View Full Version : A NEW**** 2008 Progress
PumpkinSmasher
May 7th, 2008, 09:47 AM
Post your progress. GET YOUR MAPS FINISHED FOR SUMMER .
Project Release Date: Summer 2008
Map Deadline: Summer 2008
If anyone has started a map that can be used as a back-up map, let me know.
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Back-up Maps: VOLUNTEER'S NEEDED
Straniero Complex//General Greivous *NEEDS TO BE FINISHED*
Absolute Evil//G6672D and Dutch Devil *NEEDS TO BE FINISHED*
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We have 22 completed maps, so lets work hard at getting the rest of the maps completed.
IF A MAP IS COLORED ORANGE THEN I NEED A PROGRESS UPDATE NOW
MAP01 The Hive//Dutch Devil completed *
MAP02 NOT-APPLICABLE//Macro11_1 completed
MAP03 Voiced Silence//Danimetal completed *
MAP04 Infestations//Mr.Rocket completed *
MAP05 Wasted!//Falci completed *
MAP06 AMADEUS//Jetflock completed *
MAP07 untitled//LoganMTM completed
MAP08 Shoot Down//LoganMTM completed
MAP09 Pistons//ace completed *
MAP10 untitled//NetNomad 75% as of 1/26
MAP11 Painkiller//Dutch Devil completed *
MAP12 Something Died//Exl completed *
MAP13 untitled//Nuxius 55 % as of 6/4
MAP14 Comrade//Jetflock completed
MAP15 Down the Drain//Osiris's_Legacy 75 % as of 1/30
MAP16 Conglom Map//Various completed *
MAP17 Headache//Jetflock completed *
MAP18 Ominous Core//Doom_Dude 99% as of 4/4
MAP19 Darkseed//Jetflock completed(need a copy of this map)
MAP20 Caverns//PumpkinSmasher completed*
MAP21 Second Attention//Danimetal completed*
MAP22 Trap//Fatal 20% as of 5/13
MAP23 Semper Fidelis//ace 10% as of 5/25
MAP24 untitled//CrazedImp 60% as of 1/11
MAP25 Brimstone//Jetflock completed *
MAP26
MAP27 Arch Vile Temple//LoganMTM completed *
MAP28 Wastelands//ghost 0% as of 5/13
MAP29 Rusted Turmoil//DooMAD completed *
MAP30 Icon of Chaos//Logan MTM completed *
MAP31 Die like you mean it//Exl completed *
MAP32 untitled//Raptor Jesus 50% as of 1/22
ghost
May 8th, 2008, 12:44 AM
Hmm 3 Free Map Slots? Perhaps I could snatch one slot maybe map28, and make it hard, if you are okay with that? I might either get one map off my megawad, and modify it, or start afresh.
Macro11_1
May 9th, 2008, 06:10 PM
just posting to show that im still around doing nothing *cachlo*
PumpkinSmasher
May 10th, 2008, 06:05 AM
Well my map is now 95% done. I still have to detail 2 last areas, and tweak the monster placement. So everyone else needs to catch up and finish maps.
MR_ROCKET
May 10th, 2008, 02:59 PM
You guys know I'm here.
PS, could you send me Absolute Evil so I can have a look and let you know if I might do anything with it.
ghost
May 10th, 2008, 05:44 PM
A simple yes or no answer would've been good. I'm going to assume the answer is no, so I'll wait for the next NDCP and join it.
PumpkinSmasher
May 10th, 2008, 08:08 PM
You are welcome to make a map.
Rocket, I'll send it your way. What's your e-mail?
ghost
May 10th, 2008, 08:13 PM
Are you absolutely sure with that? If so, thanks! I would prefer either slot 23 or 28, as I am working on a hellish landscape atmosphere.
ace
May 12th, 2008, 03:40 AM
In the spirit of seeing this thing finished, I'd like to make a quick map too. I'm thinking hell-themed, so prolly 23 or 28 would work for me as well. No particular preference.
I think I'll call it "Semper Fidelis." (Hooray for double entendres!)
