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EPICALLL

[Community Project] VANITY

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2 hours ago, Bloo said:

Are there any needs here for custom midis?

As is stated in the OP, either you as the mapper add one, wether it be of your own creation or no, or leave it up to me.

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Just now, EPICALLL said:

As is stated in the OP, either you as the mapper add one, wether it be of your own creation or no, or leave it up to me.

Gotcha. I'm not much of a mapper, just looking to compose for something as practice for when I open up for commissions.

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50 minutes ago, Bloo said:

Gotcha. I'm not much of a mapper, just looking to compose for something as practice for when I open up for commissions.

I mean... The end credits still have no music. And I'd be happy to have other composers step in to add music to music-less maps.

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1 hour ago, EPICALLL said:

I mean... The end credits still have no music. And I'd be happy to have other composers step in to add music to music-less maps.

I'm more than happy to help. What kind of theme would you like for the end credits? I can help with some of the maps as well.

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2 hours ago, Bloo said:

I'm more than happy to help. What kind of theme would you like for the end credits? I can help with some of the maps as well.

end credits theme... probably some sort of electronic opera of sorts. Idk, I've imagined that this WAD would probably end up being quite grand in scale from what I've seen being submitted so far. No particular adherence, however. As long as the music has a prominent synth in it's track, I'm content.

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13 hours ago, dmh094 said:

Alright Everybody here it is! v1.0 of map 22 for Vanity! I hope you all enjoy! 

 

Author: Daniel M. Hill (dmh094)
Difficulty Settings: ITYTD - UV
Map Name: Damnation
MIDI Used: "Untitled" by "wumbo"

Initial Build Time: 16th September 2023 - 1st October 2023
Description: Set in the decayed, rocky remains of what is left after episode 4, map 22 sees the player making their way around what is left of an ancient castle, a place of the ancient times. This volcanic nightmare will test your strength and fight as a player against the hordes of demons before you, wondering what once stood upon these ruins, and what can stand again if your mission is victorious...
Author's Comments: Single player is completed. I haven't implemented co op or deathmatch as of yet, as I am waiting on the end of the previous map in order to make a proper first part. But for now, this is the best I can do. I hope you find the map a good experience to play through.

 

Also, waiting on a new version for the music from wumbo. 

 

EDIT: v1.1 - added shotgun ammo, health and a barrel to opening area.  

 

 Vanity - MAP22 - Damnation (dmh094).zip


Three complaints (UV Difficulty):
1. Why does the floor in the pinky and imp cave have to be damaging? You practically need the secret radsuit to survive that room. Consider making changes.
2. The lack of indication throughout the map pads out the runtime too much, most of the time, when I flip a switch, it usually triggers something on the opposite end of the map, a place I can't see or hear from where the switch is. Some visual indicators (like coloured border textures) would go a long way in helping to indicate the purpose of a specific switch or linedef.
3. More of a nitpick, in the fight towards the end with the cyberdemons and the barons... Why do there have to be two cyberdemons? They're not hard to kill in the way they are, and therefore, they are very boring to fight. One cyberdemon was fine, two crosses a barrier. I strongly recommend reducing the amount of cyberdemons to just one, and maybe sprinkling in another baron or two.

The rest of the map is quite good, it looks great... It sounds great... The encounters are really creative... I just can't understand some of the decisions that were made, possibly in concern of the map's runtime. Hope this helps to improve your map.

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45 minutes ago, EPICALLL said:


Three complaints (UV Difficulty):
1. Why does the floor in the pinky and imp cave have to be damaging? You practically need the secret radsuit to survive that room. Consider making changes.
2. The lack of indication throughout the map pads out the runtime too much, most of the time, when I flip a switch, it usually triggers something on the opposite end of the map, a place I can't see or hear from where the switch is. Some visual indicators (like coloured border textures) would go a long way in helping to indicate the purpose of a specific switch or linedef.
3. More of a nitpick, in the fight towards the end with the cyberdemons and the barons... Why do there have to be two cyberdemons? They're not hard to kill in the way they are, and therefore, they are very boring to fight. One cyberdemon was fine, two crosses a barrier. I strongly recommend reducing the amount of cyberdemons to just one, and maybe sprinkling in another baron or two.

