DuckReconMajor Posted January 2 it's ok nights, i got you Spoiler P.S. I did peek and find the actual exit switch, and can confirm it does work in cl9 4 Share this post Link to post
JaySmithen Posted January 2 @Obsidian Sign me up please, I've already started work on it :) Cheers! 🍻 Here is some extremely WIP screenshots 👍 Spoiler 10 Share this post Link to post
DoctorNuriel Posted January 2 39 minutes ago, JaySmithen said: @Obsidian Sign me up please, I've already started work on it :) Cheers! 🍻 Here is some extremely WIP screenshots 👍 Hide contents Nice! Very moody! 3 Share this post Link to post
NiGHTS108 Posted January 2 9 hours ago, DuckReconMajor said: it's ok nights, i got you Hide contents P.S. I did peek and find the actual exit switch, and can confirm it does work in cl9 HAH, awesome, berserking even 2 of them is pretty impressive lol Might update my map to add a texture behind the “exit” switch that says “an exit has opened elsewhere” or something 2 Share this post Link to post
NiGHTS108 Posted January 2 15 hours ago, NiGHTS108 said: Name: "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)" Author: NiGHTS108 Format: Boom MIDI: New Age Retro Hippie from Earthbound No new resources DWP2024-NiGHTS108.zip New version to make it a little more clear the map's not broken when you hit the exit switch DWP2024-NiGHTS108-V2.zip 2 Share this post Link to post
Mr795 Posted January 2 14 hours ago, Biodegradable said: @Mr795 yeah, after that commentary i might as well expand it. 0 Share this post Link to post
senpaigru Posted January 2 Sign me up! The first map I completed and submitted anywhere was Blood Processing for last year's Maximum project. The project gave me the courage to finish the map and share it with people, despite being new and not as skilled and stuff. I'm working on the sequel map, Blood Caverns, for this year's project and I'm stoked to see the cool stuff people make. <3 Spoiler Hell yeah 1 Share this post Link to post
Mr795 Posted January 2 41 minutes ago, Mr795 said: after that commentary i might as well expand it. Alright, i expanded the map to be quite a lot bigger than the original version. FORGET_V2.zip 0 Share this post Link to post
stochastic Posted January 2 Sign me up, please! Last year's project was my challenge to myself to make my first map, "The Black Lodge" - turns out I really love mapping. Not sure what I'll put out for this year's project (maybe something smaller), but I'll be happy to contribute :) 2 Share this post Link to post
notTyrone Posted January 3 "This could be interesting. Alright, I'm in" 1 Share this post Link to post
Mr795 Posted January 3 (edited) 12 hours ago, Biodegradable said: @Mr795 that's a trapped computer area map, i made fake walls that have auto shotgun guys in them. (those aren't riflemen by the way, the rifle uses it's own specific ammo.) (also, i put a secret in this version as well, here's a clue to get it, check the walls in the first outdoors hallway. And i'm working on v3 of this map as of this edit.) Edited January 3 by Mr795 0 Share this post Link to post
Mr795 Posted January 3 3 hours ago, Mr795 said: And i'm working on v3 of this map as of this edit. I'm finished v3, which adds 4 new decorate items from realm667. Now you need to get the blue key, yellow key and red key to reach the exit, There's also a bit more rifle ammo in the map. FORGET_V3.zip 0 Share this post Link to post
Biodegradable Posted January 4 @Mr795 Sorry if my comments are a little repetitive, but I cannot stress enough the importance of taking your time to really put in the mileage so you can have what I believe to be a really finished product. You're on the right path, you just need to stop rushing and take the time you need to really flesh out a concept. 2 Share this post Link to post
No-Man Baugh Posted January 4 I figure that agreeing to being apart of this project will be the light under my ass that'll actually motivate me to make a map Count me in! 2 Share this post Link to post
Xybear Posted January 4 I wanna join! Uh, don't know what else to say. 1 Share this post Link to post
Mr795 Posted January 4 (edited) 14 hours ago, Biodegradable said: @Mr795 Sorry if my comments are a little repetitive, but I cannot stress enough the importance of taking your time to really put in the mileage so you can have what I believe to be a really finished product. You're on the right path, you just need to stop rushing and take the time you need to really flesh out a concept. the wall used to be textured, the path to the blue key was going to be there but i had to scrap it due to the room breaking, i'll have to fix that in v4. (and i didn't know that happened cause it looked good in visual mode) Edited January 4 by Mr795 0 Share this post Link to post
Patrick_Plays_Doom Posted January 6 (edited) readed this whole thing and well ill make a map for it for sure! very interested! ill start working on the wad by today or tomorrow gotta bookmark this page now.. 1 Share this post Link to post
Dewzan Posted January 6 This year I'm planning to make a very large map that fuses standard combat with archvile/rocket jumps (lots of megaspheres/invulns will be provided to make the level realistically beatable). I've been working almost nonstop the past week, and I'm about 30% done. Here are some computer monitor encapsulations. Spoiler 4 Share this post Link to post
DoomGuy999 Posted January 6 On 1/4/2024 at 1:10 PM, Mr795 said: the wall used to be textured, the path to the blue key was going to be there but i had to scrap it due to the room breaking, i'll have to fix that in v4. (and i didn't know that happened cause it looked good in visual mode) This looks like a fine map to me. 0 Share this post Link to post
