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Quill

[/idgames] UAC Storage Surplus Project - MBF21 Crate Maze Madness

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2 hours ago, Quill said:

Everyone, what do you think of extending the deadline to let's say... March 20th?

I'm saying this so people have more time to finish their maps.

I would very much like it to, since i’m pretty busy, to a point that i haven’t made any significant progress on my map since the screenshots i posted.

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1 hour ago, LOD42 said:

 You guys interested in some screenies?

Yes, i’d love to see what other people are up to in this project.

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3 hours ago, Quill said:

Everyone, what do you think of extending the deadline to let's say... March 20th?

I'm saying this so people have more time to finish their maps.

Sounds fine for me, I'm probably about 60% complete with my map and should easily be able to meet that.

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8 hours ago, Quill said:

Everyone, what do you think of extending the deadline to let's say... March 20th?

I'm saying this so people have more time to finish their maps.

Please do. My map is nearly complete, but I'd greatly appreciate a bit more time.

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13 hours ago, LSC Lasico said:

Yes, i’d love to see what other people are up to in this project.

Alright here, the maze at the right is too dark to see apparently lol
image.png.f6464870d314b6ed7270794e2ef5e8fc.png

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I thought I'd post a quick screenshot to show I am working on things. I have been busy, so it's mostly geo and not detailing/things yet. it's all just rooms mostly. working with a texture limitation is kinda tricky so everything looks very "my first map" right now. this is the most detailed area at the moment. I'm thinking my goals right now for this map are just a make it playable in 5 to 10 minutes with a dark maze as well as an outdoor section, a key somewhere, some backtracking with repopulation and maybe some kind of loop in the map route

cra.png

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On 1/24/2023 at 3:44 PM, SuyaSS said:

Difficulty Settings are Implemented

Bloody Crates v2!

Updated my map with some texture updates (Also, updated the original post)

V2

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Hello, i’d like to leave this project. I joined it when i thought i had enough time to finish it, but school happened so i couldn’t really do stuff for it, and i realized that i simply won’t match the deadline at this point.

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Anyone got any status updates on their maps before the deadline reaches?

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11 minutes ago, Quill said:

Anyone got any status updates on their maps before the deadline reaches?

Aye, my map is majority complete! Just gotta finish off the combat and progression in the final area.

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1 hour ago, Quill said:

Anyone got any status updates on their maps before the deadline reaches?

My map is nearly done. I've got one more section I need to complete, and then it's finished.

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Mine is pretty much done, I just have to finish the much dreaded part of balancing combat for different skills and place Coop/Deathmatch start points. With any luck I'll finde the time to post a beta within the next couple of days.

 

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Same boat, working on final area, then will make pretty. This doesn't give as much testing time as i hope but im sure it will be fine

 

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10 hours ago, Quill said:

Anyone got any status updates on their maps before the deadline reaches?

75% done, I stopped working on it for a solid month but I'm pretty sure Ill make it to the (Extended) deadline.  

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Here are some screenshots for mine since its nearing completion. The map is completable start-finish but the final fight is not designed yet, and a lot of the exterior detailing still needs to be done but likely completable over the next week or so.

Shots:

Spoiler

 

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@Mike_C Nice map! I really enjoy the secrets, particularly the shootable switch sequence at the beginning, although it is a bit overkill for a chainsaw lol. My only problem is that its a bit too flat, and pretty much the entire floor is the same gray cratetop texture. Maybe try adding a bit more variation in color, like some brighter lit slime/blood pouring out of some of the higher up crates. A few of the silver crates would be nice too to highlight some important areas as well.

 

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I still plan on making some detailing tweaks and other adjustments, but here's a fully playable version of my map. Playtesting would be greatly appreciated.

Title: Crate-r Lake

Format: MBF21

UMAPINFO included: No

Build time: 1.5 moths (maybe?)

Editors used: UDB

Tested with: FDWL (MBF21)

Music used: Havana Smooth - Lee Jackson
LINK

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On 3/15/2023 at 9:19 AM, Quill said:

Anyone got any status updates on their maps before the deadline reaches?

Layout is done, gotta add enemies and items and then should be all set. 

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@DFF Yo this kicks ass, that moving floor segment at the end was genius, super impressive stuff. The map looks great too, I love all the moving sectors in the silver crates outdoors, as well as the "beach" areas. My only issue is it seems like some enemies weren't teleporting in right, mainly the imps in the orange crates outdoors, they seemed to get stuck at the bottoms of them and aren't able to teleport (unless they get revealed by uncovering a secret I missed, I only found 7/9 of them). The BFG secret area also has a few issues; The platform its on is tagged as 2 secrets, there seems to be a bit of skybox bleeding into the slimefall on the east side, and the teleporter out of the area doesn't seem to work, maybe it's blocked by something? Overall the map is fantastic though, great midi pick too :)

 

 

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Good time of day, everyone! Sorry for being silent for so long, these three months were really busy and work-loaded for me, but I didn't forget about my map, also I checked project news and updates from time to time. The level's geometry is done, I just need to place monsters and items.

