Mapping noob Posted June 18 On 6/16/2024 at 2:31 PM, CrazedCleric said: Tried to do something of a classicizing style with this one. Author: CrazedCleric Name: Taciturn Gods Music: Realistic Approach by Velvetic Format: Boom (complevel 9) Additional Textures: (Apologies if there's anything funky with the texture1/animated lumps, this is my first time creating them from scratch) Waterfall by Nightmare Sky from Thy Flesh Consumed Adjusted gate flats DWMax24_Crazed.zip Screenshots Reveal hidden contents Nice map, reminds me of e4m9. also, is the map possible on nightmare? 0 Share this post Link to post
CrazedCleric Posted June 18 19 hours ago, Mapping noob said: is the map possible on nightmare? Probably. I mostly tested on UV though. 0 Share this post Link to post
Telemassacre Posted June 18 ima go get something out the door, just you wait 2 Share this post Link to post
Telemassacre Posted June 23 (edited) This is a kind of trippy, comedic map (Nothing too serious tho) Author: Telemassacre Name: Raid at the Bed, Bath, and Beyond Music: Right in Two by Tool Format: ZDoom (UDMF Format) Additional Textures: Heavily compressed room-specific PNGs and custom sky texture bedbathandbeyond.zip Screenshots Spoiler 3 Share this post Link to post
Telemassacre Posted June 24 (edited) oh why must i kill every thread i interact with Spoiler /hj 0 Share this post Link to post
Mapping noob Posted June 25 back from vacation, suprised the playtester is still gone 0 Share this post Link to post
needsF00DBadly Posted June 27 (edited) Map Name: Drainage System Format: GZDoom Difficulty Settings: Yes Multiplayer: None Mouselook: Optional Jump/Crouch: No Music Track: Aquatic Nightmare by Crunchynut44 ==== *Messed around with some gimmicky clear water effects. As a result, the map is designed to be played with the Hardware Accelerated display mode. Took me a while, but I finally got something finished. This map started out as an attempt at a 'sewer level' in the vein of Doom 2 Map 2 and 5. Eventually, it became sort of a mix of ideas I had on the backburner. Also the first map I've made with any bite to it, but I imagine most players should breeze though without much trouble. Any criticisms or suggestions for improvement are much appreciated. Drainage System.zip Latest Version: https://www.doomworld.com/forum/post/2855540 Screenshots: Spoiler Edited 16 hours ago by needsF00DBadly 1 Share this post Link to post
Walter confetti Posted June 27 On 6/24/2024 at 1:46 AM, Telemassacre said: Raid at the Bed, Bath, and Beyond That's... a unique kind of map. What kind of place is this, vaporwave liminal grocery store? I think the lift before the void sky outdoor needs a way go do down 1 Share this post Link to post
Dewzan Posted June 28 (edited) @needsF00DBadly I absolutely love the detail on this level! Seems more like Underhalls compared to The Waste Tunnels, but that's not a bad thing at all. I have some things to point out. Spoiler There were a few situations where I got stuck on some tiny geometry sticking out on the walls, which can be a bit annoying with some of the ambushes. Most notably a little border that jutted out 2px next to one of the doors near the beginning of the level. I think it'd be better to either not have it stick out, or maybe even have the geometry be slanted so that you would slide off of it instead. I'm mostly referring to the SSG ambush, but it could probably be applied to a few other places. I found some weird linedef collision around the red key area. You're able to move climb over all of the brown windows, and if you climb over the very first window, you get stuck in the rocks, except there just happens to be one passable linedef that let's you out. Thankfully not a softlock I found by accident. Lastly, there's an inaccessible secret where the blue armor secret is. It's the sector that the blue armor is sitting on that cannot be climbed up. The blue armor itself is already tagged as a secret, so you just need to untag the sector secret. 1 Share this post Link to post
