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ViolentBeetle

[Ultimate Doom Community Project] Solar Struggle - Making maps where names are pre-selected (Development thread) [Looking for artists] [WE HAVE ALL THE MAPS]

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10 hours ago, Wavy said:

Did anyone ask for these CRATE screenshots?

Looks positively CRATE

 

Regrettably, the claimant for E1M2 was not heard from since he actually made a claim, so I'm freeing it up. Anyone who doesn't have an active claim already is invited to pick it up.

 

Update: He's showed up and is re-instated.

Edited by ViolentBeetle

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@SMG_Man Turns out you forgot to flag yellow skull for hard. This is why it was so confusing.
I won't play it again right now, but I bet when I will, it will go smoother. Seems like a very cool concept for a map.

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2 hours ago, ViolentBeetle said:

@SMG_Man Turns out you forgot to flag yellow skull for hard. This is why it was so confusing.

 

Ah, that was actually deliberate. The map is designed to play differently on UV compared to HMP and lower.

Spoiler

When the Cyberdemons die on UV, the yellow-skull pillars all open, meaning you don't need a key at all.

It's not the most elegant solution for what I was going for, but I don't really know a better way to handle it with the limitations of the vanilla format.

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1 minute ago, SMG_Man said:

 

Ah, that was actually deliberate. The map is designed to play differently on UV compared to HMP and lower.

  Reveal hidden contents

When the Cyberdemons die on UV, the yellow-skull pillars all open, meaning you don't need a key at all.

It's not the most elegant solution for what I was going for, but I don't really know a better way to handle it with the limitations of the vanilla format.

Oh, this is interesting. I didn't feel comfortable fighting cyberdemons, but I guess that makes sense.

What's up with the secret that seems to just trap me with no way of escaping though?

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Just now, ViolentBeetle said:

What's up with the secret that seems to just trap me with no way of escaping though?

 

It's the 30-second door close - wait - open effect, like in E1M6 of the original Doom. It's supposed to make the player sweat a little bit (or a lot if one of the cyberdemons happens to be roaming the halls outside). The bars will reopen on their own, so unless it glitches or something the player isn't stuck in there forever. Just a little while.

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43 minutes ago, SMG_Man said:

 

It's the 30-second door close - wait - open effect, like in E1M6 of the original Doom. It's supposed to make the player sweat a little bit (or a lot if one of the cyberdemons happens to be roaming the halls outside). The bars will reopen on their own, so unless it glitches or something the player isn't stuck in there forever. Just a little while.

Ok, that makes sense. People will have difficult relationship with this map.

There's blue room with barons that seems to be a death trap. No way out but through the damaging floor. You should probably do something about it.

The map could also probably use more plasmaguns behind yellow bars, since one that there currently is can't be easily recovered if you miss it. And more rockets behind yellow bars as well.

 

Perhaps a yellow skull should be present on all difficulties, but on hard it should be behind 666-tagged bars? And on lower some goodies should replace it. Basically how it currently is, but with yellow light bars being 666 bars.

 

Oh, and almost forgot: this room is a nightmare to navigate, I keep bouncing off the veins non-stop.doom32.png

Edited by ViolentBeetle

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@SMG_Man, I played the latest version of your map, on Hurt Me Plenty difficulty.

 

I really liked it. The maze-like layout reminded me of the original Tom Hall/Sandy Petersen maps in a good way. Texturing and lighting were very good, I particularly liked the atmosphere in the dark outdoor area. I played the map several times and enjoyed its non-linearity: you can take three different paths at the start and it was fun trying to find the most optimal route to navigate the level. Combat is appropriately chaotic. Also, with 10 secrets there is a lot of replayability.

 

The only thing I didn't like were the teleporting Cyberdemons in the final arena (on HMP). I was unprepared for this fight: I didn't find the plasma or BFG (I guess it would have been much easier then), but my main issue here was the unpredictable teleporting of the Cyberdemons. I think the experience would be better without the teleporting linedefs.

 

Overall, a very memorable map.

 

EDIT: I had a brief look on Ultraviolence and was surprised to see that the map plays completely differently. I'll check this out later.

Edited by PinkFlamingo

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Map name: Waste Recycling Facility (E4M5)

Music: "Under Death" by Mark Klem

Difficulty Settings: Yes, tested 1-2 times on each.

Comments: Didn't turn out in 10 mins gameplay limit, oh well... and hopefully it will fit to it's slot. Also finally finished it, can take some sleep (._.)

 

Screenshot: 

 

uLhqE9o.png

 

FhrGaxP.png

 

FYjGG8U.png

 

Download: https://www.dropbox.com/s/lijwr9qovjuc9t1/Waste Recycling Facility (Other Version).wad?dl=0

 

IMPORTANT! Quickly made hotfix of my map, there was nodebuilder issues where you could fall off in one of parts of map, also fixed some small visual issues and hide some lines for automap. The link is same.

