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Enter the dimension of fragmented memories, where stories are currency, the more unique the better.
The dark city streets, deadly old mansions and rusting industrial centers are just a front for more sinister purposes exploiting the local populous.
Popular retreats include abandoned beaches and the rusting hulk of an ancient soviet terror.
If the unforgiving frozen fortresses or hells domain where ancient magic is woven into the stone itself don't make you lose your mind, there's always the poisonous jungles for those who seek to harvest the dank.
High tech computational wonders, the dangerous and funky machinery of space and a hope for the future lie ahead, off the shores of doomworld itself and into the unknown.
The Alfonzone contains 50 levels divided into 10 episodes with unique themes inspired by Alfonzos speedmidis.
Some of the music replacements are still being worked on and it is the request of the developers that they remain exclusive to this project for now.
Current maps with placeholder midis as the replacements are being worked on:
30 - Evil on Parade
38 - Flip the Switch
42 - Wheezer
44 - Aerial Tombs
47 - Redback
Features
- 62 maps: 49 playable, 1 cinematic, 10 intermissions, an episode selection hub and ending map
- The new fangled Zoontex by based James "Jimmy" Paddock!
- Artwork by Kurashiki! WAN!
- New textures by Fuzzball! (Map 43 Floaty Light and some of Map 46 One Bookmark, exclusive for now)
Minimum: (discontinued): Zdoom Version 2.8.1, [Default install]
Currently there are no demos recorded, so if you fancy making one I'll add it in.
IWAD: Doom 2 Music: Augustus "Alfonzo" Knezevich Gameplay: Single player. Co-op is built for but untested Difficulty Settings: Yes Build Time: 1000 hours Map settings: Jumping required, crouching enabled, freelook optional, infinite actor height disabled, coop teleporter frag disabled MIDIs composed for use with Microsoft GS Wavetable Synth
Map05 - Added skill 1 and 2 flags to the teleporter on the staircase
Map08 - Switch added under the shotgun elevator
Map29 - Technical adjustments for secrets
Map30 - Midtex wrapping not displaying as expected
Map38 - The exit now opens automatically, much faster and cannot be triggered from above
Map39 - Exit trigger tweaked to ensure 100% kills
Changes
All maps where possible - Item and key triggers changed to custom decorate actors to make sure they always activate
Minor WADINFO updates
Unused graphics and code removed
Additions
Par times added (previously were rough max times)
Jazzy city is now jazzier and brought friends
BRIKWORX advertisement up
Version number added to the text file
Music Updates
Map 07 - 047 Jesus Sandals.mid
Map 14 - 013 Thrummingbird.mid
Map 36 - 021 Digital Bitchslap.mid
Old Versions
Spoiler:
Version 1.03
Fixes
Missing textures in 1 map
Map 5 - Elevator reworked to fix some moving sector problems
Map 15 - The plasma gun ambush now shouldn't give people flashbacks to Urania
Map 18 - Lift fixes
Map 29 - Blue skull is now flagged to appear on Easy and Medium
Map 48 - The megasphere secret area can now also be exited in a counter-clockwise direction
Map 1, 3, 4, 6, 7, 8, 9, 12, 14, 16, 19, 20, 24, 30, 32, 35, 36, 37, 38, 39, 40, 42, 43, 45, 46, 47, 50, 61 - Minor fixes and tweaks
Map 38 - CWILV spelling corrected
Map 43 - Additional secret flags removed
Map 45 - Minor adjustments
Map 49 - Crushers now hurt 100% of the time
Removed nearly all cases where having maximum ammo and not being able to pick up a weapon or ammo would prevent you from progressing, activating a secret or releasing monsters into the playable area
The remaining progression critical triggers moved from item pickups to sector or line triggers
TITLEPIC episode 10 image now updated to the finished version of the map, maximum rustling of the Jimmy enabled
Changes
Map 1 - Kitchen and library lift refit, exit adjusted (easier to pickup the soup for the hobo)
Map 04 - Basement Bowling renamed to About Town
Map 12 - Exit platforming now requires only running straight
Map 20 - Tunnel Toxin renamed to Toxic Terror
Map 21 - Changed pain elemental trigger so it's impossible to skip, Sector_SetLink lift
Map 25 - Shickles Origins DLC installed
Map 28 - Secret medikit swapped with health bonuses so they can always be picked up
In case anyone does no monster runs in a distant future speedrunning dystopia, the initial walls now lower immediately
Map 30 - Crypt lifts tweaked
Map 36 - Secret medikit swapped with health bonuses so they can always be picked up
Map 50 - Powerup additions to wave 10 for Easy and Medium
LANGUAGE (text screen) adjustments: Maps 4, 6 and 17
Additions
Map 04 - The town is now named
Map 18 - Additional secret
Map 49 - The automatic doors now have 100% more *sshhht*
WADINFO lump/Text file updated (work in progress)
LANGUAGE (text screen) additional content: Map 18
Version 1.02b
Fixes
Map 12 - Missing liquid when lowering the slow lift in the central chamber
Map 15 - Reworked the spider mastermind trigger to the newer version so it can retry it's teleport
Map 22 - Secret mid textures
Map 24 - Incorrect tag prevented some monsters from entering the map
Map 29 - Alignment of the railings on the upper central walkway fixed
Map 41 - Redesigned scripts to prevent jumping into the exit early and cutting off the music ending
Minor texture errors in 2 maps
Changes
Map 15 - SSG trigger now change to enter sector in case of full ammo
Map 18 - Fences set to allow projectiles to pass through
Map 20 - Railings in the BFG room now allow projectiles to pass through
