big smoke Posted January 23 15 hours ago, janiform said: @Bochnik ChlebaSounds good. Thanks for the update! Any updates, @Anarkzie @big smoke @NeedHealth @Fryuko @SilverMiner? im still working on mine, i did some small updates here and there but i've been mostly taking my time with it (since the deadline got extended) moving forward, im going to focus on this submission and finally get it done, sorry i couldn't post more updates, i've been busy with other projects for a while ill send some screenshots when the map looked finished enough. 0 Share this post Link to post
NightFright Posted January 23 (edited) This one was almost too easy. d2minusd_uwide.zip Edited January 23 by NightFright 6 Share this post Link to post
janiform Posted January 24 @big smokeGreat, thank you for the update!@NightFrightThanks for making this! 2 Share this post Link to post
janiform Posted February 5 Okay, third try: any updates, @Anarkzie @NeedHealth @Fryuko @SilverMiner? We have less than two months until the deadline, so if you still intend to complete your maps, please post! Otherwise, I'll have to figure out if those map slots should be opened again. 0 Share this post Link to post
SilverMiner Posted February 5 21 minutes ago, janiform said: if you still intend to complete your maps, please post gonna do 0 Share this post Link to post
EmoLevelDesigner Posted February 11 @Eon ToadI was looking for a vanilla-compatible wad to play, and happened to stumble upon your MAP13: Uptown in this thread. Level is very impressive. Despite being simplistic like original Doom2 locations, it feels like an actual part of the town, not like a poor attempt to visually portray it. Fences and trees make you think you're in the yards and small parks near the buildings; end of the map is where we reach the a modern building with glass windows. Sacrificial altars and marble columns show influence of Hell. Secrets are placed so well you're intuitively stumble into them if you replay the map a few times. Battles can seem hard at first, but if you're observant and carefully plan your moves, you will make them a lot easier for yourself. If other maps are as impressive as this one it's a very promising megawad to look forward to. 2 Share this post Link to post
janiform Posted February 13 @SilverMinerLooking good! That's a good sector tree. @EmoLevelDesignerThanks for playing @Eon Toad's map! I agree that it's a good one. Okay, this is my last try to contact @Anarkzie, @NeedHealth, and @Fryuko. Please tell me if you're still planning to submit a map for the slot you signed up for! If not, I'll open up those slots again on Friday, 2/16. 1 Share this post Link to post
Demonic Meatball Posted February 14 (edited) Hi I'm back. In the following .zip you'll find a midi for map 14 (it's called "Kevin's not done Punching"), as well as a (hopefully) final version of map 30, with a slightly modified midi (it's not as shameless of a ripoff anymore ;). New Stuff btw @janiform Here's that rundown of map 23 I promised a while back : Cool map, aesthetic is neat and the action is on point, especially that yellow key fight and its pain cloud-vile combo. On to what could be done better : - Tone down the strobes. Seriously. Now I like strobes too, and they're great for atmosphere, but my eyes don't have the stamina to endure blinking for the entirety of the map. Plus I think you chose 20 damaging floor in some places just because it's the only damaging floor that can blink. It's too much. - I'd add another rad suit after the HK maze, for those who want to get the health and/or kill the remaining Hell Knights. - Still around the HK maze, there's no way of differenciating the pillar with a backpack in it from all the other pillars in the room, and if there is it's way too subtle. - Similarly, the Soulsphere Pillar in the barrel area has its textures just as misalined as the other pillar in the room because A; the pillars are too wide, making the textures "loop" poorly, an B; the non-Soulsphere pillar is alined with the ceiling instead of the floor. Spoiler Really, can you tell which one is supposed to have misallined textures here ? - The BFG in the yellow key fight is both a bit too obvious and a bit too essencial to be tagged a secret. Edited March 9 by Demonic Meatball 0 Share this post Link to post
SilverMiner Posted February 14 MAP32 NAME: Pustyrnik (v1) MIDI: MAP32E1MIDI by Winnkar Slot in the megawad: 32. In this wad - map01 https://cdn.discordapp.com/attachments/569199065246728259/1207443032493006878/d2minusd32v1.wad?ex=65dfa9f4&is=65cd34f4&hm=bdaea0399e86027618b0881ca3b98a271db6be2b22f3b39a06fe85f834f1df5b& 2 Share this post Link to post
janiform Posted February 20 Okay, map slots 06, 12, and 16 are officially open! @Anarkzie@NeedHealth@Fryuko, if you still want these slots, please let me know. I've been toying with a city level (screenshots attached) that could go into slot 12 or 16, but if you want those slots, please feel free to claim them! @SilverMiner This is a fun map that kept me on my toes. I like how compact this tiny island is. The texturing is clever too! Cool exit wall panel. There are coop and DM starts and no forbidden textures. Nice work! Is this map named after a plant? @Bochnik Chleba, take a look at SilverMiner's MAP32 - it might give you ideas about how to do your MAP31 secret exit!@Demonic MeatballThank you so much for this advice. I'll try to tackle these issues soon. I definitely overdid the strobes! And thanks for the new MIDI - it sounds very authentic and emphasizes out the ambient, droning quality that IMO the best original Doom/2 tracks have. 2 Share this post Link to post
janiform Posted February 20 @RorixAwesome, it's yours! Thanks for all your contributions to this project. 1 Share this post Link to post
