fai1025 Posted March 17 Everyone, the deadline does not mean I stop accepting maps, so don't panic, it means I'll not accept ppl if anyone quit 4 Share this post Link to post
JonFavreauChef Posted March 17 (edited) Interstellar Boarding Party, Voyage I (Edit) - James Paddock, A Space level where you board a stolen cruiser and take it back from it's demonic occupants (With extreme prejudice), Spoiler Doomium 28.zip 4 Share this post Link to post
EagerBeaver Posted March 17 Both of my maps are almost ready, doing some finishing touches/correcting errors/etc. Spoiler 3 Share this post Link to post
Logamuffin Posted March 18 (edited) Ok, my map is done. I think is the finest map I've ever made so far, it's amazing Map 21 Name: Cliffside Village Music: "Haze" by Eris Falling from the Revolution! Midi Pack Download: https://cdn.discordapp.com/attachments/841814524385951788/1219091322560970792/DMIUM2_E5_Map21V2.wad?ex=660a0a44&is=65f79544&hm=b193bd5906e54f0f83c00992d82e11edd1e98d7ad313d8d4b5b6a72efb2345bd& Changes: Spoiler - completely revamped the combat to be not boring - changed the progression - added difficulty and co-op spawns - balanced the monster/ammo placements - a few minor visual touchups here and there, including a lot more lighting I'm only gonna be updating this if bugs or other complaints are found. 1 Share this post Link to post
fai1025 Posted March 18 SECOND REMINDER TO: @EagerBeaver MAP03, MAP05 @Heretic926 MAP10 @JackDBS E2SECRET @Hydrus MAP12 @knifeworld MAP14 @SpaceCat_2001 MAP15, E3SECRET @stochastic MAP17 @Bochnik Chleba MAP20 @Steve D MAP23 @PasokonDeacon MAP24 @Pottus MAP29 @Super Mighty G E6SECRET Also I forgot that Russin quit, so MAP09 is open, I claimed it for now, but if anyone here is really moltivated to do another map go ahead and claim it. 3 Share this post Link to post
Steve D Posted March 18 @fai1025 Don't worry, it's coming. This map has over 11,000 sidedefs, and probably 8,000 in the arena need re-texturing from the CC4-tex original. It turned out to be a bigger job than I expected, but the arena is finally coming together. Alas, I have little time for mapping on weekdays, so I'm guessing at least 3 days to get this puppy finished. Take note of the at least. ;) 2 Share this post Link to post
knifeworld Posted March 18 48 minutes ago, fai1025 said: --snip-- Not sure if you missed this: https://www.doomworld.com/forum/post/2779927 But yeah, I'm not giving up on my map. 0 Share this post Link to post
stochastic Posted March 18 @fai1025 I'll be posting my map tomorrow night after I implement difficulties. There will likely be some additional balancing and bug fixes identified in playtesting, but we'll cross that bridge when we come to it. Will also do some minor enhancements and sector cleanup too - but the map is 95% done - secret exit is implemented and par time is 12 minutes. Map is titled "Spectropolis" and uses Stewboy's midi "Shoot the Pianist" from the Alien Vendetta midi pack, which I think fits pretty perfectly with its gameplay and aesthetics. Here's the map for kicks and giggles: 8 Share this post Link to post
fai1025 Posted March 18 3 hours ago, knifeworld said: Not sure if you missed this: https://www.doomworld.com/forum/post/2779927 But yeah, I'm not giving up on my map. I know just to remind all of the ppl, also to ping those ppl who haven't show up yet 1 Share this post Link to post
fai1025 Posted March 18 REMINDER Please make death exit if your map is at the end of the episode, there's no command for clearing inventory for UMAPINFO, so it has to be done the conventional way. This include MAP30, as I want player to have a clear inventory when getting into the credit map. 0 Share this post Link to post
Super Mighty G Posted March 19 (edited) I haven't had time to do extensive playtesting/detailing but map is completable start to finish. Episode VI, MAP SECRET: Voidcast Citadel Difficulty Settings: Yes Multiplayer Starts: No Midi: Echoes by Ze_Mystic I'll write up a description soon. DMIUM2_EVI_SECRET(RC1).zip Edited March 19 by Super Mighty G 10 Share this post Link to post
stochastic Posted March 20 (edited) @fai1025 Alright, here's my submission.Map Slot: Episode IV, MAP 17 Map Title: "Spectropolis" Author: stochastic MIDI: "Shoot the Pianist" by Stewboy - from the Alien Vendetta MIDI pack Download: Download (all my Doomium II maps) Description: An abstract power station/techbase nestled deep in a valley on some godforsaken moon. Try not to let the lights distract you too much - you've got work to do. Note: Par time = 13 minutes. This map is on the larger side for a project like this, but is quick, very straightforward, and able to be played through within the project's map par time requirements. Screenshot: Edited May 21 by stochastic : Added new download link 9 Share this post Link to post
