EPICALLL Posted August 25, 2023 56 minutes ago, Eon Toad said: I'd like to take map 13 ok 0 Share this post Link to post
knifeworld Posted August 25, 2023 I've decided that I'll step away from this project, the whole thing with sticking to a theme, and having to keep tabs on what the end and start of the maps surrounding yours are like is a combination I don't think i can vibe with. Plus, I want to finish 2 maps for another project, and work on standalone stuff more anyway. Feel free to open up my map11 slot. 1 Share this post Link to post
EPICALLL Posted August 25, 2023 4 hours ago, knifeworld said: I've decided that I'll step away from this project, the whole thing with sticking to a theme, and having to keep tabs on what the end and start of the maps surrounding yours are like is a combination I don't think i can vibe with. Plus, I want to finish 2 maps for another project, and work on standalone stuff more anyway. Feel free to open up my map11 slot. No worries. Take care! 1 Share this post Link to post
Raith138 Posted August 26, 2023 I have a lot of stuff going on at the moment so I don't think I will find time to make my map so I would like to also drop my map. I hope everything works out! 0 Share this post Link to post
EPICALLL Posted August 26, 2023 3 hours ago, Raith138 said: I have a lot of stuff going on at the moment so I don't think I will find time to make my map so I would like to also drop my map. I hope everything works out! Alright then, no pressure! Have a good one! 0 Share this post Link to post
NotDeadYet Posted August 28, 2023 Yo can I take Map 24? I'd love to be part of this. I can get started straight away, I can map relatively quick. 0 Share this post Link to post
EPICALLL Posted August 28, 2023 Just now, Frontier said: Yo can I take Map 24? I'd love to be part of this. I can get started straight away, I can map relatively quick. A good map is much better than a quick map, I'd rather have the project done well than to have it done fast. You still got the slot, of course. 0 Share this post Link to post
NotDeadYet Posted August 28, 2023 Right, thanks. Real quick, how do you want me to send my map to you, just upload the wad here? 0 Share this post Link to post
EPICALLL Posted August 28, 2023 4 hours ago, NotDeadYet said: Right, thanks. Real quick, how do you want me to send my map to you, just upload the wad here? I would prefer you send it here, however, any method would be fine. 0 Share this post Link to post
NotDeadYet Posted August 28, 2023 Got ya, working on it right now. Just got to get in touch with CrazedCleric for continuity. 0 Share this post Link to post
NotDeadYet Posted August 28, 2023 Oh shit, one more thing. Custom enemies and sprites, yes or nay. 0 Share this post Link to post
EPICALLL Posted August 28, 2023 7 hours ago, NotDeadYet said: Oh shit, one more thing. Custom enemies and sprites, yes or nay. That depends, how many enemies? Which enemies are they replacing? How do they work/look? Does anyone else want their own custom enemies? 0 Share this post Link to post
Raith138 Posted August 28, 2023 I think I will stick around for playtesting but not mapping. 0 Share this post Link to post
EPICALLL Posted August 28, 2023 1 minute ago, Raith138 said: I think I will stick around for playtesting but not mapping. ok 0 Share this post Link to post
NotDeadYet Posted August 29, 2023 Yo, can I have the wad for map 23? Can't get hold of the dude who made it and I'm doing stuff that'll make it pretty hard, nigh impossible to change afterwards with my opening area. 0 Share this post Link to post
NotDeadYet Posted August 29, 2023 Oh yeah, and I'm just going to work with what you gave me and stock Doom 2 assets. 0 Share this post Link to post
EPICALLL Posted August 29, 2023 6 hours ago, NotDeadYet said: Yo, can I have the wad for map 23? Can't get hold of the dude who made it and I'm doing stuff that'll make it pretty hard, nigh impossible to change afterwards with my opening area. Nope. If you can't get a hold of the guy, then why should you expect me to have it? 6 hours ago, NotDeadYet said: Oh yeah, and I'm just going to work with what you gave me and stock Doom 2 assets. Don't need to state the obvious. Also, no offense, but you talk way too much. 0 Share this post Link to post
EPICALLL Posted August 30, 2023 (edited) I've polished my map to the point where I can't find much wrong with it anymore, so here goes nothin'...Author(s): EPICALLLDifficulty Settings: Implemented (+coop/deathmatch)Map Name: Liquids Included With PurchaseMIDI Used: Obstacles Not Included (by me)Description: After the events beforehand, you seem to have stumbled here... The only question is this; what waits for you here, anyways?Author's Comments: I tried to emulate Erik Alm's visual motifs from Scythe X as much as possible, with a few more Vrack-Esque things in the latter half to spice things up. I tended to favour fun, fast-paced combat over difficult combat here... So hopefully I don't bust too many balls in the process.LIWPv1.zip Sidenote: If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated. Sidenote 2: Also, thanks AD_79 for the pep-talk. Edited August 30, 2023 by EPICALLL 3 Share this post Link to post
wumbo Posted August 30, 2023 50 minutes ago, EPICALLL said: I've polished my map to the point where I can't find much wrong with it anymore, so here goes nothin'...Author(s): EPICALLLDifficulty Settings: Implemented (+coop/deathmatch)Map Name: Liquids Included With PurchaseMIDI Used: Obstacles Not Included (by me)Description: After the events beforehand, you seem to have stumbled here... The only question is this; what waits for you here, anyways?Author's Comments: I tried to emulate Erik Alm's visual motifs from Scythe X as much as possible, with a few more Vrack-Esque things in the latter half to spice things up. I tended to favour fun, fast-paced combat over difficult combat here... So hopefully I don't bust too many balls in the process.LIWPv1.zip Sidenote: If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated. I played through the map, and I must say that it got difficult when the arch-vile spawned in after you grab the blue key, that is if you don't access the secret plasma and backpack. Almost everything else is perfect, however. The map is short but punchy, has flawless texturing, good lighting variety, and much more. The only negative thing I must say is that unfortunately, I'm not a huge fan of the MIDI that you made, but that is a subjective matter. Good job, man! 1 Share this post Link to post