Edited by MAN_WITH_GUN

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https://www.dropbox.com/s/4th3hhblmbca8ky/AirFiltration.wad?dl=0

 

E2M4: Air Filtration Plant

Mapper: WeirdSandwich

Music: Clandestine by Psyrus

Difficulty settings: Yes

Coop support: Yes, no extra coop monsters implemented yet

Deathmatch support: No

Comments: Should be easy enough, although ammo is tight on UV difficulty. Not sure how well it captures the classic feel however.

 

Screenshots:

Spoiler

iEeVJxv.png

kpWkGBK.png

HbLpC36.png

 

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On 12/2/2021 at 8:11 AM, PinkFlamingo said:

but my main issue here was the unpredictable teleporting of the Cyberdemons. I think the experience would be better without the teleporting linedefs.

 

Since there are two of them on HMP, I can disable some of the teleporters on that difficulty. I don't want to get rid of all of them though, because I do like the unpredictableness it brings.

 

Glad to hear you liked the map otherwise!

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@SMG_Man this was a really good map I liked it

 

It was challenging in a fun way with some unique concepts 

 

The opening had me concerned that this is going to be a ridiculously hard map but I really like the concept of how you use two cyber demons at the start 

 

Also the way the arenas work together as well as multiple avenues of exploration made for a pretty well thought out good time

 

 

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Noice, glad you had a good time with it. If only GZDoom would automatically load the custom music like Crispy does -.-

 

note: that part at about 8:30 or so in the video, just think about how it would feel if the cyberdemons were roaming around outside the bars right then   (^:

Edited by SMG_Man

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@MAN_WITH_GUN here's your map buddy

 

I probably picked the wrong time to play this cuz it ran longer than I really had time for haha

 

At a constant struggle with ammo but somehow I got there. 

 

Also I personally get nauseated when the lights slowly turn on and off and for me the section that made the player go through that for so long was something I couldn't handle so I did have to cheat goggles a bunch hope you don't mind

 

Any hopefully my video is useful. I usually love your maps but this one was just a lot haha 

 

 

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E3M6: Deep Crust Borehole
Mapper: myolden
Music: Stage 1 from Cybernator
Difficulty settings: Yes
Coop support: Yes, with co-op monsters
Deathmatch support: No
Comments: Secret exit and secret BFG implemented. No known co-op softlocks. Tested in prboom and crispy doom.

I already posted this on the discord, but figured I'd make a post here for folks who are following the project but not in the discord.

E3M6 - Deep Crust Borehole v2.zip

 

Spoiler

e3m6-01.png.97dbccf198c4cfeef57192e8231ebadc.pnge3m6-02.png.98ded3567321c1b297b23415900be6d4.pnge3m6-03.png.aad07c21e3bd6db1c0014036f002c5eb.pnge3m6-04.png.9853374a57b84ba50814ac4ea57c6ccc.png

 

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On 12/2/2021 at 2:12 AM, SMG_Man said:

I tweaked it a bit like you mentioned, and also put in working multiplayer starts and co-op stuff.

Mass_Propulsion_new.zip

I have played this version now on UV. Took a completely different path and it was awesome. Need to try HMP somewhere down the line.

One thing I forgot to tell you last time, you should put all the door tracks to lower-unpegged, so they don't move alongside doors - it looks weird.

There's also a lift to the marble maze that can be activated by monsters from the top but not by player from the ground, it seems. Considering it took me to a secret, it might be intentional, but if not you may want to check it out.

 

Otherwise, I suppose you are done with the map and it is ready to be included in the next pack?

 

And what is the midi for your map? I didn't notice you added one because my prefered port is PrBoom+ and it doesn't do the same thing Crispy does with UMAPINFO.

Edited by ViolentBeetle

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First draft for E1M8

It's hard to give final battle the right amount of difficulty, but the idea itself works.

I've decided to do a short buildup where you navigate a base in the aftermath of demonic invasion, with only token resistance, until you reach the spaceship and get ambushed by elite bruiser squad

 

Update: Oops, didn't notice the monster closet being broken.

doom46.png

Edited by ViolentBeetle

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9 hours ago, ViolentBeetle said:

One thing I forgot to tell you last time, you should put all the door tracks to lower-unpegged, so they don't move alongside doors - it looks weird.

Actually, I did that because I prefer the look of the moving door tracks lol. If you'd rather they're unpegged though, I can take care of it.

 

9 hours ago, ViolentBeetle said:

There's also a lift to the marble maze that can be activated by monsters from the top but not by player from the ground, it seems.

Don't worry, there's a trigger for it on the ground. It's on the steps to the nearby room with the ledges and red damaging floor.

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4 minutes ago, SMG_Man said:

Actually, I did that because I prefer the look of the moving door tracks lol. If you'd rather they're unpegged though, I can take care of it.

I think most people who notice it would think it's a mistake and it will be distracting. Door tracks don't really have a reason to move, IMO. So probably better to change that.