needsF00DBadly Posted June 28 15 hours ago, Dewzan said: @needsF00DBadly I absolutely love the detail on this level! Seems more like Underhalls compared to The Waste Tunnels, but that's not a bad thing at all. I have some things to point out. Reveal hidden contents There were a few situations where I got stuck on some tiny geometry sticking out on the walls, which can be a bit annoying with some of the ambushes. Most notably a little border that jutted out 2px next to one of the doors near the beginning of the level. I think it'd be better to either not have it stick out, or maybe even have the geometry be slanted so that you would slide off of it instead. I'm mostly referring to the SSG ambush, but it could probably be applied to a few other places. I found some weird linedef collision around the red key area. You're able to move climb over all of the brown windows, and if you climb over the very first window, you get stuck in the rocks, except there just happens to be one passable linedef that let's you out. Thankfully not a softlock I found by accident. Lastly, there's an inaccessible secret where the blue armor secret is. It's the sector that the blue armor is sitting on that cannot be climbed up. The blue armor itself is already tagged as a secret, so you just need to untag the sector secret. Thanks for taking the time to play through my map. I really appreciate the feedback. 1 Share this post Link to post
Mapping noob Posted July 1 On 12/31/2023 at 9:44 PM, Obsidian said: Interested Mappers Hide contents Knifeworld Vanilla+Unicorn Sesamia Nikolanchik Phoenyx DoctorNuriel Walter confetti WindbagJacket Doomguy999 Cutman 999 bioshockfan90 Hebonky Salmon SirPootis lubba127 StellarWind TheV1perK1ller JaySmithen Silhouette 03 senpaigru Super Mighty G stochastic notTyrone minimedals obake No-Man Baugh Xybear Dewzan Yousuf Anik Stroopwafel Mizuki_Jun10 Plerb JackDBS Raith138 osminee Forgotten Soul Submissions Hide contents Vanilla/Limit Removing The Underneath by Obsidian Boom/MBF I Don't Think The RAMP Guys Would Really Appreciate A Map Like This: But I Hope Some Twisted Freak Who Plays Doomworld Maximum Project Would Get A Kick Out Of This One (Twisted Freak In An Affectionate Way, Thanks For Playing) by NiGHTS108 Blasting and Waiting by Patrick_Plays_Doom ZDoom/GZDoom FORGET by Mr795 Waryb by KnievilRoo Alpha Sector 21-B - (Who Up Playing They Station?) by AnArchaicApparatus Descent Into The Abyss by minglel99 I think this needs updated 0 Share this post Link to post
Obsidian Posted July 1 5 hours ago, Mapping noob said: I think this needs updated Oh, it almost certainly does, I just haven't gotten around to it yet. :P 4 Share this post Link to post
Mapping noob Posted July 2 Also, maybe it's just me that's thought this but should OTEX always be ran during playtesting in all "All textures allowed" community projects by default since one map will use it (at a minimum)? 0 Share this post Link to post
Biodegradable Posted July 5 On 6/25/2024 at 10:30 AM, Mapping noob said: suprised the playtester is still gone Not gone, just busy lol. Might be able to pick up where I left off the day after tomorrow. :^P 3 Share this post Link to post
Nikolanchik Posted July 6 last year, I sent my old map, which didn't have a place. This year I will make a map specifically for the project, my skills have grown and I hope you will like it. Sign me up 4 Share this post Link to post
needsF00DBadly Posted July 6 Not a regular playtester, but I played through a couple of submissions. Thought it might be helpful to share my thoughts. @CrazedCleric Spoiler Tested on: DSDA Doom Difficulties: HMP for initial run, then moved up to Ultraviolent I really like this one. It felt very purposeful in its design and provided a good challenge, taking me several attempts to beat. The ammo balance felt very good, particularly at the beginning, where I was forced to manage supplies wisely but still had just enough to get the job done. Of course, the secret Berserk helped me out on subsequent attempts. I think that this is a really solid map that consistently kept me on my toes and never felt boring. Good work! @Telemassacre Spoiler Tested on: GZDoom Difficulties: Ultraviolent This map has a vibe that I really like. I’ll second Walter confetti’s thoughts; it does feel very liminal. I like the lightheartedness of this too. The spaghetti and caco room got a chuckle out of me. I don't have much to say about it gameplay wise. The tight, boxy layout doesn’t really lend itself to any interesting combat, save maybe the chaingunners that ambush you past the lift. Most encounters amount to blasting tightly packed enemies from the relative safety of doorways. 4 Share this post Link to post
