Death Bear Posted November 2, 2021 (edited) Welcome to the 13th Circle of Hell! Logo by @BluePineapple72 Download from idgames! TH1RT3EN 5 Full Ultimate Doom Episodes full of Hell-themed Speedmaps! Format: Boom (cl-9)/ UMAPINFO Support Required Tested on: PRBOOM+ 2.6 Trailer/ Music Video Spoiler Changelog: Spoiler idgames Release (6/27/2022) Bugfixes, A few minor map updates, New Intermission Screen, added names to playtester roster, proper txt file RC1 Several bugfixes, map updates, and cosmetic changes have been made. v4: - Updated Maps: Misery v2, TH1RT3EN v4, Absence v2, Impaled v4, Cocytus v3, Gates of Chaos v1.3, Under the Flesh v2, Cliff v2, Valley v2, CRIMSON v2, Abstraction v2, Flesh Citadels v2, Dead God v3, Howling v2, Chilling v2, Of Blood, Dwelling, All Death Bear Maps -Several Maps had sky transfers added to them. - Many of these updates reflect difficulty levels added, and some have had COOP considerations added. As this was not a requirement, it varies. - All Secret Exits are accessible now. - UMAPINFO updated, courtesy of finnks13 and myself. - All SWITCHES should work now. (Thanks Pierrot). Still needed updating: - Some ENDTEXT needs to be centered. - Exit Wound will be updated to reflect Playtesters and Special Thanks. v3: New Map Order. All maps should be updated to most recent form. MAPINFO and UMAPINFO added and updated. This restricts proper play to ports that allow those. All secret levels have been added, and a credits map has been added. All secret exits EXCEPT from "The Chilling Winds of Dis" have been implemented. End Text has been added. INTERPIC, CREDIT, and TITLEPIC added. Updated WILVs. Some changes to MIDI selection, and Skies. Sky transfers added to certain maps. Added 3 demos (Sloughs of Ichor, Truth..., and Entry Wound). Might change later. v2: Forest of Hidden Screams and Sloughs of Ichor, Version 2 (Updated). CRIMSON FORTRESS OF PAIN and Abstraction of Torment, Update 1 (Updated). Corrected finnks13's name. Corrected a UMAPINFO issue with E4M4 cycling back to E3M5. Map List: Spoiler Episode 1 - The Threshold of Hell E1M1 - Entry Wound – Death Bear E1M2 - Enduring the Infernal Valley – WeirdSandwich E1M3 - Ravine of Cacophony – Death Bear E1M4 - The Fires of Hate – NotTyrone E1M5 - TH1RT3EN – Muumi E1M6 - Howling Cavern – Heich E1M7 - Gates of Chaos – Steve88 E1M8 - Symphony of Screams – Man_with_Gun Spoiler E1M9 - Festering Wounds – Death Bear Episode 2 – The Thirteenth Circle E2M1 - Truth, Mercy, and Regret – Mememind E2M2 - Chasse-Galerie – Dac E2M3 - Realm of the Dead- Engired E2M4 - Crypts of Fire - NotTyrone E2M5 - Dwelling of the Corrupted – Unicorn Skull and Doomcat E2M6 - Hell Halls – Matacrat E2M7 - CRIMSON FORTRESS OF PAIN – finnks13 E2M8 - Impaled by Anti-Christ’s Boner – Danlex Spoiler E2M9 - The Fear – Myolden Episode 3 – The Darker Reaches E3M1 - Sloughs of Ichor – Muumi E3M2 - Hell Awaits – Myolden E3M3 - Under the Flesh - Engired E3M4 - Misery’s Misery of Misery – Muumi E3M5 - Forest of Hidden Screams – Peccatum Mihzamiz E3M6 - Darkness of the Soul – Death Bear E3M7 - Abstraction of Torment – finnks13 E3M8 - Cocytus – Peccatum Mihzamiz Spoiler E3M9 - Burning Realm of Crushing Fate – Death Bear Episode 4 – The Hordes of Hades E4M1 - Eighth Lock – Myolden E4M2 - Pandemonium of Sewered Bloody Carcasses of Damned Souls – WalterC E4M3 - Den of Iniquity – Death Bear E4M4 - Nihilistic Purgatorial Perditiousification – NeilJohnRips E4M5 - Profanation of a Dead God – Awall E4M6 - Realm of Chthonic Haematology – BoxY E4M7 - Of Blood and Stone – Jacek Bourne E4M8 - Infernal Agony – El Inferno Spoiler E4M9 - Flesh Citadels of the Unholy Legion – Muumi Episode 5 – The Eve of Apocalypse E5M1 - And My Pain is Ever With Me – Pierrot E5M2 - Hellish Paradox – WalterC E5M3 - Cliff of Rejection – Yumheart E5M4 - Absence of Value and Meaning – Muumi E5M5 - The Chilling Winds of Dis – BluePineapple72 E5M6 - No Mercy – Man_with_Gun E5M7 - Satan’s Final Gauntlet of Evil – LateNightPerson E5M8 - Exit Wound – Death Bear Spoiler E5M9 - Peculiar Epistemology – Death Bear Spoiler Old Map Order: Episode 1 - The Threshold of Hell E1M1 Entry Wound – Death Bear E1M2 Enduring the Infernal Valley – WeirdSandwich E1M3 Crypts of Fire – NotTyrone E1M4 Realm of the Dead – Engired E1M5 Misery’s Misery of Misery – Muumi E1M6 Pandemonium… - WalterC E1M7 Howling Cavern – Heich E1M8 Symphony of Screams – Man With Gun E1M9 <Secret Level> by Muumi (Currently no exit to it. You’ll have to IDCLEV) Episode 2 - The Thirteenth Circle E2M1 The Fires of Hate – NotTyrone E2M2 Realm of Chthonic Haematology – BoxY E2M3 Impaled by Anti-Christ’s Boner – Danlex E2M4 Profanation of a Dead God – Awall E2M5 Hell Awaits – Myolden E2M6 Under the Flesh – Engired E2M7 – Th1rt3en– Muumi E2M8 – Of Blood and Stone – Jacek Bourne E2M9 – <Secret Level> by Death Bear (Not Yet Implemented) Episode 3- The Darker Reaches E3M1 – Truth, Mercy, and Regret – Mememind E3M2 – Chasse-Galerie – Dac E3M3 – The Crimson Fortress of Pain – finnks13 E3M4 – Hellish Paradox - WalterC E3M5 – Nihilistic Purgatorial Perditiousification – NeilJohnRips E3M6 – Ravine of Cacophony – Death Bear E3M7 – Gates of Chaos – Steve88 E3M8 – Cocytus – Peccatum Mihzamiz E3M9 - <Secret Level> by BluePineapple72 (Not Yet Implemented) Episode 4 - The Hordes of Hades E4M1 – Sloughs of Ichor - Muumi E4M2 – Hell Halls – Matacrat E4M3 – Cliff of Rejection – Yumheart E4M4 – And My Pain Is Ever With Me – Pierrot E4M5 – Eighth Lock - Myolden E4M6 – Forest of Hidden Screams – Peccatum Mihzamiz E4M7 – The Chilling Winds of Dis – BluePineapple72 E4M8 – No Mercy – Man With Gun E4M9 - <Secret Level> by Myolden (Not Yet Implemented) Episode 5 - The Eve of Apocalypse E5M1 – Den of Iniquity – Death Bear E5M2 – Infernal Agony – el Inferno E5M3 – Dwelling of the Corrupted – Unicorn Skull and Doomcat E5M4 – Abstraction of Torment – finnks13 E5M5 – Darkness of the Soul – Death Bear E5M6 - Absence of Value and Meaning – Muumi E5M7 - Satan’s Final Gauntlet of Evil - LateNightPerson E5M8 – Exit Wound – Death Bear (Not Yet Implemented) E5M9 - <Secret Level> by Death Bear (Not Yet Implemented) ORIGINAL POST: Spoiler Welcome to the 13th Circle of Hell! Logo by @BluePineapple72 Doommas season is coming, all you naughty children! Before hell freezes over and demonic forces steal your gifts in December, we're going to turn up the heat with the 13th installment of Pineapple Under the Sea Speedmapping. For the first time in the PUSS series, we're going Knee Deep into the Inferno, creating maps using the Ultimate Doom iWAD. We'll be channeling The Ultimate Doom Episode 3, Episode 4, and SIGIL vibes in our maps that are BOOM-compatible. Channel your inner Speed Demon and outmap the Devil like a fiddle-carrying Charlie Daniels. This month, WE DINE IN HELL! Bring your best dishes and let's feast! Resource Pack: XIII-RESPACK (from lostres2.1, and some support textures).Format: BOOM (DOOM) or DOOM (DOOM) Limit Removing. Should be tested and playable in PRBOOM+ and associated ports. (Compat9)Time Limit: 3 Hours or Less Get abstract and unleash hell. Maps should be inspired by the theme. No Techbases or Hell-corrupted bases. Wood. Marble. Flesh. Blood. Lava. Get it.NOTE: (Techbase textures added in RESPACK will be removed). Map names must be ridiculously extreme Hell-themed. (Unleash your inner edgelord). BluePineapple's examples: "FLAMES OF ETERNAL SUFFERING", "PIT OF UNENDING PAIN", "CHILLING WINDS OF DIS". Hellish Skies (We sky transfer these.)Bring some MIDIs that would make the devil throw up his horns.Max of (1) big boss per map. (Cyberdemons and Spider Masterminds) Gimmicks (choose 3 or more): 13 Lost Souls. 13 Secrets. 