Map 24 - Yellow key pillar trigger set to sector entry instead of armour pickup in case of having more than 100%
Map 25 - Rocket launcher pickup trigger swapped to sector entry in case of full ammo
Map 28 - Railings near the exit now allow imp projectiles to pass through
Version 1.02a
Fix
Missing script number in map 49 western auto doors
Version 1.02a
Fixes
- Map 1 Out of bounds by jumping over the eastern wall
- Map 13 Initial monster alert trigger
- Map 23 falling stairs poison damage reduced, soulsphere added
- Map 27 start changed so you can kill the archvile or hold out
- Map 29 central section ice now melts and removes damage, switches are wider and more visible
- Map 35 berserk pack progression trigger changed to a switch
- Map 43 north eastern fence now impassible to prevent out of bounds
- Map 49 basement elevators with shoot switch
- Map 61 precision error in nodes
- Map 61 unstuck added after exiting 45
- Minor texture and lighting fixes on 5 maps
Changes
- Map 47 some trees removed to ease movement out of the gate area
- Map 48 blue switch raising trigger set to kill most imps or a single cyberdemon to give better options
- Map 49 helm switch texture changed to be more obvious
- Various small balance tweaks
Version 1.01 Version 1.0
Please check back for updates and report bugs to me via private message.
@Gideon020 for Demonsteele, the second map is broken due to the encounters in the pizza room not working right. You'll probably just want to be using weapon only mods.
EDIT: It's possible it's only because of the monster multiplier getting them stuck in teleporters, though. Try it with other mods. It doesn't replace monsters or weapons.
Another incompatibility, the red key on the first map doesn't trigger the monster ambush for mods that replace the key. You might want the trigger to be assigned to the little spot where the key sits rather than the key itself for the sake of increased mod compatibility. Probably other cases like this are present, too.
EDIT: Not actually sure if it's key replacement doing it... Even on vanilla the encounter sometimes doesn't happen. It's like the monsters aren't aggro'd at all.
EDIT2: Yeah... it seems that if you pick up the key BEFORE aggroing monsters the encounters won't happens which breaks some maps. Some mods mess with aggro distances and stuff and it's also quite bad if you're trying to speedrun the map. I played through the first map by going straight for the red key without doing any fighting and the encounters didn't happen and it seems to be the same reason the pizza encounters broke when using certain mods. The monsters just won't go through and teleport because they're not aggro'd.
Red key in MAP01 is related to another issue: 100% kills cannot be achieved when playing on skill 0 or 1.
This is because noise alert target (thing #199) appears only on higher difficulty levels.
Is this intentional?
Also, it possible to "jump" outside of designated playable area on the same MAP01.
Warp to 290 -360 -200 and strafe run from balcony in the east direction.
I was expecting a secret area there...
MAP05 has a similar problem: teleport destination (thing #416) is absent on lower skill levels making 100% kills impossible.
In MAP06 fire bowls (things #36 and #37) and teleport destinations (things #38 and #39) count as secrets.
Only one of five secrets can be obtained because of that.
Thanks for finding these, I think the secret based errors should only be in the early maps as I've tested all of them to 100% (but only UV)
I made sure to double check the monster tagged 666 for alerts is present for all as I built each map, it's been a long time since I made some of these though.
Played a few randomly and It's fun and challenging. Just one MINOR nitpick more related to the hud.
Could there be a version of this with the standard hud from the game ((Unmodded)) for those who want to play it either with their own huds or are using a mod that has it's own hud cause of extra info? Like guncaster's mana system or Trailblazer's junk system? When I run ones like that your hud overrides em and while for trailblazer it's not a pain unless you rely on the junk to make ammo but in the case of guncaster it means you can't tell how much of your big stuff you have.
Solaela wrote:Played a few randomly and It's fun and challenging. Just one MINOR nitpick more related to the hud.
Could there be a version of this with the standard hud from the game ((Unmodded)) for those who want to play it either with their own huds or are using a mod that has it's own hud cause of extra info? Like guncaster's mana system or Trailblazer's junk system? When I run ones like that your hud overrides em and while for trailblazer it's not a pain unless you rely on the junk to make ammo but in the case of guncaster it means you can't tell how much of your big stuff you have.
Try loading Guncaster after Alfonzone; I've been playing it with a handful of other mods and the HUD works fine on those.
Solaela wrote:Played a few randomly and It's fun and challenging. Just one MINOR nitpick more related to the hud.
Could there be a version of this with the standard hud from the game ((Unmodded)) for those who want to play it either with their own huds or are using a mod that has it's own hud cause of extra info? Like guncaster's mana system or Trailblazer's junk system? When I run ones like that your hud overrides em and while for trailblazer it's not a pain unless you rely on the junk to make ammo but in the case of guncaster it means you can't tell how much of your big stuff you have.
Try loading Guncaster after Alfonzone; I've been playing it with a handful of other mods and the HUD works fine on those.