PumpkinSmasher
May 12th, 2008, 06:28 AM
Sounds Good Ace.
CrazedImp
May 12th, 2008, 06:36 AM
Lacking motivation with everything lately, will finish map when I get around to it. Before summer.
MR_ROCKET
May 12th, 2008, 06:15 PM
PM sent PS ;)
ghost
May 13th, 2008, 04:51 AM
Here's a quick view of a day's work
http://i264.photobucket.com/albums/ii186/ghost19/ghostndcp-1.gif
Have drawn out a plan, so far so good. Might call it 'Wastelands' or something else catchy.
ace
May 13th, 2008, 12:21 PM
Looks nice!
Yar, I guess I need to get started, don't I? :p
jetflock
May 13th, 2008, 02:38 PM
when you can (ace and ghost?) let me know what your map #'s and/or names are.
PumpkinSmasher
May 13th, 2008, 03:33 PM
I just sent PM's to Logan and Fatal about their maps, since they haven't posted progress in a while.
Rocket I emailed to Absolute Evil.
First one to claim a spot gets it.
Also, my map should be finished in the next couple days, so let me know if anyone wants to test it.
FATAL
May 13th, 2008, 03:51 PM
Silly you, I posted in the last progress thread, didn't I?
Anyway, I think I have enough material for a map now, so add another 10% to the progress if you will.
ace
May 13th, 2008, 04:08 PM
when you can (ace and ghost?) let me know what your map #'s and/or names are.
Well, I'm not too particular on which of the two slots I use, but I guess I'll take MAP23 if that's all right.
Once again, (unless I change my mind later) the title is "Semper Fidelis."
PumpkinSmasher
May 13th, 2008, 04:22 PM
alright, well my map is basically done. Let me know if anyone wants to test it.
MR_ROCKET
May 13th, 2008, 05:07 PM
Got it, had a quick run through.. Not really sure where to go with it just yet.
I'll post up if I make any progress on it anytime soon. - I'll probably get back to it by this weekend and really decide what to do with it hopefully by then.
You think it would make much difference if I slapped that DM map (http://home.comcast.net/~mrrocket/megadeth.png) in it and added a lot to that, even though I released the map awhile back?
ghost
May 13th, 2008, 11:15 PM
Map28 Would be great, I will make sure it is hard as hell, pun intended.
'Wastelands' would be a good name, any suggestions for a better name?
PumpkinSmasher
May 14th, 2008, 05:28 PM
Well I can't really suggest a map name without seeing the map. But if it fits the theme, then it sounds like a good name to me. Hope the map is coming along nicely.
I'm going to be starting a back-up map here shortly. It will be used to fill any empty slots we have when it comes time for release.
I'm also thinking that with as many as maps as we have complete, or close to being complete, we may want to start thinking of a deadline and release date thereafter. I would like it to be sometime this summer. So does anyone have a problem with getting their maps done by sometime in July?
ghost
May 15th, 2008, 12:27 AM
Somewhere in July would be good enough, I have to make sure I balance my schoolwork as well as mapping so July is long enough.
ace
May 18th, 2008, 07:43 PM
Mapping's starting to come along at a smooth pace. I'd estimate 5%.
I should be done mapping-wise before these last 3 weeks of school are done if I keep it up...
jetflock
May 18th, 2008, 10:34 PM
Oh, you better ace....school comes and goes, but ndcp2 is a ONCE IN A LIFETIME DEAL!*cacchz*
Exl
May 19th, 2008, 12:33 AM
It seems to last a lifetime, too! HA! HA! :(
DooMAD
May 22nd, 2008, 12:28 PM
Have people been playtesting the finished maps we do have? Might as well find any errors now and get them out of the way, so we can release it that little bit sooner.
MR_ROCKET
May 22nd, 2008, 07:00 PM
I did a lot of testing and reported some stuff on the pre-compilation about a year and 1/2 ago if that counts for anything.
Mainly texture names and some deh stuff though, that was about it at the time.