The rest of the map is quite good, it looks great... It sounds great... The encounters are really creative... I just can't understand some of the decisions that were made, possibly in concern of the map's runtime. Hope this helps to improve your map.

Hello! :)

 

thanks for the feedback, glad that overall you had a good time.

 

1: I’ll change the damaging floor to a 2-5 dps instead of a 10-20. Maybe put a rad suit in the section before you fall down?

 

2. I was kinda thinking that too, so I’ll ad in some visual stuff to make it easier to know what the hell is going on 😂

 

3: what if I shifted the 2nd cyberdemon to replace the mastermind at the end? Cause atm the mastermind seems a bit too easy to me. Maybe that’s just me. Also I’ll add in some more stuff in the cave fight so it’s not so dull. Didn’t want to bore the player 🫤

 

Alright, well I’ll make the changes and post an updated version when I have the time :) 

 

cheers

 

Dan

 

 

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Sorry, i couldn't resist...

 

On 9/25/2023 at 9:58 AM, EPICALLL said:

I don't know why, I'll only say one thing about this, because I do agree with the whole rest of this statement... I've never really had a problem with switches being far away from the things they control, I really don't know why it is, maybe because I have a near telepathic ability of knowing when something will or will not change at some point throughout the map, regardless of the level of indication.

 

 

49 minutes ago, EPICALLL said:

2. The lack of indication throughout the map pads out the runtime too much, most of the time, when I flip a switch, it usually triggers something on the opposite end of the map, a place I can't see or hear from where the switch is. Some visual indicators (like coloured border textures) would go a long way in helping to indicate the purpose of a specific switch or linedef.

 

So... did you lost your telepathic ability?

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32 minutes ago, Tangra said:

Sorry, i couldn't resist...

 

 

 

 

So... did you lost your telepathic ability?

Nope, it's just especially not well-indicated here.

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14 hours ago, dmh094 said:

Alright Everybody here it is! v1.0 of map 22 for Vanity! I hope you all enjoy! 

 

Author: Daniel M. Hill (dmh094)
Difficulty Settings: ITYTD - UV
Map Name: Damnation
MIDI Used: "Untitled" by "wumbo"

Initial Build Time: 16th September 2023 - 1st October 2023
Description: Set in the decayed, rocky remains of what is left after episode 4, map 22 sees the player making their way around what is left of an ancient castle, a place of the ancient times. This volcanic nightmare will test your strength and fight as a player against the hordes of demons before you, wondering what once stood upon these ruins, and what can stand again if your mission is victorious...
Author's Comments: Single player is completed. I haven't implemented co op or deathmatch as of yet, as I am waiting on the end of the previous map in order to make a proper first part. But for now, this is the best I can do. I hope you find the map a good experience to play through.

 

Also, waiting on a new version for the music from wumbo. 

 

EDIT: v1.1 - added shotgun ammo, health and a barrel to opening area.  

 

 Vanity - MAP22 - Damnation (dmh094).zip

Let's get straight to the point:

1. Walking on 1-pixel wide platform with junky collision as a mandatory part of progression through the map is beyond my understanding. I would recommend making that pathway more wide, making the lift not a part of a wall and move the switch which activates the lift to other place so it would give indication what it actually does; I agree with EPICALLL's point here.

2. Overall balance - it's a mess on UV. Lack of ammo on the start and absence of at least green armor throughout the map gives an impression that the level is artificially difficult. Most of the fights are miscalibrated - either there are too many teleport ambushes or environment like narrow ledges/damaging liquid (room with bone pillars combines both). Though I liked the room where you have to telefrag the cyberdemon.

3. Some of the secrets are cryptic and actually required to beat the map since like I said - ammo is scarce until the end of the map, like soulsphere at the start (which is so obvious to get that it shouldn't be tagged as a secret).

4. At some point some brightness changes happens in two main areas of the map - there's nothing wrong with it per se, but it looks weird. Maybe I don't get something, but it doesn't look very polished.

 

Overall, I can't say it's a bad map - you definitely put a lot of effort here, visuals are very slick and rich with details, it has a lot of potential, but the mostly unfair combat and unclear progression make this level not particularly fun in my opinion.

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2 hours ago, Heretic926 said:

Let's get straight to the point:

1. Walking on 1-pixel wide platform with junky collision as a mandatory part of progression through the map is beyond my understanding. I would recommend making that pathway more wide, making the lift not a part of a wall and move the switch which activates the lift to other place so it would give indication what it actually does; I agree with EPICALLL's point here.