SilverMiner Posted February 20 9 hours ago, janiform said: This is a fun map that kept me on my toes. I like how compact this tiny island is. The texturing is clever too! Cool exit wall panel. There are coop and DM starts and no forbidden textures. Nice work! Is this map named after a plant? Thanks! It's a play on words: like the content of the island (the bench under the tree especially) had been making me think to name it "pustyr" (means an undeveloped, neglected place (usually near housing or on the site of demolished housing), wasteland in one word). Pustyrnik is indeed a plant. It should grow in wastelands, but in modern Russian I feel it's strongly associated with a cheap (if not the cheapest) calmant. The cheap stuff like that sometimes is featured in a certain type of memes 1 Share this post Link to post
janiform Posted February 20 @SilverMinerThanks for explaining - that's really interesting stuff that I didn't know, and definitely adds an additional flavor/context for the map. @Forgotten Soul It's yours! I'm going to go ahead and claim MAP16, for better or worse. I have most of a corrupted facility map complete. All slots are taken again! 2 Share this post Link to post
Demonic Meatball Posted February 20 (edited) @SilverMiner That's a really cute map, whose quirkyness and setting justify its secret slot. few notes : - It's a map 32, so it will have the hell sky assigned to it. Sells the holiday vibes a bit less. - I do not understand the thought process behind having the midi be a Mock 2 reject, but it makes the map very, very much worse imo.For the recording I changed it to "The Medicine Man Creeps" from .mid the Way Id Did and I thought it fit pretty well. - Don't know what happens here, but this hole is cursed. see for yourself : Spoiler 0 Share this post Link to post
SilverMiner Posted February 21 13 hours ago, Demonic Meatball said: That's a really cute map, whose quirkyness and setting justify its secret slot. Thank you for recording a video! 13 hours ago, Demonic Meatball said: It's a map 32, so it will have the hell sky assigned to it. Sells the holiday vibes a bit less. It's actually designed to be played with hell sky, and I've been mostly seeing my map with that sky (except times when I launched map with prboom-plus). In this map I'm once again using red sky and blue water, I like to do stuff like that a lot. Doom 2's sky1 doesn't spoil it, it has some special vibe, but in my doom 2 maps I'm gonna mostly use sky3 cuz it's like saturated and stuff; not bleak skies is why I like to make doom 1 maps and plutonia ones (with sky2 or sky3) 13 hours ago, Demonic Meatball said: I do not understand the thought process behind having the midi be a Mock 2 reject, but it makes the map very, very much worse imo.For the recording I changed it to "The Medicine Man Creeps" from .mid the Way Id Did and I thought it fit pretty well. I'll think about it. I just wanted to adopt Winnkar's midis somewhere 13 hours ago, Demonic Meatball said: Don't know what happens here, but this hole is cursed. see for yourself I'll try to fix it, thank you 0 Share this post Link to post
SilverMiner Posted February 21 (edited) @Demonic Meatball What sourceport have you used in this^ one? I couldn't replicate the bug for myself. Like if your sourceport rebuilds nodes, it should be told not to do so I think 0 Share this post Link to post
Forgotten Soul Posted February 21 8 minutes ago, Demonic Meatball said: @SilverMiner I used Crispy Doom I play this map on GZDoom and this doesn't work on this port. I think this only exists on CrispyDoom like ports. 0 Share this post Link to post
SilverMiner Posted February 21 I've been trying to fix it, but more bugs appear lol 0 Share this post Link to post
Forgotten Soul Posted February 21 1 hour ago, SilverMiner said: I've been trying to fix it, but more bugs appear lol Sectors on your map overlap each other. 0 Share this post Link to post
Forgotten Soul Posted February 21 (edited) Map 12 done! Name: Suburbs Factory There is zip file with map and midi (map has midi to) if you think midi is cool you can use it. MAP12+MIDI.zip I can make some music to wad. Edited February 27 by Forgotten Soul 2 Share this post Link to post
janiform Posted February 26 @Forgotten SoulGreat map! Intense combat, nice interconnected layout, tasteful and economical architecture, strong use of the Doom 2 textures. Great variety of spaces and secrets. The lighting in the green torch-lit room is quite nice. A few thoughts: In the starting room, the ceiling is low enough that it cuts off the tops of the two tech lamps in front of the door at the top of the stairs. It might be worth raising the ceiling a bit. The combat is pretty intense on the lowest difficulty - I'm not sure if I recommend changing it, because I may just have insufficient Doom skills! If someone else has thoughts I'd be interested to read them. Also, thanks for the level name graphics! I'll figure out how to add author names to these once the project is complete. 1 Share this post Link to post
Forgotten Soul Posted February 27 17 hours ago, janiform said: @Forgotten SoulGreat map! Intense combat, nice interconnected layout, tasteful and economical architecture, strong use of the Doom 2 textures. Great variety of spaces and secrets. The lighting in the green torch-lit room is quite nice. A few thoughts: In the starting room, the ceiling is low enough that it cuts off the tops of the two tech lamps in front of the door at the top of the stairs. It might be worth raising the ceiling a bit. The combat is pretty intense on the lowest difficulty - I'm not sure if I recommend changing it, because I may just have insufficient Doom skills! If someone else has thoughts I'd be interested to read them. Also, thanks for the level name graphics! I'll figure out how to add author names to these once the project is complete. Oh, I think i didn't fix lamps because test this first in GZDoom and then in PrBoom and forgot this because in PrBoom this looks like this: I fix it and thanks! I tried to make the map as interesting as possible, and I think I succeeded:) 1 Share this post Link to post
Rorix Posted February 27 Map06 - "The Compactor" is finished. I want to add a little more detail, and difficulty settings, but I wanted to get a version uploaded before March. Sorry about the Doom 1 trigger lines, but it has to have a crusher, doesn't it? Any and all feedback is welcome. 0 Share this post Link to post