I was wondering if anyone got around to testing my map04, if it sucks, or is awesome.. please let me know!
http://www.teamhellspawn.com/ndcp2/Map04.zip
ghost
May 22nd, 2008, 11:45 PM
Hmm there are passwords for the files, could you PM the password for maps generally, so I can also test maps as well as uploading mine for feedbacks?
PumpkinSmasher
May 23rd, 2008, 07:52 AM
Sent you a PM Ghost.
And here is my map, completed, if anyone wants to test it.
http://www.teamhellspawn.com/ndcp2/Map20.zip
I'll have a look at your map here shortly Rocket.
Also let me know if you still wanted to finish up that map Rocket.
Jetflock: I still need a copy of Map19. I wanted to add the end of your map to the beginning of mine.
ace
May 23rd, 2008, 05:22 PM
Just played it. Not a bad map overall, but I caught a few bugs.
HOM with the sky paradox in the very opening area:
http://img372.imageshack.us/img372/5715/Screenshot_Doom_20080523_195238.th.png (http://img372.imageshack.us/my.php?image=Screenshot_Doom_20080523_195238.png)
Not really crucial, but it's possible to get stuck outside this room when the door closes:
http://img372.imageshack.us/img372/8572/Screenshot_Doom_20080523_200312.th.png (http://img372.imageshack.us/my.php?image=Screenshot_Doom_20080523_200312.png)
This railing is not set to block:
http://img372.imageshack.us/img372/6644/Screenshot_Doom_20080523_200242.th.png (http://img372.imageshack.us/my.php?image=Screenshot_Doom_20080523_200242.png)
Another HOM:
http://img372.imageshack.us/img372/5008/Screenshot_Doom_20080523_200610.th.png (http://img372.imageshack.us/my.php?image=Screenshot_Doom_20080523_200610.png)
Otherwise, it's a pretty good map. However, I personally think the map's a tad dark in some areas. Most of the time I was fumbling around, and at points I had to resort to hugging the walls to see where I was going. Made playing a bit of a drag in some parts.
PumpkinSmasher
May 23rd, 2008, 05:55 PM
Thanks ace, I'll get those fixed
ghost
May 23rd, 2008, 07:50 PM
Good map Pumpkinsmasher, 2 issues affecting gameplay though.
The Red Key door is the exit door, apparently I didn't need a red key to open it. Secondly, the last door to open just before the exit line, if the player misses the door (it does close quickly) it cannot be opened again. Otherwise, great job ;)
PumpkinSmasher
May 23rd, 2008, 08:39 PM
Thanks, I got those errors fixed.
How did yall like the gameplay. I tried to do something a little different from my past maps. Though I'm not sure I achieved that.
MR_ROCKET
May 23rd, 2008, 09:52 PM
What About Map04?!? :p
ghost
May 24th, 2008, 02:21 AM
Oh dear I forgotten about you Rocket!
Nah I didn't, I played through it, quite challenging, the theme itself was nice, structure was interesting, had nice variety of details and all that. Overall, good map! :p
@Pumpkin: I think the gameplay was good, might need to play it again...
Danimetal
May 24th, 2008, 04:15 AM
Hey people, how you doing?. Need some quick map then?. I am quite short on time but I guess that if I can help I could do the following:
-Swap map03 for map13 (map03 is mine and it was a bit large for that position in the wad).
-Do some smaller map for map03 (I'll need to play map02 and map04 to see how it goes).
I guess that the slots will be taken by now but well, if I can help I could have the map done in a month or so (small map, small ideas and such).
ace
May 24th, 2008, 09:01 PM
I'd say I'm about 10% now. Keeping on keepin' on...
MR_ROCKET
May 25th, 2008, 03:09 AM
Oh dear I forgotten about you Rocket!
Nah I didn't, I played through it, quite challenging, the theme itself was nice, structure was interesting, had nice variety of details and all that. Overall, good map! :p
Ah good! thanks ghost, I'm wondering if I should do anything else to it or just leave it at simi-sexy? :D j/k
What did you think of the exit area, different eh?
