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Johnny Cruelty

[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2

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2 hours ago, Johnny Cruelty said:

guys hosting movie nite for my birthday if you wanna join and talk 

 

whoever called me transphobic slurs and shit during my movie chat, I hope you get a hobby

image.png.c238e94f017186933d8d44a4798811c0.png

"several" please I only only hosted 3, and handed off development to another dude

 

...why in the heck is this in your project thread? Status updates exist for a reason, my dude.

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24 minutes ago, Obsidian said:

 

...why in the heck is this in your project thread? Status updates exist for a reason, my dude.

I posted a synctube session for my project peers since it's my birthday and I wanted to watch a movie but edited it because some troll on doomworld raided it and said horrible things

 

I putted the link here because some of my peers are not on discord and i thought maybe thye'd wanna join

but I learned maybe I should be careful of trolls and stuff I apoloize

 

ALSO ATTENTION, DUE TO THE REALIZATION THAT OUR DISCORD COULD BE RAIDED, I HAVE NOW MADE IT THIS WAU

 

IF YOU WANT IN, YOU HAVE TO ASK PRIVATELY

I ain't taking chances

Edited by Johnny Cruelty

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I'm concerned about the management of this project to be honest. Off-topic discussion continues in this thread while it seems project discussion is moving to a Discord server that I won't be joining.

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16 minutes ago, Individualised said:

I'm concerned about the management of this project to be honest. Off-topic discussion continues in this thread while it seems project discussion is moving to a Discord server that I won't be joining.

sorry I just posted here because it was my birthday, my apologies

but yeah development is going ok, don't sweat it

in fact we hired an artist to draw art from the shareware title pic and we are almost done with share ware

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Alright, it only took like an entire month, but I think I can call Map24 complete. Easy and Medium have been implemented, as has co-op alongside plenty of co-op only monsters if you so choose to play it that way. Tested both co-op and Deathmatch with a couple friends to make sure all was well and the map was able to be maxed so that is good to go.

The map has had some overall tweaks, much courtesy of DoomGappy's feedback. Some texture tweaking, adding a couple more small details like with the scrolling lights when one of the side path rooms go dark, and some general toning down of the final fight so it is a little less chaotic if you do not find the secret BFG. Also implemented his idea to make some switch effects audible to make a certain couple of puzzles easier and did so via some dummy sectors performing the respective action in earshot of the player.

The completed map has been added to the Google Drive in the opening post under Finished maps if you want to check it out. The placeholder music I had been using was also removed to not create extra work for when the maps get compiled together.

...Will be happy to not have to open that monstrocity in Doom Builder again, hah.

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5 hours ago, Individualised said:

I'm concerned about the management of this project to be honest. Off-topic discussion continues in this thread while it seems project discussion is moving to a Discord server that I won't be joining.

Yeah, I've been checking this post daily and there hasn't been ANYTHING to discuss. The server should be for off-topic discussion and this post for discussing the project, NOT the other way around. I have no idea what maps are being finished or if I could even give any feedback and I'm honestly losing interest in the project.

I mean, why even have this thread if all you're going to do is talk about it in a separate Discord server? It feels super uninvolved.

 

And yeah, you being raided by a troll sucks super hard and that person needs to get a life, but not only does it have nothing to do with the project itself, but you're just giving them attention (and calling them out).

 

Johnny, I'd highly recommend you keep pure project-related discussion to this thread and leave literally everything else in the Discord server.

 

Happy birthday, by the way. I don't mean that sarcastically.

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I actually agree. There are people giving feedback to maps in the discord that I wouldn't have known about if I hadn't had joined to take a look, as well as people showcasing their maps (which is fine to do privately if you need on hand feedback). Someone pointed out an issue with map20 I had no idea about for example (fixed now). At the end of the day the people here are interested in the project and what its status is, not hanging out and doing whatever else.

 

Quote

Johnny, I'd highly recommend you keep pure project-related discussion to this thread and leave literally everything else in the Discord server.

 

This is key @Johnny Cruelty. Maybe it's best if you let someone else handle running the project and communications and you handle the "cool" stuff like the music, artwork and direction the maps go? I don't mind project management if no one else does, I want to see this project finished as I'm invested in what people have been producing. The last thing we want is people dropping and losing interest because communication is scattered.