13 Barrels O' Fun. Only 13 monsters. Only 13 Sectors. 3 Crushers. 3 Barons. 3 evil eyes used as a shootable switch (i.e. SIGIL switches). All 3 Keys (No Useless Ones, this time.) Only 3 types of monsters. Only 3 textures and 3 flats. Only 3 ammo pickups. 1 Telefragging Teleporter.Submission Details Maps are due either in the related discord channel or in this thread. Submissions END on Nov. 27th, so anytime BEFORE NOV. 28th, U.S. Central Time is acceptable.Beta/ Bugfixing until December 4th. Launch Date is December 6th. Your mapping time can be nonconsecutive. Your timer will only go down when you are mapping, scripting or playtesting. Speedmaps will be under the honor rule. Neither you nor I can prove if a map went over the time limit or not, but one can kind of see what is and is not a speedmap. If you cheat, people will notice. Don't be THAT guy. Any time in Slade used to give a custom sky, midi, etc. is outside of your mapping time. I would recommend spending some time looking over the texture pack before you begin mapping, so that you don’t waste time scrolling. Once your time is up, if you haven’t beaten your map, please spend time to verify that your level is beatable. The following paragraph is really only applicable to events with longer time limits, but the rules with bug fixing still stand: Bug fixing is for fixing bugs, not adding new areas to your map. Your bug fixing period should be spent balancing ammo and fixing any potential gameplay errors, such as texture misalignment or soft locks. I’m generally okay with you sending me as many fixes as you make, as long as these fixes don’t overhaul any major sections of your map. You’re not supposed to be mapping after your time is up, you’re supposed to polish what you have. There is no limit to how many maps you can submit. Be reasonable, please. Don't be THAT guy, either. Like me. I decided 30 solo PUSS maps in 9 events wasn't enough. So get ready for some more.For submissions, please post in this format: Map Name: [ X ] Author: [ X ] Music: [ Song + Author ] Sky: [ X ] Format: [ X ] Difficulty Settings: [ X ] Build Time: [ X ] Gimmicks: [X] Comments: [X] Screenshots: I only need the .wad file of your map. Compiling your submission with the resources is unnecessary for this event. Any bug fixing/map changes are due to me before December 4th, US Central Time. Can I just say how much I LOVE it at The Pineapple Under the Sea? Come join our discord server! It is a neat little community of mappers that occasionally participate in mapping events. Whether you're a fresh little imp or a mapping Icon (of Sin), we welcome ALL to participate in these events to foster and grow their mapping abilities, and just plain have fun creating for this immortal game! We've got a steady team of returning mappers, but are ALWAYS looking for more people to come raise hell with us. I have the honor and privilege leading the event again this month, and we've always got the fires burning over there! CURRENT EVENTS: @ViolentBeetle's Solar Struggle - In-Progress! PAST EVENTS: @ViolentBeetle's Skulltiverse - Now on idgames! HellevatorHot Potato Line in the SandPUSS XII: Trick and Tear 2 - RC1 Out Now!PUSS XI: Anniversary Under the Sea - Compilation Out Now!PUSS X: The Summer of Slaughter - Beta Out Now! PUSS IX: Mapping at Warpspeed - Beta 2 Out Now! PUSS VIII: Speed Squared - Final Version Coming SoonPUSS VII: Rowdy Rudy in... March of the Speeddemons! - Now on idgames! (but don't tell anybody yet)PUSS VI: Imperfect Hatred PUSS V: Clandestine Castle Crashing The 2020 PUSS Collection:PUSS IV: 12 Days of DoommasPUSS III: Boss Battle BonanzaPUSS II: TRICK & TEAR IPUSS I: September Under the Sea Edited June 27, 2022 by Death Bear : idgames Update 25 Share this post Link to post
BluePineapple72 Posted November 2, 2021 It's getting hot in here baby! Time to get ultimate! 1 Share this post Link to post