Rorix Posted July 7 (edited) Limbo is all done. Format is GZDoom. Textures are from cc4tex and otex. Music is "In the Cave" by Bjorn Lynne. 3 Share this post Link to post
Mapping noob Posted July 7 (edited) 4 hours ago, Rorix said: Limbo is all done. Format is GZDoom. Textures are from cc4tex and otex. Music is "In the Cave" by Bjorn Lynne. Playtested it, excellent job imitating cranium's style! Seriously, the map is even more confusing then anagnorisis. At least there the keys don't require the you to solve a riddle. Edited July 7 by Mapping noob : Finally figured out i needed to jump. 1 Share this post Link to post
Mapping noob Posted July 7 On 6/27/2024 at 10:38 AM, needsF00DBadly said: Map Name: Drainage System Format: GZDoom Difficulty Settings: Yes Multiplayer: None Mouselook: Optional Jump/Crouch: No Music Track: Aquatic Nightmare by Crunchynut44 ==== *Messed around with some gimmicky clear water effects. As a result, the map is designed to be played with the Hardware Accelerated display mode. Took me a while, but I finally got something finished. This map started out as an attempt at a 'sewer level' in the vein of Doom 2 Map 2 and 5. Eventually, it became sort of a mix of ideas I had on the backburner. Also the first map I've made with any bite to it, but I imagine most players should breeze though without much trouble. Any criticisms or suggestions for improvement are much appreciated. Drainage System.zip Screenshots: Reveal hidden contents I like it, feels like a map for an actual plutonia 3. Some minor suggestions: 1:Add some more shading. Currently the lighting feels like an afterthought, although you don't have to. 2: Change the window textures to something silver unless compblue is intentional. 3: Maybe add some computer terminals into the walls. And my one big complaint: The final battle felt too much like TNT MAP10. 1 Share this post Link to post
notTyrone Posted July 8 Map Name: Fissure of Woe (name from a location in Guild wars) Format: GZDoom/UDMF/Doom2 Difficulty Settings: No Multiplayer: No Mouselook: Please Jump/Crouch: Go for it Music: Denied - Doomkid (Doomkid's MIDI Pack 2014) Short, easy map. Light combat, mainly a visual adventure. Highly recommend playing with dynamic lighting, shadows, etc. as it was was made with those features in mind. I might add screenshots later (I'm capped on file size because doomworld) https://www.mediafire.com/file/t6ohf74dtqowmn9/Fissure_of_Woe_V1.zip/file 3 Share this post Link to post
Mapping noob Posted July 8 15 minutes ago, notTyrone said: Map Name: Fissure of Woe (name from a location in Guild wars) Format: GZDoom/UDMF/Doom2 Difficulty Settings: No Multiplayer: No Mouselook: Please Jump/Crouch: Go for it Music: Denied - Doomkid (Doomkid's MIDI Pack 2014) Short, easy map. Light combat, mainly a visual adventure. Highly recommend playing with dynamic lighting, shadows, etc. as it was was made with those features in mind. I might add screenshots later (I'm capped on file size because doomworld) https://www.mediafire.com/file/t6ohf74dtqowmn9/Fissure_of_Woe_V1.zip/file Nice, but the fireblu revenant is a bit cheap. 0 Share this post Link to post
Mapping noob Posted July 10 (edited) Can't edit my upload comment, so here's my edited submission. Same stuff but with a couple QoL fixes. DWmax_24_Crisis Hour.zip 2 Share this post Link to post
Grape Juice Posted August 7 I would love to join this! I've never made a map for a community project before! Count me in! 2 Share this post Link to post
Telemassacre Posted August 8 On 8/5/2024 at 12:57 AM, Obsidian said: It kind of is, yeah. i meant to say that to moose but yeah yours is pretty good too 0 Share this post Link to post
Obsidian Posted August 8 2 hours ago, Telemassacre said: i meant to say that to moose but yeah yours is pretty good too Heh, I caught the gist of what you meant, it's all good. 0 Share this post Link to post
Bandita Posted August 16 Hi everyone! Is there still vacancy in this project? 2 Share this post Link to post
needsF00DBadly Posted August 17 (edited) On 8/16/2024 at 5:59 AM, Bandita said: Hi everyone! Is there still vacancy in this project? You should be free to join, since the project is Open Submission. Edited August 17 by needsF00DBadly 1 Share this post Link to post