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Obsidian

Doomworld Maximum Project 2022 - Uploaded!

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On 5/9/2022 at 3:18 PM, The_SloVinator said:

 

Map is finished layout-wise. Time to populate it, clean up the automap, playtest it & then I'll release it.

Caps taken in Crispy Doom.

 

DOOM0002.png.45ae818e14bb3372aa098cd056d17302.png

 

DOOM0003.png.c36b351add64e80b4a193165fb5776bc.png

 

DOOM0004.png.a46732a6bd0547e1482b00c523e1ebd3.png

 

 

That first screenshot gives me One Humanity vibes. Looks great!

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30 minutes ago, DoctorNuriel said:

That first screenshot gives me One Humanity vibes. Looks great!

It actually is inspired by it. haha Though originally, it looked aesthetically more like One Humanity but decided to tone down a bit.

And yes, evil eyes are shootable, if that's not obvious from the first screenshot. :)

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EDIT2: Based on feedback & my dissatisfaction with some things in the map, I've made yet another batch of changes.

- Removed RL as the map is cramped & its use would be questionable. It is replaced with a chaingun. The secret hopefully is more noticeable now too.

- Added another secret with a chainsaw.

- More bullet ammunition.

- Switched a crate's position with plasma gun in it, so players have less chance to miss it.

- Added 'block monster' flags to some lines near doors, so monsters don't open doors & get stuck.

- Revenant on the create has been moved below it, as this could potentially break the sequence due to mapblock with autoaim. Better safe than sorry. 

- Other miscellaneous changes.

 

EDIT: Fixed map issues.

- More ammo added + a berserk.

- RL secret is more noticeable (hopefully)

- Fixed lamps at the start. They raise only once now.

- Fixed a misaligned texture.

 

========

 

Here it is. One Humanity inspired map. Had a lot of fun making this one.

Screencaps are above this post. No changes have been made since then.

Feel free to give me feedback, as always.

 

 

 

Name: Sarcophagus

Format: Limit Removing

Music: The Dave D. Taylor Blues

Tested in: Crispy Doom 5.9.1

Multiplayer support: No

New textures: No

Jumping: No

Crouching: No

Freelook: Not recommended due to sequence breaking.

Difficulty implemented: Yes

 

A little story for the map:

 

EDF has sent you on a mission to reclaim UAC Atlantic Base Research & Development's projects stored inside the crates, as it could pose a huge risk by falling into the wrong hands, in this case, demons. After the events of Doom 2, the monsters are desperately trying to fuel their war effort in any way possible.

After you load your gun & enter the portal, EDF should shut down the teleporter, preventing demons from using it for their own purposes.

 

The objectives are as follows:

- Turn on the power.

- Raise the protective wall/shield around the crates. This will keep away any further attempts at seizing and/or damaging the R&D projects.

- The marine squad is tasked to approach your location. Use it to escape after your mission is complete.

 

Sarcophagus v3.zip

Edited by The_SloVinator

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3 hours ago, Biodegradable said:

EDIT: Updated the map! Link is in the same post.

 

Thanks for playing!

 

I've noticed some issues with the map by watching your playthrough and will go & fix them asap.

 

Edited by The_SloVinator

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@The_SloVinator Nice map, starts off tricky with the scramble to get the shotgun and keeps up the pressure throughout with some nice ambushes. Never found the rocket launcher, but it didn't  hurt missing it. TBH I don't even know where I would've used it as the map is pretty cramped anyway. I did find myself really wanting a chaingun to deal with the early revs and HKs, and I kinda felt the invul wasn't really needed, but still a solid and fun map to blast through.

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A very short and kind of silly map for you guys:

 

wa-max22.zip

 

Title: Between Levels

Author: Walter

Format: MBF21

Music: "Between Levels" by Bobby Prince, remixed by @silentzorah

Tested in: Woof! 9.0.0

Multiplayer support: Player spawns are there but it's untested.

