Shambles Posted June 6, 2021 Sign me up if this is still open for slots! I guess map slots don't matter then, besides MAP07 and 30? 1 Share this post Link to post
Paf Posted June 6, 2021 3 hours ago, Shambles said: Sign me up if this is still open for slots! I guess map slots don't matter then, besides MAP07 and 30? Yeah, I am pretty sure. You can make a Icon Of Sin/Dead Simple map, they just need to occupy a different slot, like I did in my post above. 0 Share this post Link to post
Pegleg Posted June 6, 2021 2 hours ago, Shambles said: Sign me up if this is still open for slots! I guess map slots don't matter then, besides MAP07 and 30? 2 hours ago, Paf said: Yeah, I am pretty sure. You can make a Icon Of Sin/Dead Simple map, they just need to occupy a different slot, like I did in my post above. Given the nature of the Doomworld Maximum Project, there's no guarantee that your map would end up in a particular slot; the map order will depend on how Obsidian decides to compile the maps. If the order is similar to past projects like this, it will be a combination of format and submission date. Thus, if you make a map that relies on one of the things that are hard-coded for those slots, there's a very good chance that your map will end up in a different map slot and will be broken. You'd be better off designing a map that can work in any map slot, regardless of the overall aesthetic. 2 Share this post Link to post
Paf Posted June 6, 2021 16 hours ago, Pegleg said: Given the nature of the Doomworld Maximum Project, there's no guarantee that your map would end up in a particular slot; the map order will depend on how Obsidian decides to compile the maps. If the order is similar to past projects like this, it will be a combination of format and submission date. Thus, if you make a map that relies on one of the things that are hard-coded for those slots, there's a very good chance that your map will end up in a different map slot and will be broken. You'd be better off designing a map that can work in any map slot, regardless of the overall aesthetic. I definitely miscomprehended things in the rules and such, not every map with mancs lower certain walls with such, I should think longer before replying. 0 Share this post Link to post
digithead100 Posted June 8, 2021 (edited) hi there i'd like to submit this map its limit removing and uses cc4-tex.wad its called One Man's Trash and its honestly pretty ugly which is why i'm not including any screenshots this is my first time submitting a map so my apologies if there are any mistakes oh and thanks for the opportunity, i had fun making this https://www.mediafire.com/file/msgojapmj1pcq53/omt.zip/file EDIT- This map was only tested with prboom+. I don't think it works in ZDoom. My apologies, I should've specified earlier. Edited August 17, 2021 by digithead100 3 Share this post Link to post
Ofisil Posted June 13, 2021 I decided to stop working on my current map, as it slows down my main project. Remove my name for now - hopefully I'll find some time to finish it before 2022. Thanx! 0 Share this post Link to post
Killer5 Posted June 17, 2021 (edited) - Edited June 23, 2021 by Killer5 : Using map in other project 7 Share this post Link to post
Xyzzу Posted June 17, 2021 (edited) Here, have a gently modified 3-year-old 100-minute speedmap that's just been sitting on my hard drive. I handpicked some textures from Gothic's Patched Up texture pack and took the MMZ4 Esperanto midi from silentzora. Everything else is by me. Works with -complevel 9. Its name is Placement Pisstake. Hopefully it's a decent 3-minute romp! XYZZYASS.zip Despite the name, it wasn't made for an Abyssal Speedmapping Session :P Edited June 17, 2021 by Xyzzy01 6 Share this post Link to post
Sesamia Posted July 4, 2021 (edited) I've finished my submission: https://drive.google.com/file/d/1Jq5IX1sTE9oIM2agq_sK0FgBDErSaY-C/view?usp=sharing Map Name: Forgotten Station Format: Limit Removing Tested With: GZDoom/Crispy Doom Edit: The music in the map is "Adrenaline in the Blood" by Jimmy. I didn't include a readme in the wad, but I can make one if requested. @TheMightyHeracross The error you listed with textures and pnames should be fixed now. Thanks for reporting them to me. Edited July 4, 2021 by Sesamia 3 Share this post Link to post
TheMightyHeracross Posted July 4, 2021 (edited) @Sesamia Your TEXTURES and PNAMES lumps are messed up, they should have your custom textures loaded as well as all of the stock Doom 2 textures. The map does indeed work in GZDoom and Crispy Doom, but Woof! produces HOMs everywhere, Eternity engine is covered in black-and-white checkerboard textures, and PrBoom and DSDA Doom refuse to load the map at all and instead crash the program. 0 Share this post Link to post
Awall Posted July 6, 2021 Map Name: Goin' Deep Format: Vanilla Tested in: GZDoom, Zandronum, Crispy Doom, Chocolate Doom Music: "Reach Within" by Jimmy for the Revolution MIDI Pack Build Time: 35~ hours + however much the original map took to make Difficulty Settings: Implemented but not rigorously tested Coop: Implemented but not tested Deathmatch: Starts only Comments: This map was supposed to be for the Doomworld Omega Project 2018, but for some reason I never submitted it, so I polished some parts, reworked some others, and I'm submitting it here now. WAD Download Screenshots: Spoiler 5 Share this post Link to post
Obsidian Posted July 6, 2021 OP updated! If my weekend's free I'll see about running through as many submissions as I can and leaving feedback. 4 Share this post Link to post
CBM Posted July 6, 2021 (edited) if I am allowed to submit a map that I have already made then sign me up, then I will upload one of my maps that is targeting crispydoom... actually, you could just grab antivirus from its thread here on doomworld 2 Share this post Link to post
