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DavidN

RAMP 2023 - Rabbit's All-Comers Mapping Project [RELEASED!]

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I've done it! I have finished my linedeflizard map. Or at least the RAMP 2023 Prototype edition of it. Had to cut the famlily down to one lizard only, will expand later on. And now that I've got three maps out of WIP status I will take a celebratory break and playtesting after that. Good times.

GeckoPromo.png

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I just uploaded mine!

VanSub II

The name is Vancouver and suburbs from doom2

The grey are brown houses are my childhood and current houses respectively.

Family members correspond to enemys,

Dad-zombiemen

Me-Hell knight

Grandma-archvile

Grandpa-Baron

Uncle-Mancubus

Made in doom builder II

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On 6/26/2023 at 8:51 PM, HiMyNameIsChair said:

Through a lot of blood, sweat, and tears... I finished my very first ever published Doom map, and it's now a part of RAMP2023: "Wow~! This Looks Like a Great Place for Girls to Kiss~!" A Boom Format map that's fast-paced, open-ended, interconnected, and centered around a valley temple.

 

I swear, how do people come in saying "this is my first ever map" and come out with something this good :) And that goes for a ton of other maps in the project as well. Looking forward to playing this one!

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@DavidN i put in my map but i need to update due to a bug, how do i acess it? i have the pin

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1 hour ago, Ash4ash said:

@DavidN i put in my map but i need to update due to a bug, how do i acess it? i have the pin

If u have the pin you can just go to the submit a map section of the website enter the pin u have and just upload the updated version u have 

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2 hours ago, Ash4ash said:

@DavidN i put in my map but i need to update due to a bug, how do i acess it? i have the pin

Go to upload the map the same way you did the first time. The site will ask you if you're uploading  a new map or updating an existing map. Select the option to update an existing map and you'll be prompted for your PIN.

 

After submitting your PIN, you'll need presented with the upload form, with the information for your map already filled in.

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8 hours ago, LordEntr0py said:

Go to upload the map the same way you did the first time. The site will ask you if you're uploading  a new map or updating an existing map. Select the option to update an existing map and you'll be prompted for your PIN.

 

After submitting your PIN, you'll need presented with the upload form, with the information for your map already filled in.

cool beans

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I'm really sorry to say this, but there seems to be some notable issues regarding my map in a snapshot build (973 if that helps any). Unfortunately, I've only now got around to testing my map within RAMP (I mostly use Linux and where I install and update GZDoom via the DRDTeam repo, I don't exactly get easy version control) and I've found few problems, mostly regarding incorrect sounds playing and music, but also some monsters have been replaced.

 

I don't know if I've messed something up, or if it's an anomaly due to so many maps being added together. I've just as of now re-checked the maplog (https://ramp2023.teamouse.net/maplog.php?id=209) and there doesn't seem to be any major issues; no warnings or errors. I'm a little unsure on how to proceed, 'though thankfully there's still time left for me to fix things.

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6 hours ago, CyberosLeopard said:

I mostly use Linux and where I install and update GZDoom via the DRDTeam repo

 

If your distro is debian based then you could always try installing the .deb from https://zdoom.org/downloads

Might be worth a try before going down the rabbit hole of trying to fix it.

 

Edit.... "Rabbit"... RAMP... not intentional.

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9 hours ago, CyberosLeopard said:

I'm really sorry to say this, but there seems to be some notable issues regarding my map in a snapshot build (973 if that helps any). Unfortunately, I've only now got around to testing my map within RAMP (I mostly use Linux and where I install and update GZDoom via the DRDTeam repo, I don't exactly get easy version control) and I've found few problems, mostly regarding incorrect sounds playing and music, but also some monsters have been replaced.

I'll help with any major problems before final release :) SNDSEQ lumps seem to have some issues that I hadn't accounted for, with different people's definitions colliding - I'll write something to track those issues down. If your monsters are being replaced then it's usually because someone has used the same DoomEd numbers that you've defined for your monsters, but like you I don't see any warnings about them. What monsters have been replaced?

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This is a random question, but how do you choose which maps to play?

Do you use an algorithm or something?

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Thanks for the quick responses everyone!

10 hours ago, NeilJohnRips said:

 

If your distro is debian based then you could always try installing the .deb

Yeah I should probably download a few versions of GZDoom, update and if met with issues, try and revert via older .deb installers (provided I don't hit dependency hell).

