DJVCardMaster Posted May 24, 2023 1 hour ago, Walter confetti said: A first alpha draft is ready! MAP##: 31 Name: We're all killing in a yellow submarine Author: Walter Music: Beatles - Yellow Submarine Download: wa-ys1024.zip Really dumb, I love it, here is the feedback: -SS soldiers are not accepted, regardless of how dumb the map already is -The secret exit room should be tagged as a secret sector (action nº9) -Players are unable to get 100% kills if they take the secret exit, as the regular exit has an additional baron, and there is no way back after the last area. People should be able to backtrack to the rest of the map at any time. Nitpicks and suggestions: -There is a big unused space southeast, maybe it could benefit the map by adding another secret there or something -There is room for detailing (trimming wall borders, simulating gradient lights with more sectors, in those sectors that are under lights, maybe adding a little bit of green without loosing its theme, just like water) Works well as a secret map, I'll add it to the op. 1 Share this post Link to post
Walter confetti Posted May 24, 2023 Thanks, i'll work on the bug fixing next time... 1 Share this post Link to post
Kyka Posted May 24, 2023 I remember the two original 1024 mapsets allowed mappers to use different textures/texture packs, and it was all combined together at the end. Is there any allowance for alternative textures/packs? Happy to just use OTEX as stated in the OP, but can't hurt to ask... :) 1 Share this post Link to post
DJVCardMaster Posted May 24, 2023 5 hours ago, Kyka said: I remember the two original 1024 mapsets allowed mappers to use different textures/texture packs, and it was all combined together at the end. Is there any allowance for alternative textures/packs? Happy to just use OTEX as stated in the OP, but can't hurt to ask... :) Only OTEX is allowed, not even Vanilla textures 2 Share this post Link to post
Kyka Posted May 25, 2023 17 hours ago, DJVCardMaster said: Only OTEX is allowed, not even Vanilla textures Understood. Thank you. 1 Share this post Link to post
DJVCardMaster Posted May 25, 2023 Mappers! We already have 8 maps submitted, this means we already have a quarter of the maps done (Most of them are not final and are subject to edit according to feedback). For anyone that wants to join as a playtester, can check said maps out, and also feel free to join our Discord to comment and discuss about our mappers' job. We are also looking for people that can do the graphics for this project, mostly titlecards, intermission screen and the status bar. MAP32 is also not taken aswell, so if you come with a really interesting idea, feel free to grab the slot. We will start thinking about 'soft' deadlines right when we have half of the maps submitted. A soft deadline will imply that all maps need to be submitted in a somewhat playable form. So we have a complete build that can be play-tested for a final feedback session. And then finish maps for the final deadline. Be sure to check all maps attached to the original post! 1 Share this post Link to post
DFF Posted May 25, 2023 @DJVCardMaster Here's the concept for my original map15. Plan is for a main arena that changes layout about 4 times as the player progresses the outside of the arena space. Was planning on running it by you it was too gimmicky. This could be moved onto map32 if you think it would fit better there, and if possible i wouldn't mind keeping the map15 slot aswell for something then more traditional. The Transformer 1 Share this post Link to post
DJVCardMaster Posted May 25, 2023 33 minutes ago, DFF said: @DJVCardMaster Here's the concept for my original map15. Plan is for a main arena that changes layout about 4 times as the player progresses the outside of the arena space. Was planning on running it by you it was too gimmicky. This could be moved onto map32 if you think it would fit better there, and if possible i wouldn't mind keeping the map15 slot aswell for something then more traditional. The Transformer Looks promising, if you manage to hide a secret exit it will be a MAP15 no problem, but if you want you can move this one to the MAP32 slot. I like the concept so far. 0 Share this post Link to post
DFF Posted May 25, 2023 I think I'll keep it at Map15 for now, but depending how development goes and if the slot is still open I may pivot 1 Share this post Link to post
taviow Posted May 26, 2023 (edited) @OldManHan I played your map, it was really cool, but I found a bug. Here's a video showcasing the bug. On my first play through, upon opening the blue door and seeing the archviles, I instinctively pressed space as if to close the door, but when I did so I ended up with that invisible wall in front of me, impeding my progress. Luckily, upon looking at the map in UDB, I believe the fix to be easy. Just remove the D1 action in the line I've circled below: Because it's turned towards the player, if I spend the first D1 line to open the door, then press space again, that second D1 action is applied on the already open door, and then for whatever reason it creates that transparent barrier seen in the video. Just removing that second D1 line fixes the bug. You don't really one on either side because the door only has to open once. Otherwise, really cool map. Excited to play more maps from you. 1 Share this post Link to post
