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Obsidian

Doomworld Maximum Project 2024

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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

djlhDnn.pngXKqtlhJ.pngyCkbskJ.png

 

Nice map, reminds me of e4m9.

also, is the map possible on nightmare?

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19 hours ago, Mapping noob said:

is the map possible on nightmare?

Probably. I mostly tested on UV though.

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Posted (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

Screenshot_Doom_20240623_182933.png.7163da1e37bc501fa417f0f8efa7eb98.png

Screenshot_Doom_20240623_182957.png.9ace2c8e500770e7c4d1e8ecd606f35c.png

Screenshot_Doom_20240623_183020.png.16ac869b5d96f1cc39f24d9be0c74764.png

 

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Posted (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

Screenshot_Doom_20240627_111742.png.f0ed368a8ca02051ba60788e5634d0d0.png

 

Screenshot_Doom_20240627_111036.png.3ea8aa51965fd5606a6200aff606e1dc.png

Screenshot_Doom_20240627_111332.png.e3379e4b72f7d4047b50fa8d08ee800e.png

 

Screenshot_Doom_20240627_111352.png.0b1cf4cca0041891838fffc7248fa754.png

 

Edited by needsF00DBadly

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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

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Posted (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.

 

 

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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. 

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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

 

 

I think this needs updated

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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

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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)?

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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

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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

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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. 

 

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Posted (edited)

Limbo is all done. Format is GZDoom.        

Textures are from cc4tex and otex.        

Music is "In the Cave" by Bjorn Lynne.

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Posted (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 by Mapping noob : Finally figured out i needed to jump.

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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

Screenshot_Doom_20240627_111742.png.f0ed368a8ca02051ba60788e5634d0d0.png

 

Screenshot_Doom_20240627_111036.png.3ea8aa51965fd5606a6200aff606e1dc.png

Screenshot_Doom_20240627_111332.png.e3379e4b72f7d4047b50fa8d08ee800e.png

 

Screenshot_Doom_20240627_111352.png.0b1cf4cca0041891838fffc7248fa754.png

 

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.

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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

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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.

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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

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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.

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Posted (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 by needsF00DBadly

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