Death Bear Posted November 2, 2021 (edited) Map Name: Entry Wound Author: Death Bear Music: The Raven's Nest by James Paddock Sky: Sky3 currently Format: Boom Difficulty Settings: No Build Time: 1.5 Hours Gimmicks: 13 Secrets, 13 Monsters, 3 Crushers, 3 Evil Eyes Comments: I made an intro map. Enjoy! Screenshots: Spoiler Download: https://www.mediafire.com/file/0ayvyu2hzpq1a58/DB.E1M1.v1.wad/file Edited December 31, 2021 by Death Bear 4 Share this post Link to post
Weird Sandwich Posted November 2, 2021 (edited) Map Name: Enduring the Infernal Valley Author: WeirdSandwich Music: Pyre by Psyrus Sky: Sky3 from Doom 1 Format: Boom Difficulty Settings: Yes Build Time: 3 - 1 Hours Gimmicks: 13 Monsters, 3 Evil Eye Switches, 3 types of monsters, 3 Barons, 3 textures and 3 flats only (+ sky and exit texture additionally) Download: https://www.dropbox.com/s/jnxw6pt41edzggz/Valley.wad?dl=0 Screenshot: Spoiler 3 Share this post Link to post
Walter confetti Posted November 2, 2021 We're dealing with doom.wad if i understood it right this month? Cool! 1 Share this post Link to post
Peccatum Mihzamiz Posted November 2, 2021 6 hours ago, Yumheart said: Can hell be blue? Yes it can! As a matter of fact I'm almost done with my blue map for this project! Remember how Dante described finding Satan in a frozen lake in the ninth circle of hell? 3 Share this post Link to post
Walter confetti Posted November 2, 2021 One question i forgot to ask: is the 13 sectors only gimmick intended to be taken as LITERALLY made a map with a map with 13 sectors ONLY or is something more like 10 sectors? 1 Share this post Link to post
BluePineapple72 Posted November 2, 2021 40 minutes ago, Walter confetti said: One question i forgot to ask: is the 13 sectors only gimmick intended to be taken as LITERALLY made a map with a map with 13 sectors ONLY or is something more like 10 sectors? 13 sector limit. Like @Jark's Modest Mapping Challenge. Or like the 12 Days of Doommas. 1 Share this post Link to post
notTyrone Posted November 2, 2021 Map Name: The Fires of Hate Author: Meee Music: Absence of Light - Symphony X (as heard in Scythe map23) Format: Boom: Doom Difficulty Settings: No Build Time: 3 hours Gimmicks: 13 Barrels 'o fun, 13 sectors, 3 Barons, 13 Lost Souls, 13 monsters (unless you play in GZdoom...) Comments: Pentagram progression. Spoiler TheFiresOfHateV1.zip 5 Share this post Link to post
muumi Posted November 3, 2021 (edited) Map Name: Misery's Misery of Misery Author: Muumi Music: Kick Butt from Duke Nukem 2 Sky: ALLBLACK Format: Boom Difficulty Settings: No Build Time: 2 hours 50 minutes Gimmicks: Only 3 textures and 3 flats. 13 Lost Souls. 13 Barrels O' Fun. 3 evil eyes used as a shootable switch Comments: I recommend running. miserys_misery_of_misery.zip Spoiler 4 Share this post Link to post
DynamiteKaitorn Posted November 3, 2021 (edited) Map Name: Howling Cavern Author: Dynamite Kaitorn/Heich Music: Hell - Jazz Jackrabbit 2 (if anyone can find the author, let me know. this is a BRILLIANT midi!) Sky: Some hell sky I found in a skybox megapack :l (converted to 256x128 by me) Format: BooM (complevel 9 since that's the rules) Difficulty Settings: Yes, but there's very little difference between HNTR, HMP and UV... Build Time: roughly 2 hours, 10 minutes (got around 50 minutes left) Gimmicks: [1] 13 lost souls [2] 13 secrets [3] 3 crushers [4] 3 barons of hell [5] all 3 keys Comments: I made this whilst half falling asleep... Screenshots: Spoiler https://www.mediafire.com/file/juegwgzhpkf6pne/Howling_Cavern.zip/file 3 Share this post Link to post