Edited by Cutman

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43 minutes ago, Cutman said:

I actually agree. There are people giving feedback to maps in the discord that I wouldn't have known about if I hadn't had joined to take a look, as well as people showcasing their maps (which is fine to do privately if you need on hand feedback). Someone pointed out an issue with map20 I had no idea about for example (fixed now). At the end of the day the people here are interested in the project and what its status is, not hanging out and doing whatever else.

 

 

This is key @Johnny Cruelty. Maybe it's best if you let someone else handle running the project and communications and you handle the "cool" stuff like the music, artwork and direction the maps go? I don't mind project management if no one else does, I want to see this project finished as I'm invested in what people have been producing. The last thing we want is people dropping and losing interest because communication is scattered.

Yes sir will do

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Ok. I am going to try to enforce all discussion of the maps themselves here and any other extra fluff (social, graphics, etc) to go to the discord. Please continue to upload maps to this thread or the drive and not on the discord if you're ready to start receiving feedback. I've also created a google spreadsheet on the drive so we can easily see what is done and what is available to test. The folder structure is still a bit messy but that can be ironed out once we have a full set of maps to test.

 

You can find a link to the google drive to find the sheet on the first post.

 

image.png.e98999f19704a718a1d5031eb2f2536b.png

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Work on MAP25 is slow, but steady. For now only the entrance is worth showing (still WIP though), so here's the screenshot. And yes, there will be much more bloodfalls than original map ever had.

Spoiler

Os1BhPh.png

Also I agree with @Cutman here. Not that I have anything against Johnny, but clearly he is indeed not ready to handle the community project, especially a full-blown 32-map megawad. In my opinion, @DoomGappy is fit for the role of project lead, considering he's already managing the cloud storage and gives detailed feedback on maps; this shows how much he's invested in this project.

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8 minutes ago, Heretic926 said:

In my opinion, @DoomGappy is fit for the role of project lead, considering he's already managing the cloud storage and gives detailed feedback on maps; this shows how much he's invested in this project.

 

I couldn't agree with you more. Not because I'm working with him on our map for the project, but because I've seen how hard he's worked to put this chaos in order. As it is, this project’s gonna kill our poor @DoomGappy, man!

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13 minutes ago, Heretic926 said:

Work on MAP25 is slow, but steady. For now only the entrance is worth showing (still WIP though), so here's the screenshot. And yes, there will be much more bloodfalls than original map ever had.

  Hide contents

Os1BhPh.png

 

Holy shit, that shot looks evil.

Finally, Unholy Cathedral fans (me and like 3 guys with bad taste in maps) will eat good soon.

16 minutes ago, Heretic926 said:

Also I agree with @Cutman here. Not that I have anything against Johnny, but clearly he is indeed not ready to handle the community project, especially a full-blown 32-map megawad. In my opinion, @DoomGappy is fit for the role of project lead, considering he's already managing the cloud storage and gives detailed feedback on maps; this shows how much he's invested in this project.

@DoomGappyis a real one, for sure. Instead of just hating on the project for being badly managed, he instead is trying to help. I hope he gets some time to rest, tho.

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MAP26 (finished folder) and a vastly updated MAP23 (wip folder) have been added to the drive! Here's some screenshots I took.

 

MAP23 feedback:

Spoiler

Much better now, there's way more going on than before. I think trapping monsters behind barrels makes the map a bit too easy in places (lost souls, hell knight + chaingunner area). Maybe open up enough space to have them barely escape. Or with the lost souls area, make it so once you hit the blue switch a door reveals them so if you wasted the barrels you have lots of souls to contend with? Also the invulerability in the final room seems needless, and I would have the archviles face the player to scare them.

 

 

 

 

s1.jpg

s2.jpg

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[ANNOUNCEMENT]

 

Alright, everyone, time to clear up some things since I took a little time off to rest form Doom. I was in a hyperfocused fueled crazy experience and I couldn't stop thinking about Doom all the time, so I had to take some time off. Not that it helped that much, but still. Let's go one by one.