 

7 hours ago, DavidN said:

SNDSEQ lumps seem to have some issues that I hadn't accounted for, with different people's definitions colliding - I'll write something to track those issues down. If your monsters are being replaced then it's usually because someone has used the same DoomEd numbers that you've defined for your monsters, but like you I don't see any warnings about them. What monsters have been replaced?

That's understandable especially regarding the complexity of RAMP and RAMPART, but if I need to change anything on my end, do let me know.

Regarding the monsters, it only seems to impact monsters spawned into the map via ACS (specifically with Thing_SpawnFacing and using the T_Monster name, not any internal numerical identifiers). Cacodemons are sometimes replaced with a green variant with a trail/after image effect, and Imps are sometimes replaced with cyber-imps. No other monsters are changed, and any that are placed within the map itself are correct. If I'm to guess, would it be a rouge ZScript function? I've just play-tested the map again as of writing this, and the same monsters are reliably replaced, so I don't think it's a randomiser.

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"El Chavo del Doom: Doomguy na Vila do Chaves" is now available for playtest as map 247.

 

The gameplay part (except for the easiest difficulty levels) is already done, as is the narrative.

Now only a few details and decorations are missing (most regarding the end of the map), which I intend to finish by tomorrow.

 

I'd love for you to test the map;

also, all feedbeck, criticism and suggestions are welcome!

 

1.png.d0e3eec8d6c1c067ef92c69e57424732.png

 

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Had to rush to get my map done before the deadline. MAP288 - Solar Outpost, go check it out!

 

Oh, and good luck. You're gonna need it.

 

svHyStd.png

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Sidenote to the quacking cyberdemon... in the discord under shared resources.. a cyberdemon with squeky duck shoes can be downloaded

 

and if you guys look closely.. there are atleast 2 maps in ramp 2023 that use this cyberdemon or variations of him ;-)

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I submitted my first map last night! Map 282 - "Mineshaft Massacre"
 

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Thanks for putting this together David! This was the motivation I needed to finally learn the tools and make a map. It was a fun time and I'm pretty happy with the results

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Just uploaded my map, which is 295. It is called "A very 1994 map", cuz I've decided to make it like it's 1994 again, with a rather simplistic design, square spacy rooms connected by narrow corridors, random acid, lava and water pits, simple monster ambushes and so on. But overall it's a small adventure-style map.

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I managed to "finish" my map (as in "make it in such a state that it's playable from start to finish") and submit it early on today. I didn't have a PC until two weeks ago, so I really rushed on a lot of stuff and had many moments in which my mind simply blanked out and I couldn't make a decent room to save my life. Last night the north area of my map barely existed, and I was pretty much giving up and feeling frustrated at myself and the circumstances, but then I had this idea and tried putting something together that ended up working real nice, and that was the push I needed to finish the whole thing just in time.

 

I had to improvise on enemy and resource placement, and many areas ended up with much less detail and care than others, but it all seems to be working as intended and free of bugs, which is fine. I'll keep working on it after RAMP 2023 ends and will definitely redo pretty much every encounter, as I want them to be challenging and exciting, but I'm really happy with what I got, especially given the short time I had to put it together.

 

I'm posting on my phone now so I can't even take screenshots to add to this post, but if anyone's interested in my second ever Doom map, its number is 285. Thank you all so much!

Edited by JonExMachina

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HkhYfTnl.png

 

many thanks to @DavidN and team for making [ramp2023] for newbie mappers like myself. had submitted my map to [ramp2023] yesterday afternoon :)

  • title: tiny tangle.
  • published: 30 june 2023 (started 4 june 2023).
  • map slot in ramp2023: 286.
  • monster count (uv): 195.

  • custom monsters: no.

  • custom weapons: no.

  • gameplay settings: jumping no, crouching no, freelook yes.

  • difficulty levels: yes.

more screenshots:

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mp45miyl.png

 

c51YuJkl.png

 

aKrGPWYl.png

 

71K9EdVl.png

 

mXvaPOEl.png

 

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12 hours ago, JonExMachina said:

I managed to "finish" my map (as in "make it in such a state that it's playable from start to finish") and submit it early on today. I didn't have a PC until two weeks ago, so I really rushed on a lot of stuff and had many moments in which my mind simply blanked out and I couldn't make a decent room to save my life. Last night the north area of my map barely existed, and I was pretty much giving up and feeling frustrated at myself and the circumstances, but then I had this idea and tried putting something together that ended up working real nice, and that was the push I needed to finish the whole thing just in time.