MAN_WITH_GUN Posted November 3, 2021 Map Name: Symphony of Screams Author: Man With a Gun (MWG) Music: Frozen Mysteries by Paul Corfiatis Sky: Hell sky from Doom64 for Doom 2 Format: Limit-Removing Difficulty Settings: No Build Time: 3 hours. Gimmicks: - 13 Lost Souls. - 3 Barons of Hell. - 3 Crushers. Comments: Welcome to hell, start of the map will tell you how demons not liking to have you here. Download: https://www.dropbox.com/s/5rjb58meuiu5yb8/SOS.zip?dl=0 8 Share this post Link to post
BoxY Posted November 4, 2021 pussxiii-bx.wad Map Name: Realm of Chthonic Haematology Author: <--- Music: vol_1 by Ribbiks Sky: BFALL1 Format: Boom Difficulty Settings: nah Build Time: 3 hours + some overtime to nerf the map into being actually beatable Gimmicks: 13 lost souls, 3 crushers, 1 telefrag teleporter (well technically, it's 1 sector anyway) Comments: rocket slaughter nonsense, sorry about the lack of visuals. Screenshots: Spoiler 5 Share this post Link to post
Death Bear Posted November 4, 2021 2 days! What a response! Look forward to playing these bad boys this weekend! That's a full episode! 2 Share this post Link to post
BluePineapple72 Posted November 4, 2021 @BoxY Just played through your level. Had quite a blast! I'm consistently impressed by what some people are able to create with so little. The intense fights with rockets/barons was really cool. Some things of note: The door textures were not unpegged for the red key door, and a few monsters failed to spawn into the map (seen here on the automap). Spoiler All I have to really suggest gameplay wise is to change up how the red key fight is done. Personally speaking, I thought it was too easy :p The area of that room where the red key sits is wide open and safe. And while that is nice, I think focusing more on the gimmick of the room will help it stand out more. A simple addition will fix this: add a switch or something to open the door, but require the red key to use it. This will make it so the player has to grab the red key and run back across the maze to go open the door. Other than that, I found this to be a very fun and challenging level. (I died more on the platforming section than I did the rest of the map lololol) 0 Share this post Link to post
BoxY Posted November 4, 2021 16 hours ago, BluePineapple72 said: All I have to really suggest gameplay wise is to change up how the red key fight is done. Personally speaking, I thought it was too easy :p The area of that room where the red key sits is wide open and safe. And while that is nice, I think focusing more on the gimmick of the room will help it stand out more. A simple addition will fix this: add a switch or something to open the door, but require the red key to use it. This will make it so the player has to grab the red key and run back across the maze to go open the door. Other than that, I found this to be a very fun and challenging level. (I died more on the platforming section than I did the rest of the map lololol) Agreed, the RK fight ended up being chopped up a bit too much because the original version of it was too hard for my tastes (like 5 extra barons and cacos would warp in that tiny room and immediately block every path) and there were also a lot more barons on the RK, half of which I deleted because I thought it would be too boring to have to rocket them all after the fight was over but it had the side effect of making that area a lot safer to camp in. If I had more time to think about it I probably would have just put more telefrag sectors on that area to reduce the safe space and it would have been fine. The broken door textures I knew about but didn't have time to fix, also there are 2 missing textures in the crusher room that I noticed at the very end, but I was really burning time at that point so I decided to stick to the spirit of the time limit. Thanks for the very fair and perceptive feedback. The monsters that got stuck seem to be a gzdoom thing with the teleport linedefs because it can't happen in Boom, I'll look at that in a bit because I want the map to be maxable on all ports. 1 Share this post Link to post