 

Here are some screenshots.

 

Spoiler

boxes_1.jpg.b73fe0ce1fbd60d24b17100ff0a81048.jpgboxes_2.jpg.cf65d4b61b9db3a8378cba7d988304a1.jpgboxes_3.jpg.3515377ca12eff79dbbd25a4e32eb492.jpgboxes_4.jpg.29a0081061036593ca06c14dc5b95289.jpg

 

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Title: What does the box say!?

Format: Boom

UMAPINFO included: No

Build time: yes 

Editors used: UDB

Tested with: PrBoom+

Music used: TNT evilution MAP11 track
If there are any issues or things I need to change just say so

Also: Since I forgot that it should work and I felt like the main map would not work with DM so I made a mini-DM arena so when you play the wad in Deathmatch mode you'll be taken to a small arena (Note: I'm not great with deathmatch design)

Download:https://www.mediafire.com/file/8ag2jpilrxjcnsg/wdtbs.wad/file 

Screenies

Spoiler

prboom-plus_2023-03-19_19-13-03.png
prboom-plus_2023-03-19_19-13-10.png
prboom-plus_2023-03-19_19-13-21.png

 


Mini-DM arena screens:
 

Spoiler

prboom-plus_2023-03-19_19-32-38.png

 

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https://mega.nz/file/H4lUUQiJ#ckXfut080R0Mna5YoEmxZ5CD-geOP4n5aCE_YFC-cYY
Update: https://mega.nz/file/nhkRia4L#T0PPH4-V_iEzNQFHAahYcq0IK3pR8W0j6qTNdEolT2c


Map name: Fear Storage Mechanisms
Format: MBF21
Build time: Oh you betcha

UMAPINFO included: No
MIDI: Clubbed to Death by Rob Dougan, Kurayamino variation
DM and Coop Spawns: Yes
all kills and secrets possible: Yes
Tested in: dsda-doom 0.25.6, -complevel 21
Difficulty Settings: Yes

Screenshots:
DhsZugF.png
Log78Co.png

TODO for next update:
-Fully implement difficulty changes for HMP and HNTR Done
-Figure out why the switch texture I chose for all switches doesn't change when used (the sound still plays like normal) Seems to happen with all allowed switch textures...
-Lower a floor that a group of Hell Knights are supposed to rise from Done
-Do a second pass over everything to check no disallowed textures crept in during building Done
-Fix 2 AV towers I thought I already fixed Done

Edited by knifeworld : Updated the map with fixes

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Map name: Crate Minds Think Alike
Format: MBF21
Build time: Around an hour or two?

Editor: Ultimate Doom Builder

UMAPINFO included: No
MIDI: Mill Fever from Donkey Kong Country 3 by Eveline Fischer
Tested in: DSDA-Doom complevel 21, GZDoom MBF (Strict)

 

Level in the MAP21 spot for the hellish sky, intended for a late slot.

 

CrateMindsThinkAlike-NiGHTS108.zip

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4 hours ago, NiGHTS108 said:

Map name: Crate Minds Think Alike
Format: MBF21
Build time: Around an hour or two?

Editor: Ultimate Doom Builder

UMAPINFO included: No
MIDI: Mill Fever from Donkey Kong Country 3 by Eveline Fischer
Tested in: DSDA-Doom complevel 21, GZDoom MBF (Strict)

 

Level in the MAP21 spot for the hellish sky, intended for a late slot.

 

CrateMindsThinkAlike-NiGHTS108.zip


Judging by the outside-the-box texture selection, I think this could fit as a secret level.

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Title: Boxing Fatality Crates
Format: Boom
UMAPINFO included: No
Build time: About 35 days
Editors used: UDB
Tested with: DSDA Doom 0.25.6 cl21
Music used: Ozzy Osbourne - Killer of Giants (Random midi from BitMidi)

Sorry for almost submitting it late, IRL stuff got in the way unexpectedly.
I tried to make a tyson map, but it's more like a partial one. Latter parts are rushed and aren't very well playtested, so expect some roughly balanced gameplay and maybe even bugs/cheeses. It's atleast completeable to my knowledge, since I tested it on -nomonsters and was able to exit, the monsters won't get in the way hopefully. A test run would be nice..
  

Screenshot(yes only 1 xd, need to get this done):
 

Spoiler

image.png.d2085776985a5a756a5f11f23588c986.png

boxingfatalitycrates-lod42.zip - v4

older v's

 

 

Edited by LOD42 : ​​​​​​​Ok, another update to my map.. I finally got the time to test it myself and with some other people too, and I fixed a HOM near the end. I've also tweak the monster placement a bit and added another secret.

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I forgot about this, and the one time I want to map I'm really demotivated, this is the second cp I've given up my slot in fuck(to ensure this thing gets finished in the nearest century)

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