New Textures: Hellcore Textures by espi and Doom 2 edited textures by me using pictures from the net, sky author is unknown

Jumping: No

Crouching: No

Freelook: I don't care

Difficulty Settings: Yup

Description: A map based upon the song title "Between Levels", what kind of place will lies in that void space? Here's my interpretation of it! Take a little break from demonic invasions!

 

Spoiler

doom01.png

doom02.png

 

Feedback is always accepted! Have fun!

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The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes.


Progress on my first doom map ever (working title Japetus Facility) is slow but steady, currently around halfway done. Most of the general geometry is completed, but a lot of detailing and texturing remain. Format is limit removing with only standard doom 2 textures. My main inspiration is the level design of many dungeons in Skyrim, the ones where you at the end of the dungeon drop down a ledge and find yourself near the entrance/exit. 


 

1.jpg

2.jpg

3.jpg

4.jpg

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Hi @Walter confetti i played your map, blind run (didn't see Bio playthrough). Nice little one. In the BFG secret area, you can jump to the outside area, and you get stuck there, can't come back again.

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8 hours ago, omnitrekker said:

The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes.


Progress on my first doom map ever (working title Japetus Facility) is slow but steady, currently around halfway done. Most of the general geometry is completed, but a lot of detailing and texturing remain. Format is limit removing with only standard doom 2 textures. My main inspiration is the level design of many dungeons in Skyrim, the ones where you at the end of the dungeon drop down a ledge and find yourself near the entrance/exit. 


 

1.jpg

2.jpg

3.jpg

4.jpg

Hmm I might try that brick design next time 

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On 5/28/2022 at 11:46 PM, omnitrekker said:

The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes.


Progress on my first doom map ever (working title Japetus Facility) is slow but steady, currently around halfway done. Most of the general geometry is completed, but a lot of detailing and texturing remain. Format is limit removing with only standard doom 2 textures. My main inspiration is the level design of many dungeons in Skyrim, the ones where you at the end of the dungeon drop down a ledge and find yourself near the entrance/exit. 


 

1.jpg

2.jpg

3.jpg

4.jpg

Damn dude, this is your first map? Looks cool already!

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On 5/29/2022 at 1:00 AM, IRod54 said:

Hmm I might try that brick design next time 

Sure, I was trying to imitate the way you add details to walls in Minecraft, by cutting out blocks. Sure was fiddly to align the brick texture when I didn’t know about lower/upper unpegged when I started.

 

On 5/31/2022 at 10:19 AM, Razza said:

Damn dude, this is your first map? Looks cool already!

Thanks. 

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Here's my little map.

ddmaxgladiator.zip

Name: Gladiator
Format: Limit-removing vanilla Doom 2
Music: Scooby (Slipper), WAD: Memento Mori
Tested in: PrBoom+ 2.6.1um
Jumping: No
Crouching: No
Freelook: Allowed, but I recommend disabling it for this map
Difficulties: Implemented
Co-op: Starts only
Deathmatch: Starts only
Known bugs: Didn't find any

Notes:

Spoiler

The main arena was meant to be a Colosseum but I'm bad at designing, so I made an arena instead. :P
I also think that the hell-themed area is not detailed enough, but the main reason for that part was to surprise the player by the fake exit.
At the end of the day it was really fun to make something that I can be proud of. :)


Screenshots:

 

Spoiler

doom01.png.1c4c361570734aaefeaf6c92282832ed.pngdoom02.png.577de27978fb660aa3d4b7c878c91a89.pngdoom03.png.b5ab8f6de3e48d2528280cb2cf98956a.pngdoom06.png.970dd4990c75212f114cfaafbacb0315.pngdoom07.png.081627b334a4a1e31e6ec1543d98fffb.pngdoom08.png.5e98ac34778cb264cfc135d98350ca10.png

 

Edited by osminee

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Apologies if there was a specific time to join, But I wouldn't mind having my name there.

 

I definitely can't guarantee something to come out of this, but I'll try.

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I finally managed to finish making the final tweaks to my map, despite having had most of them done back in February. I removed all the textures and flats that I added, so as to meet the requirements from the OP. As a consequence, jimmytex.wad must be loaded alongside it. I also removed version 1 from the post on January 17.