2. Overall balance - it's a mess on UV. Lack of ammo on the start and absence of at least green armor throughout the map gives an impression that the level is artificially difficult. Most of the fights are miscalibrated - either there are too many teleport ambushes or environment like narrow ledges/damaging liquid (room with bone pillars combines both). Though I liked the room where you have to telefrag the cyberdemon.

3. Some of the secrets are cryptic and actually required to beat the map since like I said - ammo is scarce until the end of the map, like soulsphere at the start (which is so obvious to get that it shouldn't be tagged as a secret).

4. At some point some brightness changes happens in two main areas of the map - there's nothing wrong with it per se, but it looks weird. Maybe I don't get something, but it doesn't look very polished.

 

Overall, I can't say it's a bad map - you definitely put a lot of effort here, visuals are very slick and rich with details, it has a lot of potential, but the mostly unfair combat and unclear progression make this level not particularly fun in my opinion.

1 pixel wide platform? Where is that in the map? I have no clue what your talking about there. 
 

the ammo at the start literally gives you max shotgun ammo like 3 times over. Not sure how much more I can add without being a overkill amount.

 

I reckon I put plenty of armour where needed. I mean, you don’t wanna make the map too easy. Although that being said, there is a double archvile ambush..

 

the whole point of the bone pillar room is to get around the broken pathway though… so I should teleport less guys in there I guess? 

 

the brightness is a visual thing I put there. I like the way it looks. Although I can see why people would have a problem with it.

 

im not quite sure why cryptic secrets is a problem I mean, it’s in the word. Secret. But you should have more than enough ammo by the time you get to the bone pillar room. :/ hmm I’ll look into that.
 

overall I’m not quite sure what your getting at. It’s meant be a challenging map. If I take out damaging floors and traps it kinda renders the challenge useless. I dunno. Maybe I’m not getting the right idea here…

 

appreciate the feedback though! Don’t get me wrong. Just not sure about a few things. 

 

cheers

 

Dan

Edited by dmh094

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     Okay, obviously, my map isn't yet finished as I took a big break from mapping for a couple weeks, and I want somebody's opinion on the map's standpoint as of right now, just to see if I'm going in the right direction before I get back into mapping.

 

     No official details or descriptions as of now, just need someone to give feedback. By the way, the map in unfinishable, and the progress ends once the door with white lights on next to it opens via a switch in a cave. Enjoy!

 

LINK: https://drive.google.com/file/d/1LFCBNsiJlOWMj4t-U14mRyXvLvyyIuov/view?usp=sharing

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1 hour ago, wumbo said:

     Okay, obviously, my map isn't yet finished as I took a big break from mapping for a couple weeks, and I want somebody's opinion on the map's standpoint as of right now, just to see if I'm going in the right direction before I get back into mapping.

 

     No official details or descriptions as of now, just need someone to give feedback. By the way, the map in unfinishable, and the progress ends once the door with white lights on next to it opens via a switch in a cave. Enjoy!

 

LINK: https://drive.google.com/file/d/1LFCBNsiJlOWMj4t-U14mRyXvLvyyIuov/view?usp=sharing

Looks absolutely stunning so far. I genuinely have no complaints about this map, it looks good, it plays good, the music rocks... DAMN!

I'm a huge fan of the pacing here, it seems to be building up to something big, I am very interested as to what it is... I feel this map would benefit from a rather long length, as I feel that would help to build anticipation.

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1 hour ago, EPICALLL said:

Looks absolutely stunning so far. I genuinely have no complaints about this map, it looks good, it plays good, the music rocks... DAMN!

I'm a huge fan of the pacing here, it seems to be building up to something big, I am very interested as to what it is... I feel this map would benefit from a rather long length, as I feel that would help to build anticipation.

 

I have never had such a positive response to any maps I've made. Glad to see that I've actually improved my mapmaking when I take time to make it look good. :)

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Update: even though I picked MAP02, I'm trying to nail Scythe X without completely plagiarizing it. The progress on "Moonscape Cakewalk" (yes, that's the map's name for now) is slow, but steady.