 

I had to improvise on enemy and resource placement, and many areas ended up with much less detail and care than others, but it all seems to be working as intended and free of bugs, which is fine. I'll keep working on it after RAMP 2023 ends and will definitely redo pretty much every encounter, as I want them to be challenging and exciting, but I'm really happy with what I got, especially given the short time I had to put it together.

 

I'm posting on my phone now so I can't even take screenshots to add to this post, but if anyone's interested in my second ever Doom map, its number is 285. Thank you all so much!

I played your map Jon, I enjoyed it overall. I get some massive Hellbound vibes from it (not sure if that was an inspiration?), although it's considerably less tedious than a lot of Hellbound was. I wouldn't worry about the detail level, it easily does the job well enough, especially for an early career map, and I do like how the bit through the yellow door looks (which incidentally put me on the floor more than I care to admit!).

BTW is that your own midi? It's good stuff!

 

If anyone fancies some more rookie map action, I've submitted a map to this (never released anything before!) - a boomer-tastic Boom-compatible conventionality-fest at slot 263. Feel free to rip it apart, I'd welcome any criticism.

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7 hours ago, rita remton said:

 

HkhYfTnl.png

 

many thanks to @DavidN and team for making [ramp2023] for newbie mappers like myself. had submitted my map to [ramp2023] yesterday afternoon :)

  • title: tiny tangle.
  • published: 30 june 2023 (started 4 june 2023).
  • map slot in ramp2023: 286.
  • monster count (uv): 195.

  • custom monsters: no.

  • custom weapons: no.

  • gameplay settings: jumping no, crouching no, freelook yes.

  • difficulty levels: yes.

more screenshots:

  Reveal hidden contents

xrbKNfIl.png

 

mp45miyl.png

 

c51YuJkl.png

 

aKrGPWYl.png

 

71K9EdVl.png

 

mXvaPOEl.png

 

Yoooo~!! that looks awesome~!! I'll definitely have to check it out later~! great job~!

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On 6/27/2023 at 2:51 AM, HiMyNameIsChair said:

Through a lot of blood, sweat, and tears... I finished my very first ever published Doom map, and it's now a part of RAMP2023: "Wow~! This Looks Like a Great Place for Girls to Kiss~!" A Boom Format map that's fast-paced, open-ended, interconnected, and centered around a valley temple.

 

The main inspirations were Two of my favorite MegaWAD's & Mappers: Darkwave's work on Speed of Doom, and Erik Alm's Scythe 2~!

 

My RAMP number is 163~! 

 

A big thank you to David for hosting the project, and those in the discord who helped me over the last month. It finally gave me the push I needed to actually *finish* something, and uh.. not just fiddle around in UDB.

 

It's definitely a little rough on the gameplay side in spots... Red key right is a bit of a mess, sorry for that, but I learned a lot overall... and I'll take the lessons i learned into future maps~!

 

Water will look pretty different in RAMP, thanks to 32in24 Tex's game-wide pallet override, so one of these days I'll get around to a standalone version.

 

Screenshot_Doom_20230626_202504.png.b3ab63e641b3869646059f62a97d5d98.pngScreenshot_Doom_20230626_130344.png.699351e5082bb1b03ea649f79bec806c.pngScreenshot_Doom_20230626_125733.png.7bc60ae5fafcbb04971613c71c98a8e8.pngScreenshot_Doom_20230626_125840.png.0e47c1023219956df6bbd4b3ec97d725.pngScreenshot_Doom_20230626_130039.png.e12972a40cb0ebf068883a84f35ac6bf.pngBuilder_5Sskl6O4cO.png.188598d490b407d58bcdc0fa07b85d1e.pngBuilder_pzz12eKJsJ.png.e4589d0384e91b54054669d66fed80e9.pngScreenshot_Doom_20230626_130109.png.8c979d84c432b200dbae52e1ffcea7ff.pngScreenshot_Doom_20230626_125930.png.1bd052b5ff3797c4e9888f674f97566c.pngScreenshot_Doom_20230626_130006.png.3c59667fc42f306a63707663598d5a77.pngScreenshot_Doom_20230626_130146.png.40fed22d79e0d2de67142828c11bc546.png

Screenshot_Doom_20230626_130121.png

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Demonic infestation aside this really DOES look like a cozy place to kiss in. Great work!

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