EagerBeaver Posted March 20 @fai1025, my maps are also ready! Map Slot: Episode 1, MAP 03 Map Title: Hell's Brand New Juice Factory MIDI: "Into The Furnace" by James Paddock Description: The demons decided to open a vegetable juices producing factory. Special demonic, extremely acidic and very poisonous vegetable juices. DoomGuy must stop the production process. Map Slot: Episode 1, MAP 05 Map Title: There Will Be Blood MIDI: "Breakthrough" by James Paddock Description: The demons have taken over a small water pumping station and transformed it into a blood pumping station for their own needs. It's time for a good old banishment again! Spoiler DMIUM2_E1_MAP05_RC1.zip DMIUM2_E1_MAP03_RC1.zip 6 Share this post Link to post
Beubeu Posted March 20 (edited) On 3/16/2024 at 1:43 PM, Beubeu said: Link : https://drive.google.com/file/d/1zmeeNYSO85kX4j1DPRx_dVZAUmmgFMOc/view?usp=sharing Made an update on Map 04 about normal and easy difficulties balance I'm done with my map for now unless someone spot something wrong Edited March 20 by Beubeu 0 Share this post Link to post
Hydrus Posted March 20 I wonder if we should use a different flat for secret exits, like OTECHB02. Also, I wonder if we can use custom textures. 0 Share this post Link to post
FEDEX Posted March 20 3 hours ago, Beubeu said: Made an update on Map 04 about normal and easy difficulties balance I'm done with my map for now unless someone spot something wrong Your download is restricted 1 Share this post Link to post
Beubeu Posted March 20 3 minutes ago, FEDEX said: Your download is restricted Sorry it should be fixe now 1 Share this post Link to post
fai1025 Posted March 20 22 minutes ago, Hydrus said: I wonder if we should use a different flat for secret exits, like OTECHB02. Also, I wonder if we can use custom textures. You should've use a different texture there's a picture on the OP it's a rule, the start must be the white and the end must be a green, i didnt mention which flat for secret exit but just choose whatever colour of the same texture series also no, custom textures will make me hella confused when I compiling the wad and general frustrating to work with, also it might not fit OTEX theme or palette, just use OTEX in the resource package, there's enough options in there 0 Share this post Link to post
Raith138 Posted March 20 I fixed map 16 to include difficulties. DOOMIUM16.zip 1 Share this post Link to post
Raith138 Posted March 20 (edited) 23 hours ago, Super Mighty G said: I haven't had time to do extensive playtesting/detailing but map is completable start to finish. Episode VI, MAP SECRET: Voidcast Citadel Difficulty Settings: Yes Multiplayer Starts: No Midi: Echoes by Ze_Mystic I'll write up a description soon. DMIUM2_EVI_SECRET(RC1).zip Great map, a little long and there are 2 misaligned textures I saw. The other one is where you get the yellow key. I also took a few minutes to figure out the IOS face was a door so maybe retexturing that would be good. 1 Share this post Link to post
Super Mighty G Posted March 20 4 hours ago, Raith138 said: Great map, a little long and there are 2 misaligned textures I saw. The other one is where you get the yellow key. I also took a few minutes to figure out the IOS face was a door so maybe retexturing that would be good. I was worried it might be a little long, even though the map is medium sized. Worst case scenario I can pare down the red key fight. Textures will be cleaned up when I get around to it. 0 Share this post Link to post
fai1025 Posted March 21 (edited) @JackDBS @Kuro_mahoh @EagerBeaver your MAP30, MAP25, and MAP05 does not have a death exit. Also @EagerBeaver did you design your map with the rescource package? because no way a human being will put trees in the weirdest position possible sorry if I started sounding rude, the amount of people who didn't read the slightest of the rule is breaking my mental. Also also I haven't seen @SpaceCat_2001 and @Pottus said anything, please please please at least make a comment, on DW or Discord whatever... 0 Share this post Link to post
JackDBS Posted March 21 Wait did I hallucinate making the death exit???? 2 Share this post Link to post
Li'l devil Posted March 21 Real death exit is when you must perform a death slide to the exit linedef by blowing yourself up with rocket launcher 4 Share this post Link to post
EagerBeaver Posted March 21 @fai1025, sorry, I used my own old OTEX texture pack which doesn't have new decorations. I can remove them, if this is the only issue. And I'll add the death exit after I return home from work. 1 Share this post Link to post
Kuro_mahoh Posted March 21 Added death exit https://www.mediafire.com/file/enaiyk2hqcpnv23/DMIUM2_E5_MAP25_RC2.wad/file 1 Share this post Link to post
EagerBeaver Posted March 21 Alright, I made a death exit using a voodoo doll trick ("zombie player"). Tested it multiple times, it seems working. Also, replaced the conflicting decorations. DMIUM2_E1_MAP05_RC2.zip 1 Share this post Link to post
dmh094 Posted March 22 (edited) I can take map09 if your having trouble :) 1 Share this post Link to post