BoxY Posted November 5, 2021 I think I have to give up making the map maxable in gzdoom, because the problem is a bit tricky. In Boom no monsters can cross the teleporter linedefs in the RK room and get stuck in the voodoo doll closet because they all fail the same two checks when trying to teleport, 1) that there's no player hitbox in the destination (there is) and 2. that there's enough space to fit (there isn't). For some godforsaken reason though in gzdoom default compat at least, flying monsters can apparently ignore both checks and can teleport anywhere, even if there are literally zero units of valid space to fit in (like if the destination is a 32x32x56 unit box with a player in it). Hence cacos and lost souls get vacuumed up after they warp in and become stuck in the void. I can't do much about this except by removing all flying monsters in the room which includes the 13 lost souls, which is a bit ugly and breaks one gimmick, so I won't. I'm honestly surprised this wasn't complained about and fixed long ago because it seems like a serious flaw with flying monster behaviour that can probably break other maps pretty easily. Anyway, this probably partly explains why that fight felt too easy because a bunch of monsters got poofed out of it. If someone knows how to get around this problem I'll hotfix it, if not, I don't think I can do much sadly. Anyway I did clean up some crap and de-cheese the RK a bit while I was looking at this so I guess this is a v2: pussxiii-bx-v2.wad 1 Share this post Link to post
myolden Posted November 5, 2021 (edited) Map Name: Hell Awaits Author: myolden Music: "Fire Hive" by Jimmy Paddock Sky: ALLBLACK Format: Boom Difficulty Settings: No Build Time: 2 hours 45 minutes Gimmicks: 3 Barons, 13 Lost Souls, 3 Enemy Types Comments: Will probably use the last 15 minutes to add some lighting effects at some point. Hell Awaits.zip Spoiler Edited November 5, 2021 by myolden 3 Share this post Link to post
Danlex Posted November 5, 2021 (edited) Map Name: Impaled by AntiChrist's Boner Author: Danlex Music: Blut Aus Nord "Epitome 2" Format: Boom Difficulty Settings: Yes Build Time: 3 hours Gimmicks: 13 Lost Souls, 3 evil eyes, 3 barons Comments: a very short and dumb Reality map Impaledv4.zip Spoiler Edited January 20, 2022 by Danlex 5 Share this post Link to post
notTyrone Posted November 5, 2021 Map Name: Crypts of Fire Author: Me again Music: Easel - Jimmy (Sigil) Sky: yes Format: Boom - Doom Difficulty Settings: no Build Time: 3 hours Gimmicks: 13 Lost Souls, 1 Telefrag, 3 Barons Comments: Fire is known to be hot in some countries. Screenshots: Spoiler Spoiler CryptsOfFireV1.zip 4 Share this post Link to post
Yumheart Posted November 6, 2021 Well, I wanna kill myself. I had a map I was satisfied with, was pretty proud of what I was able to achieve within the time limit- And then I realized we had 3 hours to map, not 4 hours. Well, my stupidity aside, I'd still like to share my map, just so that the time spent doesn't go nowhere, even if I can't make it into the project anymore. Map Name: Cliff of Rejection Author: Yumheart Music: good ol' "Watch Your Step" by Aubrey Hodges Sky: SKY1 from TNT: Evilution Format: Boom, complevel 9 Difficulty Settings: yep Build Time: ~ 4 hours + half an hour of balancing Gimmicks: 13 Lost Souls, use of all 3 keys, 1 telefragging teleporter Comments: A Doom 64-inspired map, but more hellish. Health & ammo can get a little tight on UV. Screenshots: Spoiler https://drive.google.com/file/d/1TyPouPQs52FDACVEQt2ahE6iuPRF_xkm/view?usp=sharing 5 Share this post Link to post