@Danimetal, hey man long time no see, where the heck you been?!?
Btw, we never did get the chance to have a coop meeting in your map21.
ghost
May 25th, 2008, 05:26 AM
I kind of liked the exit area, nice and dark stair hallways, it had an eerie feel to it, I was expecting an archie to pop out of nowhere, the suspense was annoying me! :p
Hmm, can't think of major suggestions, but I did have trouble finding a way to the yellow key that I had to look up in doombuilder, realised it was behind a crate.. perhaps a computer map at the near end could help? Or it is just me, I may just be a crap navigator ... sometimes :D
Danimetal
May 25th, 2008, 05:29 AM
Hey Rocket!!. Indeed, long time no see... You know, I have been in this messy php-learning hole among other things, getting a programmer job and such... Also, you know that since I switched to Linux I couldn't find any decent Doom editor jooby but well, soon I shall have some spare time and maybe I'll retry this whole Windows thing again :P. As for the coop meeting, true, true!. There were ways of getting the player stuck but well, there they shall remain :).
MR_ROCKET
June 3rd, 2008, 09:05 AM
Holy snap I thought I replied to this!
@Danimetal. heh I'd have to get a php for dummies book and hope for the best.
About your map, we'll have to find those spots and impassable them, no biggy :)
It's a neat map and deserves more luv.
@ghost, thanks for taking a look, I know the exit is a bit different.
Did you notice the big screen with message after you hit the exit switch?
I should fix up the final area next to the exit door though, to look a little more like the beginning of the next map.eh
I donno if I should signify that switch to the yellow door, makes the player look around a little bit on first run.
@PS, been meaning to get to Dutch's map and try to figure what I should add, but haven't.
It's kind of one of those stumper maps, you know the kind..I think it's diseased and causes mappers block. :D
Nuxius
June 4th, 2008, 01:24 AM
What the hey, if you guys don't mind, I'd like to take MAP13. I already have another map I've been working on that is part way done (and I'm making good progress on it) that I can donate.
Some screenshots:
http://img146.imageshack.us/img146/1518/ndcp2map01yh5.th.png (http://img146.imageshack.us/my.php?image=ndcp2map01yh5.png) http://img205.imageshack.us/img205/8343/ndcp2map02wi0.th.png (http://img205.imageshack.us/my.php?image=ndcp2map02wi0.png) http://img526.imageshack.us/img526/2315/ndcp2map03sy5.th.png (http://img526.imageshack.us/my.php?image=ndcp2map03sy5.png) http://img407.imageshack.us/img407/9073/ndcp2map04mp9.th.png (http://img407.imageshack.us/my.php?image=ndcp2map04mp9.png)
Don't worry, I'll get rid of the sky before I finish it. ;) I will have to add a bars texture (you can see it in the second shot, though.
Oh, and I don't have a name for it yet. You can mark it at 55% complete, though.
Logan MTM
June 4th, 2008, 03:09 PM
This shot reminds me the music called "Garden of Gray"...
Aliotroph?
June 4th, 2008, 03:33 PM
I wanted to call it "Ode to Grey." ;)
PumpkinSmasher
June 4th, 2008, 05:39 PM
I updated the list on the first page. Keep up the mapping everyone.
ghost
June 5th, 2008, 11:38 PM
I might be around 20-40% done.
Do anyone have any recommendations for hellish music suitable for fast paced action yet scary, like heretic or such? I'm trying out different ones, and it doesn't sound like what I had in mind, the best one so far is the 'you lose song from ROTT'... Music is important for the map's ambience! :p
@Rocket: Do you mean the message on a computer screen near the exit, well I noticed it on doombuilder after you said it, I must've missed it when I was playing it, how ignorant of me. The exit is good, really I don't think any changes are necessary for the ending unless someone states otherwise, it's good.
MR_ROCKET
June 6th, 2008, 12:02 AM
I found this site (http://dustinsmidis.homestead.com/), might have some useful midi's there.
Remember it's not the actual song name or band, it's what's fitting with your map.