 

1 - Johnny Cruelty is the project lead. It has been suggested by some that he is not fit for the role and brought problems from previous projects as a reason, as well as things that have happened here. During the few days I took to rest, Cutman also appeared to help, and I'm really thankful for that. Still, even though me and Cutman have been providing testing and feedback to everyone, we've done so because Johnny's idea is really good and we want to invest into it. Doesn't change the fact that it was his idea and that it's his creative vision being put on display here. Without it we wouldn't even be united here to develop the project. I understand that things have been a little off track on the thread, and that leads us to the second point.

 

2 - We have divided some roles for things to be clearer and easier to understand for project participants. Here are the people in charge and what each one is responsible for:

 

Johnny Cruelty: initial idea, project lead, Story, Graphics, OST, discord manager.

Cutman: tracking song and map submissions, playtesting, creating the readme files with credits.

DoomGappy: Playtesting, mapping feedback, build compiling, intermission texts, Doomworld announcements.

 

We divided the roles like this so we can play to each person's strengths. I don't know a hoot about discord, just like many younger people don't know a lot about forums and their cultures. Our efforts will bridge that gap, and hopefully everyone will get out of this smarter than they got in. Progress on what is being developed on the discord server will also be brought into the thread in byte sized updates along the days, so nobody will be out of the loop about what is going on.

 

3 - Our shareware version will be available on Doom's 30th birthday, December 10th, 2023. We'd appreciate very much if any beta-testers could apply so we can have time to check for mistakes and bugs that might have passed over our previous runs. We already have an alpha build which is only missing map05, which is being finished. You can do this by sending me or @Cutman a DM, and we'll explain how this will take place.

 

Now that that's out of the way, let's do a little progress report. We have almost 20 maps submitted and playtested out of our total 34 goal. This is huge and I'd like to thank all of you guys for the hard work. We already have an internal alpha version with the UMAPINFO and the songs set up for some of the maps, but it's only the first episode (10 levels). One more map and we'll have finished episode 1, and this version is the one we need playtesters and bug hunters for. As mentioned previously, if you are interested, send me or Cutman a DM. Here is a full report of our status and reviews. 

 

Map list

 

Spoiler

Completed maps already submitted and playtested (18). If your name is here, you probably got a video of me playing your map pointing out things like texture choice or alignment in your DMs. Report if needed.

 

Map01 - Johnny Cruelty

Map02 - Johnny Cruelty

Map03 - Johnny Cruelty and SpaceCat_2001

Map04 - EagerBeaver

Map06 - SpaceCat_2001

Map07 - Kasgen

Map08 - DankMetal and Cutman

Map09 - Rorix

Map10 - SpaceCat_2001

Map13 - DankMetal

Map16 - GermanPeter

Map17 - Max-ko-khan

Map18 - DankMetal

Map20 - Cutman

Map23 - Dynamite Kaitorn and Johnny Cruelty

Map24 - PinkKittyRose

Map26 - Mystic 256

Map30 - Walter confetti

 

Completed maps not yet playtested (0). If you map is here, it will be playtested soon, and you will receive video feedback on it shortly.

 

Completed maps not submitted to drive folder yet (0). If your name is here and you can't access google drive for some reason, send the map in my DMs and I'll upload it there.

 

Maps with status pending (0). Maps that mappers still haven't reported on.

 

Work in progress maps (12). If your name is here, please report the status of your map quoting this post. I'll add three categories next to the level according to the response I get, "Starts mapping soon", "In progress" and "Finishing touches".

 

Map05 - @Rileyx1 - In progress

Map11 - @DoomGappy and @The Royal We - Finishing touches

Map12 - @Track Federal - In progress (60%)

Map14 - @HEXWALKER - Starts mapping soon

Map15 - @EagerBeaver - Starts mapping soon

Map19 - @Kasgen - Finishing touches

Map21 - @mr-around - In progress

Map22 - @Logamuffin - Starts mapping soon

Map25 - @Heretic926 - Starts mapping soon

Map27 - @mr-around - In progress

Map28 - @SpaceCat_2001 @Dankmetal - Starts mapping soon

Map29 - @HEXWALKER - Starts mapping soon

Map31 - ViolentBeetle - In progress

Map32 - PinkKittyRose - In progress

 

Open slots (0). Slots available for mappers.

 

Warp only maps (2). Bonus maps accessible only through IDCLEV console command.

