Plain ol' Doom 2 Community Mapping Project

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Re: Plain ol' Doom 2 Community Mapping Project

Postby Seidolon » Mon Feb 20, 2017 1:58 pm

Okay, you can do map 31. Just use the normal doom 2 textures. You can make it be a reference to a doom 1 level or doom 2 level if you want, or just make it have some sort of playful gimmick. Be creative.
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Re: Plain ol' Doom 2 Community Mapping Project

Postby meatman12 » Mon Feb 20, 2017 5:39 pm

Here's what it looks like so far:
Image
Image
Image
I have to add the enemies, more items, deathmatch spawns, co-op spawns, and finish up the final few rooms.

Other info:
Doom: Doom 2 Format
No new textures
Has an exit for MAP32
Wolfenstein/Doom like
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Re: Plain ol' Doom 2 Community Mapping Project

Postby Seidolon » Mon Feb 20, 2017 5:44 pm

Looking great!
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Re: Plain ol' Doom 2 Community Mapping Project

Postby SouthernLion » Mon Feb 20, 2017 6:00 pm

Work has begun on MAP25, I'll share pictures when I can.
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Re: Plain ol' Doom 2 Community Mapping Project

Postby Seidolon » Mon Feb 20, 2017 6:32 pm

So what do you all think of the name "Doom: Return to Hell on Earth"?
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Re: Plain ol' Doom 2 Community Mapping Project

Postby meatman12 » Mon Feb 20, 2017 6:58 pm

I like it! Another good one would be "Hell Beyond" (although that might conflict with the other Beyond Hell & Earth).
Also, finished MAP31. It's HARD. I played it with a shotgun, SSG, Chaingun, and Plasma rifle. Deathmatch spawns and Co-op only monsters are also present (Mancubus at one switch, revenant in another room, hell knight in end room). I'm relatively happy with how it turned out.
Tell me what you think of it.

EDIT: Part of the match was glitched, so I had to fix it (The end rooms walls & buttons lowered a lift a few rooms back, for some reason).
Of course, obligatory screenshots.
https://puu.sh/ucq2s/7bdde507db.png
https://puu.sh/ucq2k/973d51cbe4.png
https://puu.sh/ucq2o/1424f02ce3.png
https://puu.sh/ucq2q/f4b271902f.png
https://puu.sh/ucq2n/b77f154ef2.png
https://puu.sh/ucq2v/b60c68c947.png
(the room with the yellow inline is the """"""""secret"""""""" exit, although technically the key is the secret)
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Last edited by wildweasel on Tue Feb 21, 2017 2:47 pm, edited 1 time in total.
Reason: Screenshots changed to links in accordance with the rules.
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Re: Plain ol' Doom 2 Community Mapping Project

Postby Seidolon » Mon Feb 20, 2017 7:27 pm

Alright, I tried the map out and I think it's pretty nice. It will make a good MAP31 for our megawad. The name for it is "The Wolfensteining" I assume, since it says so by the download link. Also, is there any music you want to use for the map other than the default MAP31 music?
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Re: Plain ol' Doom 2 Community Mapping Project

Postby meatman12 » Mon Feb 20, 2017 7:31 pm

Either Twelfth Hour from Wolf3D, or I can make a track.
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Re: Plain ol' Doom 2 Community Mapping Project

Postby Seidolon » Mon Feb 20, 2017 7:36 pm

I meant music from either doom 1, doom 2, or TNT. Is there anything from any of those games that you want to replace the music with, or do you just want to keep it the same as the default? BTW, there's a little control panel in a wall that you have to shoot to open a secret, but can I lower it, so that players not using mouse-aim can shoot it?
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Re: Plain ol' Doom 2 Community Mapping Project

Postby SouthernLion » Mon Feb 20, 2017 7:51 pm

Seidolon wrote:I meant music from either doom 1, doom 2, or TNT. Is there anything from any of those games that you want to replace the music with, or do you just want to keep it the same as the default? BTW, there's a little control panel in a wall that you have to shoot to open a secret, but can I lower it, so that players not using mouse-aim can shoot it?


