[Community Sequel] [FINISHED] 40 Monsters Challenge

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CBM
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Joined: Wed Oct 09, 2019 3:39 am
Graphics Processor: nVidia with Vulkan support
Location: The Shores of Hell

Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

the map so far ... WIP



Its a Full outside map so no interior ... Hope Thats ok

It is One of the 9 planes of hell

The map is still WIP and still needs more textures, monsters, items etc

I might need to add the '5' since it is an outdoor hell map

Even hell needs Some great outdoors :)

Is it ok to post update info like this in the thread?
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

a collection of screenshots so far

Image Image Image Image Image Image
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Hey, not bad. I'm liking the 4th and 5th ones.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:Hey, not bad. I'm liking the 4th and 5th ones.
Thanks :)

The 6th one shows a bit of side of 'the tower of babel' that rises from the depths of hell (-1024 to 1024) and has many stairs

the plan is to add some caco demons that are confined to that area and that must stop the player from climbing the tower to reach a teleporter inside

the 5th shows some of the temple of blood
the 4rd shows the library of doom
the 3nd shows the mountains of despair
the 2nd shows a part of the bloody halls
the 1st shows the maze of madness

here are some more screenshot ... this time with the names of the locations in this particular plane of hell

Image Image Image Image Image Image Image Image

some more screenshots after a quick update

Image Image Image Image

I plan on having around 7 or 9 switches that will open hell gates on some of the unused islands in order to grant access to the final area of the map
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9Rifleman
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Re: [Community Sequel] 40 Monsters Challenge

Post by 9Rifleman »

Hi, I'm still kinda new to this, but I'd like to try my hand at MAP25.I have a concept in my head and right now, I'm thinking mutators 9 and 18, maybe 21.

One question:
No ACS for monster manipulation this time around either. Stuff like custom projectiles or traps are allowed. You can use ACS to teleport or move monsters around, just don’t change their stats.
Is it ok to use scripts with Thing_Raise or Thing_Activate/Deactivate to change monster states?
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Hi, I'm still kinda new to this, but I'd like to try my hand at MAP25.I have a concept in my head and right now, I'm thinking mutators 9 and 18, maybe 21.
Welcome aboard!
Is it ok to use scripts with Thing_Raise or Thing_Activate/Deactivate to change monster states?
Yes, but for Thing_Raise only if the monster was dead on map start. Resurrecting monsters via script after the player has killed them is not allowed because it bumps the total monster count over 40. Archvile usage is still valid.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

another update, with pictures

I am currently making sure the exit & all teleports + secrets + switches work

(and the mountains of despair are now the mountains of doom)

I am considering adding slopes and 3d floor bridges

Image Image Image Image Image Image Image Image Image Image
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

3D floors now added to my map

Image Image Image Image

aaaaand... a multi 12 story ruined tower under construction
Image
Last edited by CBM on Tue Jun 30, 2020 4:49 pm, edited 1 time in total.
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Good progress. 3D floors are nice.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:Good progress. 3D floors are nice.
Thanks and yes.

I have actually never used them before... I discovered that I can have as many as I want, so I made a multi story black tower ruin...

pictures of all the 3d floor work done on the ruin:

Image Image

still might need to change some textures

EDIT, so i turned out I had to change some of the 3D flooring for the stairs to get all 19 floors (18 are 3D floors) working, 11 (ground level, roof and 9 levels in between) of which are above ground...

Image

I am making and testing this on an old netbook from 2016 so performance should not be an issue, besides the tower is empty inside for now,

and right now it is merely a decoration...

never saw real 3d structures made with this many stories so I had to try and create it

...

started doing slopes as well...

Image


....

more 3d flooring

Image
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9Rifleman
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Re: [Community Sequel] 40 Monsters Challenge

Post by 9Rifleman »

I've finally started as well...so far I have very little, as I'm trying to set the atmosphere, below you can check the incomplete starting area with a glass corridor, some dynamic lights and a distant ambient sound coming from the depths below. I'm trying to go for dark and creepy base that will change into something more hellish and occult after a while. Most textures are placeholder for now.




Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Ooooh! Another spooky map! I dig it.
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Voltcom9
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Re: [Community Sequel] 40 Monsters Challenge

Post by Voltcom9 »

Author(s): Voltcom
Map Name: Aqua Lounge/ Fisted / Boned to Death (V1) -------------------- still undecided on the name.
Music: "Stinkfist" by Tool (freemidi)
Slot: MAP11

Mutators:
#21 "heavy" usage of 3d elements (meh there are some 3d floors)
#3 the map is set underwater. (I know this is very, very loosely based on that mutator)
#18 quiet, dark and spooky.
#14 Majority of a map is in two colors (mostly blue and grey)

Extra Notes: Doomguy emerges in a strange demonic bath house. He loads up on steroids then starts punching out many, many demons.
He also seems to have misplaced his weapons, oh well who needs weapons when you have fists.
To play this properly it requires Hardware Accelerated Rendering, Use of Dynamic Lights, and Shadowmaps.

Texture Credits: Only uses stock Doom2 textures

Download Link
https://www.dropbox.com/s/tsmrnnhcg1ui6 ... 1.wad?dl=0
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Fast! Downloadin' now.
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9Rifleman
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Re: [Community Sequel] 40 Monsters Challenge

Post by 9Rifleman »

Made some good progress with the Tech portion of the map today, it's about 2/3 done. I just need to finish the scripts and add more detail. I plan to have the Hell portion about the same size, maybe slightly bigger.

The map now has some initial scripts implemented and some new ominous music. I also have the first somewhat playable build(though it's more for looking now), so you can check out the direction it's moving :) I'll upload new builds to my cloud as I make them. Some caps and download below.

I am using a mix of base and OTEX textures.

For now I am calling it Cursed Outpost.

https://1drv.ms/u/s!Ah6QW7KGO2TPuYh5t5c ... A?e=Sr4abt



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