EPICALLL Posted August 30, 2023 11 minutes ago, wumbo said: I played through the map, and I must say that it got difficult when the arch-vile spawned in after you grab the blue key, that is if you don't access the secret plasma and backpack. Almost everything else is perfect, however. The map is short but punchy, has flawless texturing, good lighting variety, and much more. The only negative thing I must say is that unfortunately, I'm not a huge fan of the MIDI that you made, but that is a subjective matter. Good job, man! And here was me both last year and like 3 weeks ago thinking that my maps were really painfully mediocre. I'm all giddy. 1 Share this post Link to post
Heretic926 Posted August 30, 2023 (edited) 7 hours ago, EPICALLL said: I've polished my map to the point where I can't find much wrong with it anymore, so here goes nothin'...Author(s): EPICALLLDifficulty Settings: Implemented (+coop/deathmatch)Map Name: Liquids Included With PurchaseMIDI Used: Obstacles Not Included (by me)Description: After the events beforehand, you seem to have stumbled here... The only question is this; what waits for you here, anyways?Author's Comments: I tried to emulate Erik Alm's visual motifs from Scythe X as much as possible, with a few more Vrack-Esque things in the latter half to spice things up. I tended to favour fun, fast-paced combat over difficult combat here... So hopefully I don't bust too many balls in the process.LIWPv1.zip Sidenote: If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated. Sidenote 2: Also, thanks AD_79 for the pep-talk. My thoughts about it: well, it's a tad hard for MAP04 than I expected (tested on UV), mostly because of ammo famine during the first half of the map. Monsters closets could've been better - they are overpopulated and have too many monster varieties, which tend to infight each other rather than deal with player. I'd recommend to place a couple of ammo boxes/shotgun shells and replace some hell knights with revenants. Final room is kinda messy from gameplay perspective too. Secrets are in the middle between "too easy to find" and "too obscure", well done. Visuals are good and clear, though some ceilings need a bit of work, especially in blue key room. Overall, a pretty good map. 1 Share this post Link to post
RileyXY1 Posted August 31, 2023 I'll start my map once I get finished with my work for Plutonia But Something's Not Right. 0 Share this post Link to post
EPICALLL Posted September 1, 2023 4 hours ago, RileyXY1 said: I'll start my map once I get finished with my work for Plutonia But Something's Not Right. Oh shit I need to submit my midi to that 0 Share this post Link to post
Heretic926 Posted September 1, 2023 (edited) On 8/30/2023 at 6:21 AM, EPICALLL said: If there are any artists out there who are willing to do some sick intermission, menu & game end art, that would be utmost appreciated. Well, I've got something for you. TITLEPIC and INTERPIC are ready and converted to Doom palette! Made them out of stock images so they should be fine, I guess: graphics.rar Spoiler Edited September 1, 2023 by Heretic926 0 Share this post Link to post
EPICALLL Posted September 1, 2023 15 minutes ago, Heretic926 said: Well, I've got something for you. TITLEPIC and INTERPIC are ready and converted to Doom palette! Made them out of stock images so they should be fine, I guess: graphics.rar Reveal hidden contents Cool. Will implement soon. 0 Share this post Link to post
SMG_Man Posted September 2, 2023 I'll have some time to get started on my map here in the next week or so. Before I get started putting pen to paper though, I have a question - In the main post you said re: the secret level slots "The only guideline here is to not make a map that you would see ending up in any of the six episodes listed." Is this only in terms of the aesthetic, or would this include gameplay design as well? 0 Share this post Link to post
Proxy-MIDI Posted September 2, 2023 Hello there ! Can I take the slot 03 please ? 0 Share this post Link to post
CrazedCleric Posted September 2, 2023 I've got a tentative first version of Map 23. Tested on the latest prboom+ (comp 9) and GZDoom (boom comp). Author(s): CrazedClericDifficulty Settings: Implemented (+coop/deathmatch starts)Map Name: VerlorenMIDI Used: Warped Mind by Psychedelic EyeballDescription: From the ruination of the far future emerges a vestige of a war long past. An old bunker sleeps in the dead, charred earth poking through the ash.Author's Comments: Kind of a toughie. I'm a bit on the fence about being more generous with pickups. Vanity_m23.zip 0 Share this post Link to post
EPICALLL Posted September 2, 2023 17 hours ago, SMG_Man said: I'll have some time to get started on my map here in the next week or so. Before I get started putting pen to paper though, I have a question - In the main post you said re: the secret level slots "The only guideline here is to not make a map that you would see ending up in any of the six episodes listed." Is this only in terms of the aesthetic, or would this include gameplay design as well? Aethstetic only. 11 hours ago, Proxy-MIDI said: Hello there ! Can I take the slot 03 please ? You got it. 0 Share this post Link to post