Jacek Bourne Posted November 6, 2021 (edited) Map Name: Of Blood And Stone Author: Jacek Bourne Music: Unresolved by James Paddock Sky: Unneeded Format: Boom Difficulty Settings: UV only Build Time: 2:53:08 Gimmicks: 13 Lost Souls, 13 Barrels, 3 Crushers Comments: I'm quite happy with how this map came out despite not having access to doom 2 enemy types. My original inspirations were sunder map11 and Mouse by Phml from sf2011. Somehow it turned out more like sunder map08 than either of those two. I decided to focus on larger hoards this time as opposed to my usual smaller enemy amounts. I like the atmosphere I've created in this speedmap. I would appreciate complevel -1 FDAs or recorded playthroughs if you wish to do so. Screenshots: Spoiler Download: https://www.mediafire.com/file/u3f7h3si9cadqpe/Of_Blood_And_Stone.wad/file Edited November 6, 2021 by Jacek Bourne 4 Share this post Link to post
Death Bear Posted November 6, 2021 Looking great, everyone! I've made it through the first 8 maps, so I'll be putting the video up once it's done uploading. 1 Share this post Link to post
Clippy Posted November 6, 2021 @MAN_WITH_GUN you never cease to amaze me with your speed mapping - had a lot of fun - that ending tho haha - happy to find all the secrets! good times 4 Share this post Link to post
MemeMind Posted November 6, 2021 Map Name: Truth, Mercy, And Regret Author : MemeMind Sky:N/A Format: Boom Music: E3M3 From Doom the Way Id did Diff setttings: more monsters and less stuff on hard Build time: 1 1/2 hour Gimmicks: 3 Prophets (Barons) 3 Crushers 13 lost souls Comments: The Baron of Truth, Mercy, and Regret make this place their home, too bad they live under crushers. The Lost souls are their Drones. (edited) Download: v1.zip Screenshots Spoiler 4 Share this post Link to post
muumi Posted November 6, 2021 Map Name: Infernal Enigma Author : Muumi Sky:CSKY020 from some random sky pack, made by MagicWazard, zrrion the insect according to credits. Format: Boom Music: The Thaumaturge by Jimmy Diff settings: no Build time: 3 hours and maybe 10 minutes for fixing bugs Gimmicks: All Comments: Yeah, its everything atleast as long as we dont count lost souls as enemies. Some platforming and crushers, stuff everybody likes. infernal_enigma.zip screenshot Spoiler 3 Share this post Link to post
NeilForshaw Posted November 7, 2021 (edited) Yay done it. Running out of time before being able to do any detailing what so ever D: Map Name: Nihilistic Purgatorial Perditiousification Author: NeilJohnRips Music: GRIM TRVE KVLT by NeilJohnRips Sky: Sky from Eradrop Format: Vanilla Doom Difficulty Settings: Yes Build Time: 3 hours (yes it might look more like 3 minutes Gimmicks: 13 Lost Souls, all 3 keys, 1 Telefraggi ng Teleporter Comments: Do I get an award for the most edgy map name? Won't get an award for anything else Tested in Vanilla, Chocolate, PRBoom+, DSDA Doom and GZDoom Also the butchered baron texture is the most criminal omission from Doom 2. One of my favourite textures. (edited) Nihilistic Purgatorial Perditiousification (V1.1) Changes:- Hid secret from automap. Prevent Cyber from hitting the barons. Prevent enemies getting stuck on raising platform at start. Enemies in first baron room now can get down the stairs. Screenshots: Spoiler Edited November 8, 2021 by NeilJohnRips : Updated WAD file 4 Share this post Link to post
dac Posted November 7, 2021 Map Name: Chasse-Galerie Author: Dac Music: 'Running From The Jazz Robots' by Cyriak 'mouldy' Harris Sky: Blood Format: Boom Difficulty Settings: No Build Time: Hour and a half, give or take. I work slow. Gimmicks: 13 monsters, 3 barons, 3 monster types (3 textures if the sky doesn't count) Comments: Named after a traditional french canadian story where workers up North made a deal with the Devil to meet their families at Christmas, travelling in the Devil's own flying canoe. The map has nothing to do with the story, just find enough rockets to get past the living doors. Screenshots: Spoiler Download : XIII_Dac.wad 4 Share this post Link to post