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Kk, everything's taken care of. I also made a few minor adjustments here and there to tone down potential frustrations. This should be the final version of the wad: Mass_Propulsion_Latest.zip

 

10 hours ago, ViolentBeetle said:

And what is the midi for your map?

 

"Cry of Desperation" by Tristan Clark (Eris Falling), from the Plutonia Midi Pack. Crispy Doom automatically recognizes lumps named "D_E4M*" as music replacements for episode 4, but after testing in GZDoom I learned not every port does that, so I put in a UMAPINFO lump.

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gonna admit, a large part of my inspiration for this level in particular was watching ZeroMaster's dance with the Cyberdemons of map 31 in his NM-100S run of Plutonia.

 

 

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7 hours ago, ViolentBeetle said:

 

I played your map and absolutely loved the atmosphere, the music and all the little details. The boss fight at the end was fine as well. It had a bit of that same tense atmosphere as the original E1M8.

 

However, I had this constant feeling that most rooms and corridors were a bit 'too small'. Or maybe the rooms were just put too close together. It felt as if I was walking around in a 'miniature' or 'scaled down' version of a space port, if that makes sense. I had this feeling throughout the entire map. It's kinda hard to explain.

 

Here is an example at the start:

Screenshot_Doom_20211209_232452.png.d9f81593fcc97586a3b882772a7cd7d0.png

The building here is about two thirds the width of the station platform and as such, the platform feels very narrow. Try adding an extra 64 or 128 units of platform to the right of this building (thus making the platform wider) and I believe the 'proportions' in this scene will feel better.

 

In fact, as a general tip, I suggest to add an additional 64 or 128 units to most of the rooms. You don't need to create any extra detail, just move everything that is there a bit further apart and I think it will look better.

 

Hope this is helpful. Really loved the creepy atmosphere and attention for detail in this map.

Edited by PinkFlamingo

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4 hours ago, PinkFlamingo said:

However, I had this constant feeling that most rooms and corridors were a bit 'too small'. Or maybe the rooms were just put too close together. It felt as if I was walking around in a 'miniature' or 'scaled down' version of a space port, if that makes sense. I had this feeling throughout the entire map. It's kinda hard to explain. 

Yeah, that makes sense. I added jammed doors to nothingness to give impression that you are trapped in a small part of it, but spacing rooms out seems like a good idea.

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Hey there I figured out how to get out of the opening room are you proud of me. (Don't tell anybody you told me) another great map as usual making an unsuspecting doom-one experience challenging - as always there's a wonderful atmosphere and design and Care put into these maps. The ending baffled me for a moment because I was looking for a switch to press or something but remembered it's an e1m8 situation which is really clever. I really like what you did with the ending even though it took me a minute to get through it - some clever stuff running around avoiding acid and flying enemies coming out of tubes. Coooooool 

 

 

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8 hours ago, Clippy said:

Hey there I figured out how to get out of the opening room are you proud of me. (Don't tell anybody you told me) another great map as usual making an unsuspecting doom-one experience challenging - as always there's a wonderful atmosphere and design and Care put into these maps. The ending baffled me for a moment because I was looking for a switch to press or something but remembered it's an e1m8 situation which is really clever. I really like what you did with the ending even though it took me a minute to get through it - some clever stuff running around avoiding acid and flying enemies coming out of tubes. Coooooool 

 

 

Seeing this video gave me confidence in the final battle's setup. Now all I need is to extend the map a bit as Pink Flamingo suggested, fix all the issues that arouse from it (What makes UDB split all the joined sectors when I move lines around?) and implement a few more improvements.

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11 minutes ago, ViolentBeetle said:

Seeing this video gave me confidence in the final battle's setup. Now all I need is to extend the map a bit as Pink Flamingo suggested, fix all the issues that arouse from it (What makes UDB split all the joined sectors when I move lines around?) and implement a few more improvements.

 

Ya I really like the final fight afterall , great use of the concept of kill barons etc --- at first I thought I was gunna be all night but ultimately I found it satisfying to overcome and much more manageable than a lot of other fights you thrown at me recently haha --- I just gotta go to rocket launcher school and not blow myself up so much and I would make out even better - it was nerve racking to beat it wish such low health after I blew myself up a bunch

 

overall good times

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E1M8: Huygens Spaceport

Now in releasable state.

Compared to previous version:

Made some rooms more spaceous per @PinkFlamingo suggestion

Revised some encounters

Moved decorations around

Changed some textures

Added a whole another medikit

Highlighted a hatch @Clippy fell in by accident, making it more visible

The useless switch that confused Clippy is now molten and obviously non-functioning. Don't ask me how it melted.

Made it possible to backtrack from the final room once barons are dead (You'll need to step on the elevation to raise the platform)

 

doom48.png

doom50.png

doom49.png

 

Edited by ViolentBeetle

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