[Community Sequel] [FINISHED] 40 Monsters Challenge

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Conmon
Posts: 79
Joined: Thu Aug 14, 2008 9:18 pm

Re: [Community Sequel] 40 Monsters Challenge

Post by Conmon »

Alrighty, after a day or so of tinkering, I'm not going with the two-colors mutator (maybe for another map :mrgreen: )
Right now, I've got the bones of the map about done, here's some screenies of the more finished areas:
Spoiler:
Accensus
Posts: 2378
Joined: Thu Feb 11, 2016 9:59 am

Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Hotdang! Looks awesome!
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Conmon
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Joined: Thu Aug 14, 2008 9:18 pm

Re: [Community Sequel] 40 Monsters Challenge

Post by Conmon »

Whew, okay. Took a bit longer than I was planning, but I think I'm done!
Behold... DIMENSION DOOR. Lemme know if anything needs ironing out :D
https://www.dropbox.com/s/xe0vnurz1aodt ... 9.wad?dl=0
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Thanks! The only thing I found was duplicate par times in the MAPINFO. Went with 122 instead of 30. I'll check it out in depth when I have more free time. Been busy a lot with side things lately, including IRL stuff, but hopefully that will change soon-ish.
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Conmon
Posts: 79
Joined: Thu Aug 14, 2008 9:18 pm

Re: [Community Sequel] 40 Monsters Challenge

Post by Conmon »

Accensus wrote:Thanks! The only thing I found was duplicate par times in the MAPINFO. Went with 122 instead of 30. I'll check it out in depth when I have more free time. Been busy a lot with side things lately, including IRL stuff, but hopefully that will change soon-ish.
OOP. Totally spaced on that, par is 122!!
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Quick update regarding the audio file rules: ambient tracks are now allowed to use streamed formats, but they are still subject to file size limitations, so choose carefully.
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Voltcom9
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Re: [Community Sequel] 40 Monsters Challenge

Post by Voltcom9 »

Hey since there's still a number of available map slots, maybe I'll take a shot at making a 2nd map for the map11 slot. If that's permitted. I'll probably try a bunch of different mutators to add to the challenge. Let me know if that's an option.
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

@Voltcom9: Sure! MAP11 it is.

@Conmon: I still haven't gotten around to playing your map, for which I greatly apologize. Haven't had any time to sit down and play anything lately. I should be free starting next month. Will give it a shot then.
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Conmon
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Re: [Community Sequel] 40 Monsters Challenge

Post by Conmon »

Accensus wrote:@Voltcom9: Sure! MAP11 it is.

@Conmon: I still haven't gotten around to playing your map, for which I greatly apologize. Haven't had any time to sit down and play anything lately. I should be free starting next month. Will give it a shot then.
It's all good... and I just realized that I forgot to change MAP01 to MAP09. OOPS.
In the meantime, another map idea popped into my head — mind if I claim MAP14?
Mutators will be 6, 7, 8, 15 (time limit, puzzle, floor is lava, lethal hazard to manage). Although technically the floor is slime and not lava, so...
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Sure. And no worries about the map name, I've already fixed that.
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Conmon
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Re: [Community Sequel] 40 Monsters Challenge

Post by Conmon »

UPDATE TIME:
MAP14 Mad Dash Overflow sees you outrunning an ever-rising level of toxic sludge. You have to navigate floors, move scaffolding platforms, wait for crates to float up, and plunge into the murky depths to... flip a switch or retrieve a key, I dunno yet I'm working on that.

Also, I suppose I should add mutator 21 (3d floors), as many of the puzzles rely on them.
Spoiler:
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

I remember a map similar in concept in 20MCP. It was called "Up". Well, the floaty segment was at the end, but I still remember it fondly. The screenshots look nice. Looking forward to playing it!
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CBM
Posts: 372
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 »

Id like to try my hand at one of the hell maps using 8 and 19 (floor is lava and rely on portals)

basically I am imagining a lava pit with tons of elevated rock surfaces that needs teleporters to move between them

what is considered a big vs a small hell map?
is music required?
is the use of custom textures required?
could a combi of doom and otex textures be used?
is the use of limit removing stuff a requirement? (the maps I made was back in the 90s in an old dos editor for the dos version of doom 2)
the multiplayer aspect, is that just adding player starts?

gzdoom builder:

game configuration gzdoom doom 2 udmf
script type zdoom acs

(co-op) map things:

player 1 start
player 2 start
player 3 start
player 4 start
player 5 start
player 6 start
player 7 start
player 8 start

?
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Id like to try my hand at one of the hell maps using 8 and 19 (floor is lava and rely on portals)
Sure. Should I pick a slot for you or do you have one in mind already?
what is considered a big vs a small hell map?
Hard to say. Hell is really abstract. I'd consider a big hell map anything with exploration and, say, a big structure (unless you pick mutator No.5). I consider MAP20 of Doom II to be relatively big compared to the scope of this project and the average size of the maps in it.
is music required?
Nope.
is the use of custom textures required?
Nope.
could a combi of doom and otex textures be used?
Sure.
is the use of limit removing stuff a requirement? (the maps I made was back in the 90s in an old dos editor for the dos version of doom 2)
Yes. I'm not sure of all the complications that may arise from having mixed maps, if any. You don't really have to use any of UDMF's advanced features.
the multiplayer aspect, is that just adding player starts?
Depends on whether or not you add custom code. If all you're making is a map, you need to add player starts (up to 4 is good, anything above that is not a requirement) and make sure other players can't get stuck or otherwise get softlocked.
game configuration gzdoom doom 2 udmf
script type zdoom acs

(co-op) map things:

player 1 start
player 2 start
player 3 start
player 4 start
player 5 start
player 6 start
player 7 start
player 8 start
Looks good to me.
User avatar
CBM
Posts: 372
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 »

Accensus wrote:
Id like to try my hand at one of the hell maps using 8 and 19 (floor is lava and rely on portals)
Sure. Should I pick a slot for you or do you have one in mind already?
what is considered a big vs a small hell map?
Hard to say. Hell is really abstract. I'd consider a big hell map anything with exploration and, say, a big structure (unless you pick mutator No.5). I consider MAP20 of Doom II to be relatively big compared to the scope of this project and the average size of the maps in it.
is music required?
Nope.
is the use of custom textures required?
Nope.
could a combi of doom and otex textures be used?
Sure.
is the use of limit removing stuff a requirement? (the maps I made was back in the 90s in an old dos editor for the dos version of doom 2)
Yes. I'm not sure of all the complications that may arise from having mixed maps, if any. You don't really have to use any of UDMF's advanced features.
the multiplayer aspect, is that just adding player starts?
Depends on whether or not you add custom code. If all you're making is a map, you need to add player starts (up to 4 is good, anything above that is not a requirement) and make sure other players can't get stuck or otherwise get softlocked.
game configuration gzdoom doom 2 udmf
script type zdoom acs

(co-op) map things:

player 1 start
player 2 start
player 3 start
player 4 start
player 5 start
player 6 start
player 7 start
player 8 start
Looks good to me.
Ok
well just pick one of the big hell map slots, I Will AIM for Something like the size of map 20 in doom

I have no plans of using any limit removing Stuff aka advanced features

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