Dutch Devil had a link to some pretty snazzy midi's but I don't know where it's at now.
But they are probably right here in the forum, under about 16 pages or something heh.
Make sure to convert the MIDI's to MUS so they will always run properly in everything, including prboom.
ghost
June 6th, 2008, 07:28 AM
Nice MIDI site, I had a long whiff through it, hard work... There are nice catchy ones, but it just doesn't fit the maps, I would rather not a rock-styled midi. I found this one, thought it fitted well, tell me what you think of it> Download (http://www.vgmusic.com/music/console/nintendo/n64/gj-skedar_ruins.mid)
MIDI to MUS, Prboom, yes sir.
Nuxius
June 7th, 2008, 02:06 AM
This shot reminds me the music called "Garden of Gray"...I wanted to call it "Ode to Grey." ;)
I was thinking "Glorious Gray". Or maybe "Grrrrrrrrr....ay". :p
ace
June 11th, 2008, 08:30 PM
On the other hand, you could always call it "STARGR1: The Map!" :D
MAP23 is now at 20%, give or take. I'll most likely have the mapping portion of the work done by Tuesday, and the entire thing (i.e. gameplay) done by next Saturday or later (probably later).
Little teaser. Make of it what you will:
http://img294.imageshack.us/img294/1045/map23progress1pg2.th.png (http://img294.imageshack.us/my.php?image=map23progress1pg2.png)
Just to give an idea of scale: that rectangle is roughly 6000x7500 units. If I double the size, it just might rival Deus Vult! :p
Macro11_1
June 13th, 2008, 02:53 AM
Is there a new beta compile of this project??
jetflock
June 14th, 2008, 10:28 AM
nice to see some progress. once i see a name for map 26 i will send my maps in. they have all been updated. and pumpkin, didn't see your map19 issue, can you wait a bit for it or do yuh need it? i would like to send in my maps when all the mapname graphics are done.
ghost
June 14th, 2008, 11:55 PM
Just in case, my map has one texture that is not part of the resources wad, what should I do? Send it in a graphics/wad format or what, so you guys can add it in the resources wad.
Logan MTM
June 15th, 2008, 01:20 PM
Send it with the Wad.
PS will do what should be done.
Anyway, where is the Map? ^^'
PumpkinSmasher
June 15th, 2008, 07:55 PM
@ jetflock, sounds good. Sending everything at once will make it simpler for me to compile. Just send it when you can.
@ghost, just include the texture in the wad you send me when you finish it, and it will be included in the final wad. No need to issue a new resource wad just for one texture. Especially at this point in the project.
@Macro, define "New"
CrazedImp
June 15th, 2008, 09:29 PM
Bleh, I feel mine looks too under-detailed compared to some of these other maps. Then again I'm trying to design my map more for those who enjoy hunting for harder to find secrets. For a change.
Macro11_1
June 15th, 2008, 10:31 PM
A "May" build? :D
jetflock
June 16th, 2008, 12:28 PM
Bleh, I feel mine looks too under-detailed compared to some of these other maps. Then again I'm trying to design my map more for those who enjoy hunting for harder to find secrets. For a change.
I am sure they look good. a little variety is great. I threw in a couple experiments myself.
ace
June 16th, 2008, 02:02 PM
Bleh, I feel mine looks too under-detailed compared to some of these other maps. Then again I'm trying to design my map more for those who enjoy hunting for harder to find secrets. For a change.
Ah, detail's not as important as fun anyway. Sounds cool.
Speaking of which, can you PM me your map so I can make the end of mine?
PumpkinSmasher
June 16th, 2008, 08:13 PM
A "May" build? :D
May 2007?....
Actually I think the newest one is about a year old. Maybe I'll look into making a new one in the near future.
ace
June 16th, 2008, 08:32 PM
Is it really that old? Egad. Time flies way too fast in the face of NDCPs apparently. :p
ghost
June 20th, 2008, 08:09 AM
Just posting a peek-screenshot of what I have been up to.
http://i264.photobucket.com/albums/ii186/ghost19/asdasd-1.jpg
This is probably the biggest landscape map I've done. Progress around 60-70%
ace
June 22nd, 2008, 08:30 PM
Looks good.