 

Map33 - @Individualised - In progress

Map34 - @Individualised - Starting soon

 

 

Map reviews

 

Map23 - @DynamiteKaitorn and @Johnny Cruelty

A very interesting mix of Barrels of fun and Pandemonium. The map works great, and the combat is not solely reliant on the barrels gimmick, with a wide variety of situations for the player to tackle. Great fun!

 

Map24 - @PinkKittyRose

The chasm and house of pain fused together in a huge and very well detailed map that will amaze those who take the time to admire it's details. I can't even comment on a single moment, the map is fully engraved in my brain. Truly a memorable experience!

 

Map26 - @Mystic 256

Great mix of the Mt. Erebus and The Abandoned Mines. Lots of fireblu and lava all around, so beware, almost everything is hot to the touch. Overall great fun and a great map with some tricky traps. 

 

Previous reviews

 

Spoiler

 

Map01 - Johnny Cruelty

Titular map for the project, mixes entryway and Hangar quite nicely.

 

Map02 - Johnny Cruelty

Underhalls and Nuclear plant had a baby, and it's full of pipes leaking and water everywhere. Can be a bit confusing, but overall nice underground structure.

 

Map03 - Johnny Cruelty and SpaceCat_2001

Gantlet and toxin refinery meet well in this map full of liquids. There might be something more than meets the eye here.

 

Map04 - EagerBeaver

The Focus and command control meet in a techbase mashup. Props to the cool looking structure and general squarishness of the arenas. It surprisingly doens't feel samey at all. One of the maps I had the most fun playtesting.

 

Map06 - SpaceCat_2001

One of the first maps I playtested, Spacecat created a very fun and bloodpumping map by mixing Central Processing and The crusher. But beware, it may not crush exactly what you expected.

 

Map07 - Kasgen

A fun dead simple and computer station remix. Pay attention to the hell knight that comes down the stairs, it's funny. A great and fun map, action packed almost non-stop.

 

Map08 - DankMetal and Cutman

Phobos anomally meets tricks and traps. An amazing mix of both maps, where each room is a challenge to be overcome. A highlight!

 

Map09 - Rorix

The pit and Military base's love child, I couldn't ask for a more delightful map. I'ts mostly the pit in dna, but the pit was already a pretty interesting map. The battle on the lake of nukage is a big highlight.

 

Map10 - SpaceCat_2001

Spacecat somehow made elements from E1M10, sewers, into something playable. Still, the influence of refueling base is impossible to deny.

 

Map13 - DankMetal

This is how the city maps of Doom2 should have been. The titular refinery of E2m3 is now a proper refinery, with vats of green nukage surrounding it for treatment. The downton is the rest of the map, which has been invaded by the hordes of hell. Very cool and open level progression that doesn't feel overwhelming. And don't worry, there are some classic arrows on the floor somewhere to guide you on your journey if you get lost.

 

Map16 - GermanPeter

German Peter's Tribute to Halls of the Damned and Suburbs shines brightly. Fairly old school in its architecture but also amazingly done.

 

Map17 - Max-ko-khan

Tenements and Spawning vats is an unusual combination, but Max-ko-khan makes it work greatly in this map. A tension-filled romp.

 

Map18 - Dank Metal

Absolute banger of a map. I'd recommend everyone to check this out, especially since the shootable switch mechanic now has a purpose. I had a lot of fun with this one.

 

Map20 - Cutman

A fortress surrounded by water. You have to find a way out of this hellish castle. Also one of the most interesting maps to play, a little bit on the longer side, not because of length buit because of difficulty. There is a great battle near the middle of the map, and, well, will something iconic happen here? Reach the end and find for yourself!

 

Map30 - Walter Confetti

Icon of Sin and Dis, two of the greatest boss battles of all time... not! But Walter Confetti turns out a cool map that mixes the tensions of arriving in front of the greatest and most dangerous hellspawns of the underworld with the classic Doom battles we've grown to love, despite their wonkiness.

 

 

Thank you very much to all for the patience. 

 

@Heretic926,that is a mean looking shot. Love the contrast between the shadows and the skybox. How much would you say you are finished with this?

 

@GermanPeter, sorry you feel that way. I hope my list can indicate you what maps are available. Most of them are under the "3 - playtested" folder, since me or Cutman or both have already played them and given feedback to mappers. All new additions to maps that are there should be added in the same folders, since they are already completely finishable maps. We hope no softlocks have passed us by. 