Tiramisu Posted May 26, 2023 (edited) MAP17 Name: Ice Brain Author: sq. Tiramisu Music: Mega Man Zero 2: Ice Brain (Poler Kamrous Stage) Download link can be found in the project cheatsheet (see first post in the thread). Tested in: PrBoom+, GZDOOM Changelog: Spoiler v6 - Added multiplayer starts, plus some multiplayer-only extra starting ammo and armor in the first area. - Added some extra decorations in certain areas. - Cleaned up the minimap. - Various minor texture fixes. - Lowered one of the metal platforms near the yellow key to discourage attempts to reach it by jumping from the red key lift. - The starting corridor zombie ambush now triggers when the melted ice teleporter fight starts, instead of upon collecting the blue key. v5 - Fixed a bug that made it impossible for the final ambush to activate if the yellow key was collected first (or collected by jumping down from the red key elevator). v4 - Made the lift near the starting point smaller, so the player can drop down without waiting for it to go down. - Added some extra blocking lines for the Mancubus, so that it doesn't fire at point-blank range when the player rides the lift up. - The zombies that arrive in the opening corridor now close a hatch door inside it, with a shootable switch required to get back in. - Changed the lift to the red key to be switch-operated. - The lift no longer starts on its own after collecting 2 keys. - Made it possible to see the red key from the Soulsphere area. - Moved the plasma gun so that it's easier to see it from behind the corner. - Removed the Pain Elemental altogether (UV adds another Lost Soul to that room instead). - Made a teleport loop for the secret invisibility sphere so that it's guaranteed to teleport in. - The ice maze room teleporter ambush now only triggers when the player falls into the melted ice. - Reworked the ambush itself a bit. - Miscellaneous texture and other minor fixes. v3 (progression) - After collecting the blue key, the stage changes a bit. The ice in the ice maze section melts down, a teleporter opens nearby releasing a wave of enemies, and a Shotgunner trap opens in the starting corridor (revealing the Medikit, which is now inaccessible at the start). - After collecting the red key, the row of 3 computers has its central one lowered to the floor. - After collecting all 3 keys, a final wave of monsters is activated in the exit door area. The monsters also open the door for us, which makes it actually possible to beat the stage in multiplayer (since the keys aren't actually needed). - Raised the red key lift so that it's clearly visible when standing on the floor it's accessible from, and added a plasma cell pack on top of it. - After collecting the yellow and blue keys, a helpful Zombieman now activates the red key lift for us. v3 (balance) - Removed the Shotgunner from the ice maze - it is now a Zombieman on all difficulties. - The Pain Elemental now only appears on Ultra-Violence, on HMP and lower it's a Cacodemon instead. The additional Lost Soul now appears on HMP. - Rotated the lower floor Shotgunner so that it does not notice the player while they fight the Pain Elemental/Cacodemon. - Removed the Zombieman from the Hell Knight/Baron ceiling pipe room, and added an extra Stimpack in the area. - Added some extra Shotgun ammo and an extra Medikit. - Improved sound propagation a bit. v3 (misc) - The lever in the Chaingunner secret now lowers the teleporter and teleports in an extra Invisibility sphere. The lift that takes the player out of the room now activates automatically when they get close. - Added some monster blocking lines so that the Mancubus doesn't get stuck on the ice slope while playing on a complevel that enables ice physics for monsters. - Added monster blocking lines on the edges of the Baron area, so that it's more safe to travel in the upper areas adjacent to it. - Minor texture adjustments. v2 - Replaced the hidden Chaingun near the starting point with a Medikit (getting the Chaingun early trivialized a lot of the fights) - Made it a bit harder for the Arachnotron to infight the Zombieman - Minor texture alignment fixes Here's my map for the project - Ice Brain (named after the song, I might change the name later on). For some reason when making it, I've decided to go ultra-hardcore mode and fit the entire thing within the bounds, no outside decorations or anything - plus as a bonus, Doomguy's starting position is exactly at the center. It was certainly a lot of fun working with that extra challenge, but in retrospect the lack of any teleporting monsters may have made the stage a bit too easy. It was my first time working with OTEX, too - it was certainly uncomfortable at first. And while I still think its generic wall textures are a bit inferior to DOOM's, over time I've really come to appreciate its various decorative greebles, flats and skyboxes (especially the flats, the flats are