minutes ago, northivanastan said: Here's the first of what will hopefully be several MIDIs by me for this project: D_DM2INT, aka "The Journey Continues." It's simultaneously upbeat and a little menacing. I might "remaster" it a little if it doesn't sound good in-game, but otherwise this is the final version. https://opengameart.org/content/the-journey-continues Let me know what you all think of the track. If you like it, it's also public domain, and free to use in your own projects. It sounds great! It feels very heroic, I love it. The OPL version especially is a jam! In other news, Map 22 is already well underway! Since it's so late into the megawad, I thought about making it more of a palate cleanser than anything - a map that's linear and has a bit less enemies that you would expect, kind of like a transition piece between MAP21 and MAP23. I'm also trying to give it a more horror-y vibe, like you're entering inside a cave and descending into the deepest reaches of Hell. Here's how it looks so far! Edited March 20, 2021 by Dwimepon 6 Share this post Link to post
StarSpun5000 Posted March 20, 2021 @northivanastan Man that Midi sounds great! I've always been a big fan of video game music that sounds both dark and upbeat. It's dark but it also feels encouraging. I think it would make a perfect level intermission song. 1 Share this post Link to post
Ofisil Posted March 20, 2021 34 minutes ago, StarSpun5000 said: @northivanastan Man that Midi sounds great! I've always been a big fan of video game music that sounds both dark and upbeat. It's dark but it also feels encouraging. I think it would make a perfect level intermission song. My thoughts exactly. It has that "I must keep on fighting" vibe. 1 Share this post Link to post
StarSpun5000 Posted March 20, 2021 (edited) I just realized that me and @DavidN's maps both start off somewhat similarly. Specifically that the player starts off in a small room and has to hit a switch to move the walls and reveal some monsters. That was completely unintentional. 0 Share this post Link to post
Ofisil Posted March 20, 2021 Ok people, check @7Soul's map, and take notes. If we continue like that the megawad will be a blast. Kudos man. Excellent use of ammo and enemy count/placement, great secrets, awesome detailing. 1 Share this post Link to post
Ofisil Posted March 21, 2021 @A.H. Sankhatayan great opener. Again neat detailing, nice and balanced gameplay, good placement of enemies/secrets. This is what I was talking about when it comes to the chosen size limit: small, but with enough room to be creative. The things I reccomend changing: #1 The "welcome commitee" in the airplane should probably face the other way around, as getting attacked from the very second of this kind of map feels unwelcoming #2 Since this is mostly filled with hitscanner enemies, either delete 5 or so of them, or turn them into imps, or just add two-three extra healt items #3 Either make the crusher have a higher ceiling to provide the chance to avoid it, or indicate that sth is wrong with some 'bloody messes' underneath. Nice use of blood on a tek-base btw. 0 Share this post Link to post
rouge_means_red Posted March 21, 2021 (edited) @A.H. Sankhatayan Great map, excellent use of the theme and great detailing, I couldn't stop staring at the office supplies :P The strawberry-flavored jelly coming from the tube was a pretty nice trick too I played on CrispyDoom in UV diff and I found the balance to be really good, I'm not particularly good at Doom but I was never under 50% HP, and I was able to react to the traps based on sound, so I was never caught in an unfair situation. I got all secrets and all kills My only issue is with the green armor when you teleport out of the plane. The platform it's on is just barely over 24 units high so you can't walk to it, even though it looks like you should be able to Edit: forgot to mention, the shells box in the drawer is kinda awkward to get. I had to bump the side to pick it up, as walking on top of it wasn't registering the collision Edited March 21, 2021 by 7Soul 0 Share this post Link to post
Ofisil Posted March 21, 2021 @A.H. Sankhatayan didn't notice @7Soul's issue as I run for it and got on the platform right away, but when you approach it from another angle that doesn't work. 0 Share this post Link to post
Ofisil Posted March 21, 2021 (edited) Uploading two MIDIs from my library with the purpose to for them to be used in MAP 01 - check it out if u can, especially u @A.H. Sankhatayan Thanx MAP01 MIDI PICKS.zip 0 Share this post Link to post
StarSpun5000 Posted March 21, 2021 (edited) Alrighty I feel like now is a good time to show off what I have currently. I only have about half of the required space filled but It will soon be much larger than this. Edited March 21, 2021 by StarSpun5000 : Forgot to add screenshots 4 Share this post Link to post
continuum.mid Posted March 21, 2021 (edited) I also had some ideas for the MIDI for your map @A.H. Sankhatayan, if you are interested. I was thinking something fast-paced that used the organ and the piano, kinda like Muzak but with the opposite effect of getting the blood pumping for some combat. Edit: I've started making something like that, even if it doesn't get included the idea interests me creatively. Great map btw. I love the detailing, especially in the airplane where the level starts. Edited March 21, 2021 by northivanastan 1 Share this post Link to post