KnievilRoo Posted January 6 Ill bite! Sounds fun and gives me a reason to finish the one im working on now :> 1 Share this post Link to post
Mr795 Posted January 6 On 1/4/2024 at 2:40 PM, Mr795 said: the wall used to be textured, the path to the blue key was going to be there but i had to scrap it due to the room breaking, i'll have to fix that in v4. (and i didn't know that happened cause it looked good in visual mode) i decided to just change the map entirely in this version, i think it took about an hour to make but i think it looks much more visually appealing than the original and i didn't make a "hallway hell" this time around, on average i think it would take about a minute or 2 to get through on a normal run. FORGET_V4.zip 0 Share this post Link to post
Yousuf Anik Posted January 7 Hey, I am very happy to see this project again for this year. Please sign me up and allow me to make a map for this project. 1 Share this post Link to post
Patrick_Plays_Doom Posted January 8 Map done Format: Boom Doom 2 (doomformat) Complevel: 11 Map name: Blasting and waiting Custom Midi: no Custom CWILV: Yes Map: 10 (IDCLEV 10) blastingandwaiting.rar 2 Share this post Link to post
AnArchaicApparatus Posted January 9 (edited) 'Got a notification from Stochastic commenting in here (You only started mapping last year? Good stuff.) Sign me up! My level shouldn't take too much time, since I'm using stuff I worked on from years ago as prefabs to give the Warrens treatment (and make it up to par with what I like to make/play nowadays, and make something I wouldn't think of today or back then alone.) Spoiler Idk if this would land in the ZDoom category or not, but given that DSDA recently got UDMF support, I thought I may as well resurrect some Threshold of Pain and PSX inspired stuff I was working on almost a decade ago (as a teenager) but didn't finish because... uhh... I didn't finish anything back then, and am still kinda struggling to finish something I started a year later from then that grew out of control, and am working off/on on it. Anyways, the current map is a combination of two separate PSX inspired levels from different WADs - which I plan to release unmodified as a bonus when/if I get this frankenmap ALIIIIIVVVEEE!!!! Here's a few unsorted notes about whatevers: - Both of these WADs had snatched PSX sounds and a bit of basic dehacked, which are obviously not gonna be in the final compilation level - Both WADs also had custom textures which were mostly uncredited Skulltag.pk3/IWAD textures that I added sharpening to, so the ones that were basically just IWAD textures (or are easily replaced again w' stock) have been replaced, and any useful textures that I would rather not lose entirely are gonna be replaced, probably with stuff that I re-crap-out myself for a good bit of them. This way my level fits a bit better w' everyone elses visually, and it doesn't hog space needlessly. - Since it was PSX music for the levels, obviously that's either pushing or beyond the 2mb limit, so I'm making my own custom MIDI in its place, which is turning out to fit much better. - Don't expect that many ZDoom-isms. > I don't plan on using that much decorate assets if at all, but if I do it'll probably be Nihility esque ambient sounds and some other similar non-gameplay-altering stuff, and see what I can do with default monsters and weapons. > I almost always use an old version of Zandronum from about a year since I worked on the original WADs for playing anything, but I plan to test this in DSDA if I can. There's still gonna be 3D floors and stuff since that was in the levels I made initially, but I'm still trying to make it work w' infinite height monsters and so on. - I'm not really changing that many geometric or visual things that were already unless it's stuff that's needed to make the levels work together/as a final piece, or if something's otherwise new. - I'm not sure if this idea was or wasn't kinda jumpstarted by Hebonkys new level or not (go check it out btw,) or if it's just from the kind of design gameplay style I've been working towards in my currently-private-playtesting-only work, (still go check out Hebonkys thing,) but here's my current plan for how I'm reworking this into: Spoiler I think both the levels are surprisingly good on their own, and even though I'm getting a nack for harder stuff now I still have a really squishy soft spot for low-tier DOOM 1 leaning quick-snack combat, so I'm not really gonna change much of what's there in the pre-made sections other than maybe adding a few more dangerous monsters and so on. However, with the yellow card being visible pretty early, and the yellow door leading to what was gonna be the exit, my new plan is to have the RedemptionDenied.wad chunk (circled in green below) be a completely optional, but very, very helpful side-section. A lot of useful resources and weapons are gonna be down there, though stuff like the Rocket Launcher and Plasma Rifle will be accessible later, though with less options being presented and overall more challenge. After what is now the exit, I'ma have that lead to an entirely new section, with challenge fights, probably combat puzzles, and a lot of higher-tier guys; In other words, a massive spike in combat style for the rest of the level. Not impossible by any means w'out the extra resources, but would need more cautious play and resource management. EDIT: I said in the above bit that I'd aim for UDMF support in the level and related stuff... yeah the DSDA UDMF support ain't there yet lol. Gonna just ignore it from now on and keep on with ZDoom testing and keep some of the quirks. Spoiler Edited January 9 by AnArchaicApparatus 4 Share this post Link to post