Spoiler

Screenshot_Doom_20231003_020253.png.4b5cdc970989e8e74214588f01e77479.png

 

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20 hours ago, wumbo said:

     Okay, obviously, my map isn't yet finished as I took a big break from mapping for a couple weeks, and I want somebody's opinion on the map's standpoint as of right now, just to see if I'm going in the right direction before I get back into mapping.

 

     No official details or descriptions as of now, just need someone to give feedback. By the way, the map in unfinishable, and the progress ends once the door with white lights on next to it opens via a switch in a cave. Enjoy!

 

LINK: https://drive.google.com/file/d/1LFCBNsiJlOWMj4t-U14mRyXvLvyyIuov/view?usp=sharing

Great so far, I love archvile the forces you into the surprise elevator and the scarcity of solid cover is really good at forcing the player to keep moving. I also adore the large canyon background.

 

One thing to note:

Screenshot_Doom_20231002_175652.png.8f560d523bdd0e267daea70cc6c3cb1c.pngThis door can't be opened from inside which can leave the player trapped if it closes.

On 10/1/2023 at 1:58 AM, dmh094 said:

Alright Everybody here it is! map 22 for Vanity! I hope you all enjoy! 

 

Author: Daniel M. Hill (dmh094)
Difficulty Settings: ITYTD - UV
Map Name: Damnation
MIDI Used: "Untitled" by "wumbo"

Initial Build Time: 16th September 2023 - 1st October 2023
Description: Set in the decayed, rocky remains of what is left after episode 4, map 22 sees the player making their way around what is left of an ancient castle, a place of the ancient times. This volcanic nightmare will test your strength and fight as a player against the hordes of demons before you, wondering what once stood upon these ruins, and what can stand again if your mission is victorious...
Author's Comments: Single player is completed. I haven't implemented co op or deathmatch as of yet, as I am waiting on the end of the previous map in order to make a proper first part. But for now, this is the best I can do. I hope you find the map a good experience to play through.

 

Also, waiting on a new version for the music from wumbo. 

 

EDIT: v1.1

- Added shotgun ammo, health and a barrel to opening area. 

EDIT: v2.0

- Quality of life additions (Better visual aid on where to go etc)

- Changed final secret to computer map.

- Added rad suit to underground lava area. 

- Removed 2nd cyberdemon encounter from the cave battle near the end of the map.

- Added and changed enemies in cave battle for variety of combat.

- Ending chaingunners switched out for baron and revenant. 

EDIT v.3.0

- A new yellow skull key path has been created.

- Armor and ammo added throughout to give a player an easier time.

- Monsters switched around and added throughout.

- Stairs in opening area widened.

- Opening area secret has had its armor switched out for invisibility. 

- Sector with the soulsphere has had its secret status removed.

- Berserk pack added to underground lava area.

EDIT v.3.1

- Altered quality of life additions to blend in better.    

 

Vanity - MAP22 - Damnation (v3.1) (dmh094).zip

I played v3.1 and the design is on point. This map is dripping with atmosphere. The teleport ambushes are great at keeping the player on their toes. I say keep the mastermind at the end as well, it's a nice bone to throw quick-thinking players. The surprise with the revenants and the cyberdemon teleport puzzle are probably the standout moments imo.

 

A couple notes:

Screenshot_Doom_20231002_182801.png.7a99d7bc7da92c0f9ad14a6cf28c248c.pngThis outcrop of wall can get in the way whilst strafe-jumping to the other side of this gap. It can get a little annoying.

Screenshot_Doom_20231002_183717.png.556663feec6557c7dc92238f03de5615.pngThis texture in the entrance to the lava cave is missing

 

Nit-picks aside, I wasn't able to continue past the yellow skull switch (tag 55) as it didn't do anything but lower the bars to the water cave. I looked at it in UDB and the switch doesn't correspond with anything else. Furthermore, the exit bars (tag 75) don't appear to have anything to lower them at all which makes the level un-exitable. (If I'm having a games journalist moment, feel free to disregard this last issue).

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4 minutes ago, CrazedCleric said:

Screenshot_Doom_20231002_175652.png.8f560d523bdd0e267daea70cc6c3cb1c.pngThis door can't be opened from inside which can leave the player trapped if it closes.


shit.

 

I'll work on that.