Thank you for taking notice of that, I don't play with mouse-aim in any Doom based game. You guys map so much faster than me! I only half finished the start of my map. lol
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Re: Plain ol' Doom 2 Community Mapping Project

Postby meatman12 » Mon Feb 20, 2017 8:24 pm

I was afraid of that too; forgot to change it. Also, for the music: TNT, Soldier of Chaos
Also, @Rexs: The only reason I finished this fast was because it was a small map (I'm not great at making huge maps).
EDIT: I messed up the normal exit (For some reason I made it a secret exit).
I might upload a version tomorrow with more map details & decorations (with the control panel fix)
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Re: Plain ol' Doom 2 Community Mapping Project

Postby AD_79 » Mon Feb 20, 2017 9:47 pm

meatman12 wrote:Also, finished MAP31. It's HARD. I played it with a shotgun, SSG, Chaingun, and Plasma rifle. Deathmatch spawns and Co-op only monsters are also present (Mancubus at one switch, revenant in another room, hell knight in end room). I'm relatively happy with how it turned out.
Tell me what you think of it.


Mmmmm I don't think I like this. It's got a lot of issues, most (if not all) of which stem from the layout. A few details:

-The map is a super basic "hallway-ey" affair without much going for it (hallways are not always a bad thing and can be done well, believe it or not. BTSX E1M06 and E1M18, as examples, are very heavy on hallways and are great fun). The problem here is that it's a short, cramped, straight line lacking in variation and neat ideas.
-A door-heavy narrow corridor such as this does not allow for fun, 'free-flowing' gameplay (you don't always need your map to be that way, but it does need to be fun). I suppose the extreme ammo drought was to try and make things interesting but all it did was make me play more slowly than I'd like to.
-Flat boxes. Do your best to avoid making your rooms these in the future.
-Secrets appear to be an absolute must. Otherwise, all you can do is whittle them down with your pistol until you run dry, then play un-berserked punch-out until you pick up a clip or two. The chaingun is such an important asset to the player here and you hide it away.
-That start, by the way. Pistol-ing hitscanners is fun for the first few. Then you should pick up a weapon of some sort.
-Is there a shotgun on this map? There's a bunch of shells, that's for sure.
-The BFG is the first (and only???) non-secret weapon pickup. Fire it once and you're back to fisticuffs.
-There is a shoot switch which is impossible to trigger if you don't use vertical mouselook. This project is intended for all limit-removing ports. Not all of them let you look up and down.
-Still on the topic of secrets: Wallhump secrets with zero indication (unless you look at the map or something) are bad. There should always be some sort of hint, no matter how obscure or hidden away it is.

I would strongly suggest going back to the drawing board. Get some mapping practice. Play some maps by other people, see the things they do and how they do them, then come back and make something awesome : )
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Re: Plain ol' Doom 2 Community Mapping Project

Postby Quantum_Dranger » Mon Feb 20, 2017 9:54 pm

Here's an update on the outpost-themed MAP07, still working on the details and outside areas: http://imgur.com/a/ZGscH. Also, based on the difficulty of the first and second levels, what monsters should I use as minibosses?
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Re: Plain ol' Doom 2 Community Mapping Project

Postby Seidolon » Mon Feb 20, 2017 10:44 pm

Use mancubi and arachnotrons as boss enemies. Since it's MAP07, when all mancubi are dead, the map automatically lower the floor tagged 666 to the lowest floor adjacent to it. When all the arachnotrons are dead, the map will raise the floor tagged 667. See this for more info.
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Re: Plain ol' Doom 2 Community Mapping Project

Postby LedIris » Tue Feb 21, 2017 5:32 am

Got some more shots of MAP06. These will probably be the last ones.

Spoiler: More screenshots!
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