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Re: Plain ol' Doom 2 Community Mapping Project

Posted: Thu Aug 10, 2017 10:52 am
by Seidolon
You can use that map for this if you want. I tested out your MAP05, and it's pretty cool. I ran out of ammo close to the end, but that's probably because I let the pain-in-the-ass elemental spam me with lost souls. Also, would you mind using a different music track for your MAP05? One from either D1, D2 or TNT? The unused music is cool, but it would be better to use a track that everyone's familiar with.

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Fri Aug 11, 2017 11:11 am
by Zen3001
Seidolon wrote:
joe-ilya wrote:...I am going to be getting more mappers very soon....
I'm kind of a beginner but i know how to use (gz)doom builder so can i create a map?

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Fri Aug 11, 2017 12:04 pm
by Zen3001
Shadelight wrote:
Zen3001 wrote: It's not offensive, just rude. Posts like "how is this not done yet?" or "when will this be finished?" tend to be seen as such.
sorry

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Fri Aug 11, 2017 2:16 pm
by joe-ilya
Fixed the bugs and added a chainsaw near the exit for MAP05 and replaced its MIDI with unused Doom track #46 which is the earlier MAP25 MIDI version of the original Doom II (I used it because it's a less hellish version without that screeching background sound in the finished MIDI) : https://doomshack.org/uploads/damagedarea-v2.wad

And here's MAP15 : https://doomshack.org/uploads/melancholypremises.wad
Title : Melancholy Premises
MIDI : Doom 2 text screen
Status : Fully finished

EDIT : Suggestion : How about you ask the MAP21 mappers (40oz and Walter) to rename their submission to a band that the MIDIs were based on who's band member died? Like Soundgarden, Pantera, Alice In Chains or Stone Temple Pilots, as a homage to Doom II's MAP21 title. :|

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Fri Aug 11, 2017 5:27 pm
by Zen3001

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Sat Aug 12, 2017 3:05 am
by joe-ilya
You didn't claim a slot, you'll have to wait until one is re-opened.

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Sat Aug 12, 2017 6:18 am
by Zen3001
joe-ilya wrote:You didn't claim a slot, you'll have to wait until one is re-opened.
what do you think of the map tho? took me 3 hours

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Sat Aug 12, 2017 7:29 am
by joe-ilya
I didn't like the start, the barrels should be more accessible since you're shooting lost souls and imps with a pistol, not just zombiemen.
The map itself has almost no texture variety, just BROWNGRN and SP_ROCK1 and the sky, it would've worked if the whole map looked like the exit area, but it doesn't, it's just flat and bland.
There's a silver door that won't open, at least give it some busted marks if it's not going to be opened, it would've been fine if it was in the spawn behind the player start.
The map is too short, it took me 2 minutes to beat it in a slow playthrough, this would only fit into MAP01 with that legnth, and it's already claimed and finished, so no luck there.
The gameplay after you get out of the first cave is nice.
The higher background rocks in the exit area are glitching up in vanilla source ports because you've set the sky below them.

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Sat Aug 12, 2017 9:00 am
by Zen3001
joe-ilya wrote:I didn't like the start, the barrels should be more accessible since you're shooting lost souls and imps with a pistol, not just zombiemen.
The map itself has almost no texture variety, just BROWNGRN and SP_ROCK1 and the sky, it would've worked if the whole map looked like the exit area, but it doesn't, it's just flat and bland.
There's a silver door that won't open, at least give it some busted marks if it's not going to be opened, it would've been fine if it was in the spawn behind the player start.
The map is too short, it took me 2 minutes to beat it in a slow playthrough, this would only fit into MAP01 with that legnth, and it's already claimed and finished, so no luck there.
The gameplay after you get out of the first cave is nice.
The higher background rocks in the exit area are glitching up in vanilla source ports because you've set the sky below them.
thx for the feedback i guess

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Sun Sep 03, 2017 5:30 pm
by daimon
joe-ilya wrote:
EDIT : Suggestion : How about you ask the MAP21 mappers (40oz and Walter) to rename their submission to a band that the MIDIs were based on who's band member died? Like Soundgarden, Pantera, Alice In Chains or Stone Temple Pilots, as a homage to Doom II's MAP21 title. :|
Didn't knew this project still be "active" here on zdoom forums!
Anyway i'm Walter from doomworld, i'm ok with renaming the map, how about Soundgarden as title? I think it fits with the map...

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Mon Sep 04, 2017 4:51 pm
by joe-ilya
I dunno, contact 40oz (if you can) and conclude the title between yourselves, that simply is dependent on the map author(s) and no one else, I just thought of this self-proclaimed good idea.

Re: Plain ol' Doom 2 Community Mapping Project

Posted: Fri Sep 08, 2017 9:44 pm
by cortlong50
PM me if you need playtesters