Danlex Posted July 8, 2021 (edited) Spoiler So, considering that the final compilation will have a map order based on the format, and vanilla / boom maps should be accessible in their intended sourceport afaik, I decided to upload a map with a very unusual concept. Some parts of this map doesn't work with ZDoom-derived sourceports, so I added an "alternative" exit just in case, for people using those ports, or also for people that uses Boom but wants to skip this map anyway :p Map Name: Tricks only Format: Boom Tested with: PrBoom+ 2.5.1.4, GlBoom+ 2.5.1.4, DSDA-Doom 0.19.7 and GZDoom 4.6.0 Music: "Native" from Gubble tricksonly_v2.zip Zip includes a UV-Max demo in 3:07 Edited July 16, 2021 by Danlex 7 Share this post Link to post
KeaganDunn Posted July 9, 2021 34 minutes ago, Danlex said: Map Name: Tricks only Format: Boom Tested with: PrBoom+ 2.5.1.4, GlBoom+ 2.5.1.4, DSDA-Doom 0.19.7 and GZDoom 4.6.0 Music: "Native" from Gubble Interesting map. I looked at the demo after wandering around aimlessly for a bit. I'm surprised you took use of the Spoiler Monster Condo vile exploit for one of the puzzles! Is there a reason why the MIDI doesn't work in GZDoom v4.6...? 1 Share this post Link to post
Danlex Posted July 9, 2021 12 minutes ago, Dunn (& Dunn) said: Is there a reason why the MIDI doesn't work in GZDoom v4.6...? Maybe because I forgot to put the music in the mapinfo, oops... I will update the map soon 0 Share this post Link to post
King Know-Nothing Posted July 9, 2021 (edited) Started much later than I was originally hoping, but have been working slow and steadily on my map. Don't have many screenshots for it yet, but will post updates as they come! This room is still going to go under more work, but is the closest to done so far. 5 Share this post Link to post
CBM Posted July 9, 2021 (edited) I wont participate but I am looking forward to trying the final product Edited July 9, 2021 by CBM 0 Share this post Link to post
CorianderCastor Posted July 11, 2021 Funny how time flies. I've learned that writing a synopsis is the best way for me to start a map, which I'm sure someone must have said in one of those how do you plan a map threads. But, you know, in one ear out the other. Anyway, I've wanted to make a Doom II map for close to two decades now; I've made that Commander Keen episode and that Wolfenstein map, so I know I can do this. Additionally, I've finally managed to make SLADE do that eccentric thing I'm planning. They say write what you know, so I'm going nineties: Spoiler Heh, I've forgotten the scale of Doom. I've got enough time to make a complete map, so I should finish this, but we shall see how much I'll be able to polish it. 0 Share this post Link to post
Obsidian Posted July 11, 2021 On 7/6/2021 at 8:03 PM, Obsidian said: If my weekend's free I'll see about running through as many submissions as I can and leaving feedback. Soooo I gave a couple of maps a spin this past weekend and unfortunately my feedback is a little insubstantial, on account of every single one of them kicking my ass. :P My Dooming skills are a tad rusty, but I'll keep at it! 6 Share this post Link to post
KeaganDunn Posted July 11, 2021 3 minutes ago, Obsidian said: Soooo I gave a couple of maps a spin this past weekend and unfortunately my feedback is a little insubstantial, on account of every single one of them kicking my ass. :P My Dooming skills are a tad rusty, but I'll keep at it! When it comes to community projects like these, it seems that a lot of people want to leave a mark on it and make something big. I tried not to. XD 0 Share this post Link to post
Danlex Posted July 16, 2021 Quick updatetricksonly_v2.zip -Fixed some slime trails -Fixed mapinfo 2 Share this post Link to post
Li'l devil Posted July 16, 2021 Is this the reincarnation of DW Mega Project? If so, I'll submit something until the end of the year, something I started working on last year, and it remained a rough prototype all this time, heh. It still has like 5 minutes of gameplay at most, and I'm catastrophically running out of ideas to make it more lengthy and interesting. Submitting it to a project like this would be the only way anyone would play it at all. >.< 0 Share this post Link to post
Pegleg Posted July 16, 2021 25 minutes ago, Li'l devil said: Is this the reincarnation of DW Mega Project? If so, I'll submit something until the end of the year, something I started working on last year, and it remained a rough prototype all this time, heh. It still has like 5 minutes of gameplay at most, and I'm catastrophically running out of ideas to make it more lengthy and interesting. Submitting it to a project like this would be the only way anyone would play it at all. >.< This isn't a "reincarnation" of the Doomworld Mega Project. It is a separate community project with the same sort of philosophy. TimeofDeath has, in fact, started a Doomworld Mega Project for this year, so you can make a map and post it there, too. 1 Share this post Link to post
Li'l devil Posted July 16, 2021 (edited) I see I see... this one looks far more welcoming than the Mega Project, lol 3 Share this post Link to post
eltiolavara9 Posted July 16, 2021 likely gonna make something using udmf and otex count me in (i may have sent something here already idk poor memory) 0 Share this post Link to post
Deadsylian Posted July 18, 2021 Seems fun, can I try? xD I have never submit a map but I have made some, if it's possible i wanna try 2 Share this post Link to post
Netherstorm Posted July 22, 2021 I'll see if I can contribute. Sign me up. 😁 0 Share this post Link to post
digithead100 Posted July 25, 2021 (edited) hello again is it cool if i update my submission? https://www.mediafire.com/file/380760hi1b4x33c/omt-updated.zip/file EDIT-this map was tested with prboom+ Edited August 17, 2021 by digithead100 0 Share this post Link to post