Edited by DoomGappy

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11 minutes ago, DoomGappy said:

 

@GermanPeter, sorry you feel that way. I hope my list can indicate you what maps are available. Most of them are under the "3 - playtested" folder, since me or Cutman or both have already played them and given feedback to mappers. All new additions to maps that are there should be added in the same folders, since they are already completely finishable maps. We hope no softlocks have passed us by. 

 

 

I just hope that people are going to keep posting updates to their maps on here instead of on Discord, that's all.

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Uploaded map 19 to the WIP folder in the drive. There's still visual things I need to do, but most of the map is done and I'd like to start getting feedback on it now while I figure out detailing.

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5 hours ago, Kasgen said:

Uploaded map 19 to the WIP folder in the drive. There's still visual things I need to do, but most of the map is done and I'd like to start getting feedback on it now while I figure out detailing.

 

Great level! It's a very fair map, maybe a little too easy. Every secret was fair to find but rewarded almost too many goodies for the amount of monsters you have to face. I would try to raise the difficulty in some parts. Maybe some extra hitscanners here and there or perhaps some extra cacodemons stalking from the waters. Maybe a timed lock in at the baron fight? Something like that. I'd drop the amount of powerups a tad too. I was stacked on armor and bonus health by the end. Visually I thought it was very good too. Well done so far!

 

Edit: I also get a line error printed on the console when I ran with GZDoom, might want to double check it. Line 721 has no first side.

Edited by Cutman

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Mine and @The Royal We's map is available here! We've made many many changes from previous versions, but the basic layout is still the same. Still, the experience is very different now. I think the only things we need to finish are the secret area and balancing for coop and multiplayer. Feedback is very much appreciated indeed, and tell us if you find any bugs. Some more screenshots.

EYS8rTy.jpg

 

I2koaf9.jpg

 

6Se8ivD.jpg

 

hL3W6uc.jpg

 

9 hours ago, Kasgen said:

Uploaded map 19 to the WIP folder in the drive. There's still visual things I need to do, but most of the map is done and I'd like to start getting feedback on it now while I figure out detailing.

I played your map earlier and sent you a feedback video. Unfortunately, OBS didn't capture the game's audio, so it's just silence interrupted by a bald guy ranting. I hope it proves useful somehow.

 

 

11 hours ago, GermanPeter said:

I just hope that people are going to keep posting updates to their maps on here instead of on Discord, that's all.

They will, that's the directive. 

 

 

Edited by DoomGappy

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2 hours ago, DoomGappy said:

Hey, @GermanPeter, don't worry, there will be regular posts here about the progress. The guys from discord are developing a lot of the OST there, but Johnny and Dank Metal will keep us posted here. Mappers will also post their progress here too.

We have 17 songs already made. There is a spreadsheet in the google drive folder to keep track of map submissions and OST submissions, everyone can look at it. Me and Dank Metal are taking care of this part and we will report things on the thread when they are ready. You can listen to the tracks in the songs folder.

Edited by Johnny Cruelty

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Just now, Johnny Cruelty said:

What does this have to do with Amalgoom 

Everything...

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9 minutes ago, Dubbag said:

 

 

Sorry, i can't see this video, it says that is not available on my country, what is it?

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8 minutes ago, Dubbag said:

Everything...

This thread is now for serious dev discussion, please don't post stuff that isn't about the wad and post jokes and fluff on our discord

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Just now, Johnny Cruelty said:

This thread is now for serious dev discussion, please don't post stuff that isn't about the wad and post jokes and fluff on our discord

sorry sir

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I'd like to take a shot at the MIDI for Map27 - Waiting for Romero to Waltz

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4 minutes ago, Rus said:

I'd like to take a shot at the MIDI for Map27 - Waiting for Romero to Waltz

Sure, you're in! Remember to submit your song on the google drive folder, and if you want, you can also post WIPs of your song here

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2 hours ago, DankMetal said:

Sure, you're in! Remember to submit your song on the google drive folder, and if you want, you can also post WIPs of your song here

Here's WIP for the night. Not sure yet how I feel about my transition at the very end, but thought it'd be cool to mash 4/4 and 3/4 in the same song. "D_ROMWLTZ"

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