superb)! Overall I'm really happy with the layout and aesthetics. The fights on the other hand might need a little work, especially on Ultra-Violence, so I'd be grateful for some feedback in that regard. Map view, with comments (spoilers): Spoiler Credits: - Midi sequenced by Fredrik Häthén Known issues: - I haven't gotten permission to use the midi yet, but I'll take care of that later today (I wanted to upload the stage first so the author can see it if he wants to). EDIT: On second though, I think I'll wait with this until I have a more final version of the stage to show off. - The midi's intro is off-key in PrBoom+' OPL2 and GZDOOM's TiMidity++. I'll probably open it up in a sequencer and try to fix it later on. Questions: I haven't implemented multiplayer yet, and I have a question regarding the player starts. Should all 4 be placed in the same starting area, or can they be placed wherever I want? Because if it's the latter, I was thinking of having each player start from a different side of the map. Edited September 29, 2023 by sq. Tiramisu 1 Share this post Link to post
DJVCardMaster Posted May 26, 2023 (edited) 6 hours ago, sq. Tiramisu said: MAP17 Name: Ice Brain Author: sq. Tiramisu Music: Mega Man Zero 2: Ice Brain (Poler Kamrous Stage) File: tiramisu-icebrain-v2.zip It is an interesting level, remember you CAN do things outside the 1024 boundaries like placing monsters and monster teleporters/conveyor belts, or the transfer sky linedefs outside, or just scenery, the only thing that can never be outside the 1024mu^2 is the player itself. So you may improve your map by having more teleporting monsters while doing tasks than having all of them inside the level, I'm not suggesting it to make way harder, but I think it will benefit itself by repopulating some areas after getting keys. The map is well detailed, but as a minor nitpick to respect quality assurance is to delete every sector that works as a wall and is risen all the way up (Columns, details on the boundaries created by additional sectors, walls that divide entire rooms, etc) Also, you should change the texture of the lift that sends you to the red key area, as it has a texture that nobody would think of it as a working linedef. I had to check inside the builder to know how to access said area. Also, maybe making the yellow key catwalk a little bit wider? Just enough so it feels more natural to get the key. I added your submission to the OP and also the Discord for future playtesting. 0 Share this post Link to post
Heretic926 Posted May 26, 2023 Can I take MAP32? I recently played original Congestion: 1024 and I think I can come up with something interesting for a secret map. 2 Share this post Link to post
DJVCardMaster Posted May 26, 2023 2 minutes ago, Heretic926 said: Can I take MAP32? I recently played original Congestion: 1024 and I think I can come up with something interesting for a secret map. Yes, I may have to pick the better submission of MAP32 at this point, as most mappers wanted to take a shot after finishing with their submissions, and I may have to choose between 3 or 4 candidates for it. So I can't guarantee it will get accepted, but for now, I'll add you as the MAP32 claimer. 0 Share this post Link to post
DJVCardMaster Posted May 26, 2023 7 hours ago, sq. Tiramisu said: I haven't implemented multiplayer yet, and I have a question regarding the player starts. Should all 4 be placed in the same starting area, or can they be placed wherever I want? Because if it's the latter, I was thinking of having each player start from a different side of the map. Sorry, I did not answer you question before, yes, considering the map is more of a keyhunt, you can just place multiplayer starts all around the map, make it sure to feel balanced. 0 Share this post Link to post
Tiramisu Posted May 27, 2023 (edited) 20 hours ago, DJVCardMaster said: It is an interesting level, remember you CAN do things outside the 1024 boundaries like placing monsters and monster teleporters/conveyor belts, or the transfer sky linedefs outside, or just scenery, the only thing that can never be outside the 1024mu^2 is the player itself. So you may improve your map by having more teleporting monsters while doing tasks than having all of them inside the level, I'm not suggesting it to make way harder, but I think it will benefit itself by repopulating some areas after getting keys. Yes I know - fitting everything inside the 1024 unit bounds was an additional challenge I gave myself for no reason. :p But I like the idea with gradually repopulating the map in the key-collecting stage, I think I'll add that. 20 hours ago, DJVCardMaster said: The map is well detailed, but as a minor nitpick to respect quality assurance is to delete every sector that works as a wall and is risen all the way up (Columns, details on the boundaries created by additional sectors, walls that divide entire rooms, etc) I can do that for some of them, but I'm actually using many of them to have two textures per wall (upper and lower). Is that allowed? 