Dwimepon Posted March 21, 2021 Hey @7Soul, I played your map! Really good, loved the level of detail and ESPECIALLY those little ledge things you did with the step middle textures. You definitely got a lot of mileage out of the reduced space, congrats! I did find a HOM around here, though, just thought I'd let you know. Also, I finished making the "base" of MAP22 - it's now playable from start to finish, but it looks pretty rough. I'll try to add a few details and secrets here and there! It's probably not going to be a very traditional level, with a (very) low enemy count and, a linear layout and a spooky mood, but again I'd rather make something simple but interesting than overestimate my map making skills. I'll probably try to upload something tomorrow! 0 Share this post Link to post
forgettable pyromaniac Posted March 21, 2021 Ooo! Hey, would you want me to make a Hud, or any custom sounds (like for picking up items, ect)? I can do that tommorow if you throw me an idea for what you want, @Ofisil. My idea was maybe a CRT-TV as the center thing, using the computer textures for the background for the hud, and the edges as SUPPORT3, but if you have any other ideas, throw them at me. Also, workin' on making that midi a bit longer, but I dunno if I could use it for my level. If you wanna see if it would work for any other map, though, that would work, because my map is a bit long, and the music is a bit short. 0 Share this post Link to post
Fiendish Posted March 21, 2021 I've made a lot of headway working on map 19 today and yesterday. I decided to make a corrupted power plant, and wanted to share some screenshots of my work in progress. I've started the detailing but still plan to do plenty more, especially adding more corruption. The map is not quite playable yet -- I still need to figure out the bottom section, but that shouldn't take me too much longer. Spoiler 2 Share this post Link to post
DavidN Posted March 21, 2021 Amazing, I love the offset section in the top right corner - I’ve wanted to get better at including odd angles! @Ofisil, I meant to say when @Fiendish posted, he accurately said he’d only released one map but have you seen the thing? It’s absolutely prodigal :) 1 Share this post Link to post
E.M. Posted March 21, 2021 Here's my contribution. I normally fill my maps with lots of monsters, but I knew I couldn't do that this time around, so I had to make my map hard in other ways. Namely, I made the ammo scarce. Tested with Crispy Doom and GZDoom. It all fits nicely within the specified 3072^2 area. I had to delete the measurement lines after I finished laying out the map because GZDoom was acting up about it. Spoiler https://www.mediafire.com/file/ekbjbvjakjcfrk4/THEME-GAWAD-EM-MAP23-V01.zip/file 3 Share this post Link to post
nrofl Posted March 21, 2021 (edited) 49 minutes ago, Fiendish said: Hide contents Do make sure that left section doesnt overload the vanilla game (250 sectors is the overload iirc) 0 Share this post Link to post
Spectre01 Posted March 21, 2021 9 minutes ago, nue said: Do make sure that left section doesnt overload the vanilla game (250 sectors is the overload iirc) This is a limit-removing project, so that shouldn't be an issue. 2 Share this post Link to post
Ofisil Posted March 21, 2021 (edited) 5 hours ago, forgettablepyromaniac said: Ooo! Hey, would you want me to make a Hud, or any custom sounds (like for picking up items, ect)? I can do that tommorow if you throw me an idea for what you want, @Ofisil. Thanx for the offer man, but we'll keep things "classic," at least not until theme-gawad #2 ;) @Fiendish looking good! @I will test it today or tommorow. Not a WIP, correct? 1 Share this post Link to post
Kurogachii Posted March 21, 2021 11 hours ago, Dwimepon said: It sounds great! It feels very heroic, I love it. The OPL version especially is a jam! In other news, Map 22 is already well underway! Since it's so late into the megawad, I thought about making it more of a palate cleanser than anything - a map that's linear and has a bit less enemies that you would expect, kind of like a transition piece between MAP21 and MAP23. I'm also trying to give it a more horror-y vibe, like you're entering inside a cave and descending into the deepest reaches of Hell. Here's how it looks so far! What an odd caterpillar.. 0 Share this post Link to post
Dwimepon Posted March 21, 2021 1 hour ago, Kurogachii said: What an odd caterpillar.. And a mean one, at that! :p @A.H. Sankhatayan I played your level and it's a pretty good opener! Very nice detaling, very Build Engine-y in places, I really like it. As Ofisil said, you should probably either remove the enemies at the beginning or make them stand the other way. I would also recommend you to replace a few hitscanners around the level by Imps or Pinkies - hitscanners reduce the pacing and speed of a map by design. It's fine normally, but your MAP01 feels speedy and energetic rather than slow and methodical so, I think it would fit better! Finally, I think I found a softlock? If you go into the blood goo pool before you trigger the switch to raise it, you're stuck and have to either noclip or reload a save. I think having a lift here would be nice, unless there is one and I just didn't notice it because I'm dumb. In any case, everyone is doing incredible work! My map is way less detailed and interesting right now, so I'll do my best to make it worthy of this megawad!! 0 Share this post Link to post
Dragonfly Posted March 21, 2021 I see a call for MIDI's. Thought I'd pop in and shill my shit, heh - I recently released a MIDI album of sorts, link below. You can use any tracks from here except for 3 tracks as they're allocated to other projects for now - those tracks are "Rainfall", "Macro" and "Hourglass". :) 4 Share this post Link to post