Maps of Chaos - Overkill RC1 out!

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Re: Brutalized Doom & Doom 2

Postby Armaetus » Wed Jun 13, 2012 7:45 am

Edits up to MAP25 as of this post. :)

I just stay out of the view of the cyberdemon and run like a madman to the switch and back near the stairs near the crusher. It's hard enough in the original maps with the spiderdemon bombarding you with its autocannon it has now.

Also I compiled an optional music WAD composed of Hell Revealed, Hell Revealed 2, Requiem, Memento Mori, Memento Mori 2 and a couple Evilution songs but I'm not going to post it until I get the OK from Klem, Shaw and the other authors. It seems David Shaw's homepage (televar.com/~tolwyn) does not work and I don't know Woodman or Grave's emails to ask permission. Any help would be appreciated.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby -Ghost- » Wed Jun 13, 2012 11:24 am

Another note, on Map08 in the room full of Demons the 2 Revenants can't hit you because their rockets clip into the ceiling. So they just explode immediately and cause infighting with the demons.
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Re: Brutalized Doom & Doom 2

Postby Armaetus » Wed Jun 13, 2012 12:55 pm

A quick update, I got Mark and Dave's permission, now all I have to see if Woodman replies to the email I sent him. I don't know how to contact Grave so that will be a problem.

@Ghost: I think I added those Revenants before I paired up using it with Brutal Doom, they didn't have an issue but I'll edit the monster placement architecture to something else higher.
Last edited by Armaetus on Thu Jun 14, 2012 8:08 am, edited 2 times in total.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby -Ghost- » Wed Jun 13, 2012 8:43 pm

Yeah, most of the issues I've seen are mainly just cause BD increases the size of some monsters, so it'd be hard to account for that while making the levels. I'll keep an eye out for anything else like that though.
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Re: Brutalized Doom & Doom 2

Postby Armaetus » Wed Jun 13, 2012 10:39 pm

Finished the super hardcore editing for Doom 2, go get it now in the OP!
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
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Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby armymen12002003 » Thu Jun 14, 2012 12:20 am

Mr. Chris wrote:Finished the super hardcore editing for Doom 2, go get it now in the OP!


it's awesome but i was expecting map 31 & 32 to be done in the same manner
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Re: Brutalized Doom & Doom 2

Postby Armaetus » Thu Jun 14, 2012 8:07 am

I was too lazy to edit the Wolfenstein maps and didn't want to add non-right angle walls to it.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby Valherran » Thu Jun 14, 2012 4:44 pm

Mr. Chris wrote:I was too lazy to edit the Wolfenstein maps and didn't want to add non-right angle walls to it.


Hurry up with those! I wanna play em! lol
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Re: Brutalized Doom & Doom 2

Postby wildweasel » Thu Jun 14, 2012 7:24 pm

Valherran wrote:Hurry up with those! I wanna play em! lol

You probably didn't mean it like this (judging from the "lol") but this sounds really impatient and a bit rude...
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Re: Brutalized Doom & Doom 2

Postby Big C » Thu Jun 14, 2012 7:40 pm

Hey Chris, on Ultra-Violence on MAP16 the monsters in the teleport room seem to clog each other's paths and prevent them from teleporting out.

Not sure why as they're able to exit normally on Hurt Me Plenty. Suspect there's a logjam somewhere.
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Re: Brutalized Doom & Doom 2

Postby Valherran » Thu Jun 14, 2012 7:54 pm

wildweasel wrote:
Valherran wrote:Hurry up with those! I wanna play em! lol

You probably didn't mean it like this (judging from the "lol") but this sounds really impatient and a bit rude...


... Mmmkay

Anyways, I did manage to beat your current set of maps with the Shotgun Challenge on Hard Mode. And let me tell ya, map 13 will piss you off. lol
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Re: Brutalized Doom & Doom 2

Postby Armaetus » Thu Jun 14, 2012 9:44 pm

Big C wrote:Hey Chris, on Ultra-Violence on MAP16 the monsters in the teleport room seem to clog each other's paths and prevent them from teleporting out.

Not sure why as they're able to exit normally on Hurt Me Plenty. Suspect there's a logjam somewhere.


I remember having that issue before but I might have to make the room bigger and spread the monsters out, on top of adding a couple more teleport destinations.

HMP is no issue because there is like 1/3 less monsters.

Keep the reports up, so I can fix them up when found. :)

Edit: The extra space and teleport destinations definitely helped the horde of monsters come out and play. Updating and check OP. Or here.

I feel like I will upload the optional Brutalized music and link it.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby Armaetus » Sat Jun 16, 2012 9:10 am

Oops, used a song meant for MAP30 for MAP31. I'll be fixing it up and replacing 31 and 32 with their proper songs ;)

I've decided to muck with the secret levels now, just be patient for the link to be updated.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby armymen12002003 » Sat Jun 16, 2012 10:43 am

Mr. Chris wrote:Oops, used a song meant for MAP30 for MAP31. I'll be fixing it up and replacing 31 and 32 with their proper songs ;)

I've decided to muck with the secret levels now, just be patient for the link to be updated.


yeah can't wait to see what they'll look like
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Re: Brutalized Doom & Doom 2

Postby Armaetus » Sat Jun 16, 2012 12:05 pm

Here's what MAP32 looks like...


I reduced the nazis' health from 150 to 60, which is about what Doom2 has it set to as one'll have issues dealing with them with high HP hitscanners.

Not sure what I will do with MAP31.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

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