20 hours ago, DJVCardMaster said: Also, you should change the texture of the lift that sends you to the red key area, as it has a texture that nobody would think of it as a working linedef. I had to check inside the builder to know how to access said area. It's actually the same texture as the rest of the lifts, but in a green variant (with the same flat, too). I think the real issue here is that the walk-over linedef that activates it is a bit non-intuitive. I think I'll just add a switch nearby (especially since all the other green lifts also use switches). But yeah, OTEX unfortunately does not have any good lift textures in the first place, or at least I haven't found any... 20 hours ago, DJVCardMaster said: Also, maybe making the yellow key catwalk a little bit wider? Just enough so it feels more natural to get the key. That ledge is so narrow on purpose, I think it being so precarious makes for a cool little moment when collecting the key. Unless you think it's too hard to notice? In that case I might change it, but otherwise I'll leave it as it is. 1 Share this post Link to post
DJVCardMaster Posted May 27, 2023 3 hours ago, sq. Tiramisu said: I can do that for some of them, but I'm actually using many of them to have two textures per wall (upper and lower). Is that allowed? Oh definitely, not a problem in that case, if columns are only one texture only You can delete them. Also remember to use Upper and lower unpegged to attach texture offsets in those places. In regard to the lift to the red key, it appeared to me as a light or something with a light texture. Yes, You can keep the catwalk but make sure no enemies infinitely-tall you or that Will be annoying. 0 Share this post Link to post
DJVCardMaster Posted May 27, 2023 (edited) As CblBOPOTKA withdrew his slot, there is now one slot open, any mapper can feel free to claim it. Edit: it was claimed by @exl Edited May 27, 2023 by DJVCardMaster 1 Share this post Link to post
Kyka Posted May 29, 2023 It's great to see so many quality mappers stepping out for this project. I think it is going to be a great project. 1 Share this post Link to post
DJVCardMaster Posted May 29, 2023 2 minutes ago, Kyka said: It's great to see so many quality mappers stepping out for this project. I think it is going to be a great project. Yes, great maps so far, I'm really happy 0 Share this post Link to post
Tiramisu Posted May 30, 2023 On 5/27/2023 at 7:10 PM, DJVCardMaster said: In regard to the lift to the red key, it appeared to me as a light or something with a light texture. Ohhhhhh I see, you mistook the lift with the light panel behind it, which I put there for the sole purpose of drawing attention to the lift XD On 5/27/2023 at 7:10 PM, DJVCardMaster said: Yes, You can keep the catwalk but make sure no enemies infinitely-tall you or that Will be annoying. omg I hate infinitely tall actors, it's a shame they're a thing in Boom... I'll try to do something with monster blocking lines, so that the Spectres don't bite the player at least. 1 Share this post Link to post
Tiramisu Posted May 30, 2023 Anyway, I played some of the maps over the weekend and I thought I'd give some feedback on them! Played on - HMP, UV Tested in - GZDOOM 4.10.0, DSDA-Doom @Silhouette 03 - Of Marble and Stone Version played - v2 Difficulty assessment - easy A simple map and a good one at that. My favorite part was the first fight, but I didn't like the last one with the lowering floor too much - mostly because I don't see any other way to do it than to rush the Mancubus with the Plasma Gun and camp behind the corner for the Hell Knights. Also that Imp trap that opens behind you in the second area somehow gets me every. single. time lol XD Suggestions: - There should be sound blocking linedefs between the first room and the outside area, so that the Hell Knight doesn't trigger before you actually come there. The bars that close behind the player should also probably close a bit sooner, instead of when you're already past the corner. - I would add a secret or two somewhere, seeing as the stage doesn't have any right now. @knifeworld - Iron Sepulchre Version played - v1 Difficulty assessment - medium-hard When I first saw the map in the screenshots I thought it was going to be a straight-forward arena, but it turned out to be a... not straight-forward arena. ;) I have no major complaints, the map looks great (esp. that sacred-looking pool of water at the end), sounds great (what an unexpected and memorable music choice!) and the constant action is great. It's not that difficult on HMP, but on UV I barely got out of there alive. OwO Suggestions: - I would extend the timing on the Megaarmor secret by about 1 second. It's already hard to get it when all enemies are dead, so I just can't imagine anyone collecting it when there's still enemies around. @exl - Lactose Yard Version played - v2 Difficulty assessment - hard Great map, it makes 200% use of the 1024 units and still manages not to feel cramped at all. Compared to the other stages I've played it's a marathon, and a very difficult one at that (mostly because health pickups are scarce). I really liked the big fight that happens when the area opens up, and those enemies that jump down from the ledges are great, too! For the record, I didn't manage to get the Chainsaw secret, I have no idea what to do to access it. Also I'm curious why the name? Because I didn't see any milk products during my playthrough ;) Suggestions: - I would definitely change the texture of the shootable switch near the beginning of the stage, as it does not look shootable at all (I was stuck there for a while on my first playthrough). I suggest OSWTCHB0 or OSWTCHF1 for the job. - The stage probably needs a bit more health pickups, unless it's going to end up as one of the final stages in the project. 3 Share this post Link to post