 

<file removed, see post on December 29 for version 3>

Title: Against the Smiling Horde

Version: 2

Format: Limit-removing

Tested with: Chocolate Doom v. 3.0.0 (switches don't animate and there are HOMs due to sidedef overflows in some parts), PrBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 3.2.5, GZDoom 4.7.1

 

Changes:

Removed textures and flats

Changed the location and prominence of the switch out of the SSG room
Changed various textures

Added a flashing light sector and armor bonuses to draw attention to where you're supposed to go after getting the yellow key and having the way blocked

Added an oscillating light on the shoot switch to raise the sector to get into the building (which, yes, can be strafe-ran over)

Changed the teleport destination to face that shoot switch

 

@Biodegradable identified some of the things they did in their playthrough as sequence-breaking, and that wasn't my intended way to play the map. In truth, I had considered blocking off those ways to get out of the section where you first teleport into the base. However, I decided to allow the player that freedom of movement because doing so doesn't really afford you many advantages--it's not as if you can avoid some portion of the map by doing so. Also, it increases the fluidity with which you can move around later, if you so choose (there is a switch that allows you to open the door of the red key room and return to the rest of the map--it's not a permanent lock-in--but the switch is inconspicuous by design).

Edited by Pegleg : Edit 1: Added sentences about loading jimmytex.wad alongside wad and the bugs with Chocolate Doom. Edit 2: Removed file and added sentence about version 3.

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8myLoWh.png

 

The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes.

 

Name: Japetus Facility
IWAD: Doom2
Format: Single map, limit removing
Map slot: MAP01
Jumping/Crouching: No (disabled in MAPINFO)
Freelook: Recommended but not required
Difficulties: Yes
Multiplayer: Co-op starts only
Music: No! No music allowed.
Tested in: gzdoom g4.7.1, prboom-plus 2.5.1.4, crispy doom 5.120, dsda doom 0.24.3

 

Additional info:

  • Nukage is non-damaging.
  • Tech doors are opened by using.
  • Wooden doors are opened by linedef action.
  • Teleport pads indicates enemy teleport destination - there are no player teleports.
     

VERSION HISTORY
v1.0
Initial release

 

v1.1
Window by the blue door made impassable.
Added fail-safes at the traps so that you don't get soft-locked if you manage to escape in an unintended way.

 

SCREENSHOTS

 


YTiK4Mg.jpg
1nHBs2k.jpg
sSqqhOf.jpg
L1wJdeo.jpg
1HqEiNs.jpg
NHCce7c.jpg

automap with spoilers, don't look if you want to do a blind run
 

 

NG6hXcS.png
 

 

I'm looking for feedback, especially on balancing the amount of ammo and health. Also if you find any misaligned textures please let me know.

 

DOWNLOAD v.1.1

wadhosting
google drive
 

Edited by omnitrekker : v1.1 update

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Cheers to everyone who's submitted a map so far! Guess it's time to throw my hat in the ring.

 

Map name: Necroduct

Music: "Ded" from Heretic

Format: Boom (might be vanilla or limit removing, but I can't be bothered checking)

Difficulty settings: Naaaaah :P

 

Screenshots!

Spoiler

Screenshot_Doom_20220922_203052.png

Screenshot_Doom_20220922_203108.png

 

Did a simple map this time around, only tossed in some waterfall textures and an all-black flat for the sky. Enjoy!

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I have a couple of maps I made (or nearly made) but did not release, could I put them here if I want?

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28 minutes ago, Pechudin said:

I have a couple of maps I made (or nearly made) but did not release, could I put them here if I want?

 

Sure! Just one of them though. 👍

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Mmmmmmm this looks like a lot of fun. Haven't done a community project map in a while. I think i'll toss my hat in this ring. Yes i have read the rules and i think i can whip something out before jan. 1st of 2023.

 

This will give me a chance to flex on my mapping career. Besides i've been looking for an excuse to show off my mapping skills anyways.

 

Another words what i'm saying is...count me in if there still room for mappers.

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