 

Besides that rookie ass mistake, thanks for the feedback! :)

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1 hour ago, Heretic926 said:

Update: even though I picked MAP02, I'm trying to nail Scythe X without completely plagiarizing it. The progress on "Moonscape Cakewalk" (yes, that's the map's name for now) is slow, but steady.

  Reveal hidden contents

Screenshot_Doom_20231003_020253.png.4b5cdc970989e8e74214588f01e77479.png

 

Loving the moon look on this one. Come to think of it, yeah... Maybe my map was too good at nailing the scythe x look.

 

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2 hours ago, CrazedCleric said:

Great so far, I love archvile the forces you into the surprise elevator and the scarcity of solid cover is really good at forcing the player to keep moving. I also adore the large canyon background.

 

One thing to note:

Screenshot_Doom_20231002_175652.png.8f560d523bdd0e267daea70cc6c3cb1c.pngThis door can't be opened from inside which can leave the player trapped if it closes.

I played v3.1 and the design is on point. This map is dripping with atmosphere. The teleport ambushes are great at keeping the player on their toes. I say keep the mastermind at the end as well, it's a nice bone to throw quick-thinking players. The surprise with the revenants and the cyberdemon teleport puzzle are probably the standout moments imo.

 

A couple notes:

Screenshot_Doom_20231002_182801.png.7a99d7bc7da92c0f9ad14a6cf28c248c.pngThis outcrop of wall can get in the way whilst strafe-jumping to the other side of this gap. It can get a little annoying.

Screenshot_Doom_20231002_183717.png.556663feec6557c7dc92238f03de5615.pngThis texture in the entrance to the lava cave is missing

 

Nit-picks aside, I wasn't able to continue past the yellow skull switch (tag 55) as it didn't do anything but lower the bars to the water cave. I looked at it in UDB and the switch doesn't correspond with anything else. Furthermore, the exit bars (tag 75) don't appear to have anything to lower them at all which makes the level un-exitable. (If I'm having a games journalist moment, feel free to disregard this last issue).

Hello CrazedCleric! 

 

thanks for the feedback on the map! glad you enjoyed it!

 

I'll address the issues and put out v3.2 shortly. Thanks for pointing them out. Very much appreciated.

 

Cheers 

 

Dan  

 

 

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6 hours ago, Heretic926 said:

Update: even though I picked MAP02, I'm trying to nail Scythe X without completely plagiarizing it. The progress on "Moonscape Cakewalk" (yes, that's the map's name for now) is slow, but steady.

  Reveal hidden contents

Screenshot_Doom_20231003_020253.png.4b5cdc970989e8e74214588f01e77479.png

 

Looks awesome! Can't wait to have a look at it in game :) 

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9 hours ago, dmh094 said:

V3.2 has been released! fixes have been made! hope you all enjoy :) 

OK, I'll consider this one added. Thank you :) remember, if you wish, you could claim another slot.

 

Also, 500th forum post :)

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4 minutes ago, EPICALLL said:

OK, I'll consider this one added. Thank you :) remember, if you wish, you could claim another slot.

 

Also, 500th forum post :)

Oh, so everything has been fixed then? Awesome :) 

 

well, what’s left to grab? Might do another one then.

 

500 ftw!

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6 minutes ago, dmh094 said:

Oh, so everything has been fixed then? Awesome :) 

 

well, what’s left to grab? Might do another one then.

Maps 3, 6, 11, 18, 19, 20 and 30 are left for grabs, everything else is filled up.

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9 minutes ago, EPICALLL said:

Maps 3, 6, 11, 18, 19, 20 and 30 are left for grabs, everything else is filled up.

Hmm I could take 30 I guess. But I think it would have to be an epic proportions hell level. I can try my best. 
 

would it need a icon of sin battle? 

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39 minutes ago, dmh094 said:

Hmm I could take 30 I guess. But I think it would have to be an epic proportions hell level. I can try my best. 
 

would it need a icon of sin battle? 

Would not need an icon of Sin fight, I wouldn't recommend making a traditional icon fight, anyways. Maybe a multi-staged one would be cool, however.

 

Anyways, you got the slot.

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2 hours ago, EPICALLL said:

Would not need an icon of Sin fight, I wouldn't recommend making a traditional icon fight, anyways. Maybe a multi-staged one would be cool, however.

 

Anyways, you got the slot.

Alrighty. Cool. I'll see what I can conjure up :) 

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