DJVCardMaster Posted May 30, 2023 Mappers, you can use both OTEX or the NEW resource build as your texture pack -This build has MAP01 as example -It has all the OTEX textures compiled -It has a new PLAYPAL (taken from Claustrophobia 1024), so you can work around it -It has a TITLEPIC -Intermission music There isn't too much of a change, but you can test your maps with the new color palette thoughDownload it here. I've added it to the OP aswell. Both OTEX or the "resource" pack are fine though. 1 Share this post Link to post
exl Posted May 30, 2023 (edited) On 5/30/2023 at 6:54 PM, sq. Tiramisu said: Also I'm curious why the name? Because I didn't see any milk products during my playthrough ;) I think the line of thought started with "this kind of looks like a yard" and ended up at "the mancubi have milkshakes that bring all the doom marines to the yard". Except not so literal. And thanks for the feedback! I did wonder if that shootable switch was visible enough. Edited May 31, 2023 by exl 1 Share this post Link to post
cocytus Posted May 31, 2023 (edited) Heh, it's very late... but it's done! First time using OTEX and including small details like shadows. I kinda went crazy with it and I'm gonna zzzz... I hope you like it! :) Spoiler Name: Castle Vendetta MIDI: Behind Closed Doors by Bloo Map: MAP01 (can be anywhere tho) Difficulty Settings: Implemented Build time: A couple of hours Tools used: Doom Builder X, SLADE 3 Tested with: GZDoom 4.8.2 File: scorpius-castlevendetta-v2.zip Edited May 31, 2023 by Scorpius 1 Share this post Link to post
DJVCardMaster Posted May 31, 2023 (edited) 1 hour ago, Scorpius said: Heh, it's very late... but it's done! First time using OTEX and including small details like shadows. I kinda went crazy with it and I'm gonna zzzz... I hope you like it! :) Reveal hidden contents Name: Castle Vendetta MIDI: Behind Closed Doors by Bloo Map: MAP01 (can be anywhere tho) Difficulty Settings: Implemented Build time: A couple of hours Tools used: Doom Builder X, SLADE 3 Tested with: GZDoom 4.8.2 File: scorpius-castlevendetta-v1.zip I could not test it on PrBoom, I'll test it in Doom Retro later, it loads on it, check for any map errors, since PrBoom is the desired port. EDIT: I've managed to make it work, the problem is that textures used in this map were added to the .wad file, I'll make sure to delete those and post a playtest version without that. Edited May 31, 2023 by DJVCardMaster 0 Share this post Link to post
cocytus Posted May 31, 2023 9 hours ago, DJVCardMaster said: I could not test it on PrBoom, I'll test it in Doom Retro later, it loads on it, check for any map errors, since PrBoom is the desired port. EDIT: I've managed to make it work, the problem is that textures used in this map were added to the .wad file, I'll make sure to delete those and post a playtest version without that. Apologies. I've uploaded a new version to the original post. It should work now - I've also fixed a couple of small bugs. 1 Share this post Link to post
Tiramisu Posted May 31, 2023 (edited) On 5/30/2023 at 7:35 PM, exl said: I think the line of through started with "this kind of looks like a yard" and ended up at "the mancubi have milkshakes that bring all the doom marines to the yard". Wow, can I un-ask you that question, or is it too late now? :P Seriously though, for the switch you could also try increasing the light level for the wall recess it's in, maybe even make it flicker too - that would work well with the OSWTCHB0 switch, imo. 1 Share this post Link to post
exl Posted May 31, 2023 (edited) That's exactly what I ended up doing, the switch itself already makes it much brighter too. Some feedback I posted in the Discord, for the people who aren't in the Discord: MAP18 - Castle Vendetta V1 by @Scorpius GZDoom, Hurt Me Plenty Difficulty: Easy to medium - Allowing monsters to open up the door leading to the blue key might allow them to pressure the player a bit more. - Really nice lighting work, as well as nice little bits and pieces outside the play area. - The stair lowering trap was nice, mirroring the stair rising from earlier in the map. - Very cool little fight at the end with the Arch-Vile. MAP31 - We're All Killin in a Yellow Submarine V1 by @Walter confetti GZDoom, Hey Not Too Rough Difficulty: Medium - Really creative concept and great execution. Made me grin once I realized how literal the map name is. - Nice balancing of health throughout. - A perfect MAP32. Edited May 31, 2023 by exl 4 Share this post Link to post