I'll most likely have the mapping portion of the work done by Tuesday, and the entire thing (i.e. gameplay) done by next Saturday or later (probably later).
Whoops, I misspoke! See, what I meant to say was: "I'll most likely spend Sunday through Wednesday playing ZPack through to the end, then do a little mapping on Wednesday and Thursday, then help clean up the apartment for a family get-together that lasts through to midnight on Friday, then spend most of Saturday playing around with music because I won't feel like mapping, then getting off my lazy, unmotivated ass and wrapping the mapping up by Monday so I can finally get started on the gameplay, and get that done eventually."
Damn typos. :D
Srsly though, I'm just about done with the mapping. The map is now playable through to the end; I just need to add some details, add some glass to the windows, and so on, and then I'll be ready to start the gameplay and finally testing. So there's that.
Right now I'd call it 55%. Also, now that I've actually gotten a sort of constant theme throughout the map, I think I'll change the name to "Magma."
FATAL
June 23rd, 2008, 10:14 AM
HELLO EVERYONE!
My map is finally beginning to form up. It won't be a terribly long map, but I think it'll be pretty good. Gameplay will be at least somewhat unique in this one. Guaranteed Fatal (tm) quality. Crank it up to 50%.
ALSO, if it's not too much bother (graphics changing or such), it would be fancy if you would rename (once again) my map to Evil eye
rustyslacker
June 23rd, 2008, 08:04 PM
My map is finally beginning to form up. It won't be a terribly long map, but I think it'll be pretty good. Gameplay will be at least somewhat unique in this one. Guaranteed Fatal (tm) quality. Crank it up to 50%.
That's weird. SLIGE usually runs pretty fast on my computer. *shrug*
howa
June 24th, 2008, 02:40 AM
can i get the last slot map26 ?
jetflock
June 24th, 2008, 10:13 AM
yeah, i'll change the graphics for evil eye.*cachap*
PumpkinSmasher
June 24th, 2008, 01:49 PM
ALSO, if it's not too much bother (graphics changing or such), it would be fancy if you would rename (once again) my map to Evil eye
And what if I say no? :D
ace
June 26th, 2008, 05:44 PM
Magma is coming along fine, aside from having to tweak the gameplay over and over again because I'M SO PICKY (that or I just suck at estimating how much health/ammo is necessary :p). The fights aren't going to be easy, that's for sure!
It's about 65% now. I'll probably have most of the main gameplay template done tomorrow and I'll start tweaking skill levels next week, and have that finished soon enough.
Also uploaded to WIP just as an excuse to get rid of that old Paranormal page. Hopefully it gets approved soon...
And what if I say no? :D
If he can't change his title, then I can't change MY title. And you will not like me when I don't get to change my title. :p
And SOMEone needs to update the progressness-ness!
ghost
June 27th, 2008, 12:28 AM
Can I have map29 Rusted Termoil, I need it to make the ending of my map.
Can I also have the abandoned map that Dutch Devil and G666awd-whats-his-name made, Absolute Evil I think, I might see if I can finish it off for map26 after ending mine.
Nuxius
June 27th, 2008, 01:59 AM
http://img246.imageshack.us/img246/8847/ndcpmap13is9.th.png (http://img246.imageshack.us/my.php?image=ndcpmap13is9.png)
Update on my map: 75-80% complete now, I only have the red key area (far left side) to finish up, plus sprucing up some hallways with detail. Then I'll get to implementing the difficulty levels, and I will be ready for playtesting! :D
howa: Unless it's a map you already have well under way, I doubt you'd be able to get it done before the deadline. Only PumpkinSmasher can say for sure, though.
ghost
June 30th, 2008, 05:05 AM
Does anyone have Map29: Rusted Termoil? I need it as I am closing to the end of my map and I would like to change/intertwine the theme a bit for the ending and make a smooth transition. Pretty please?
And oh, who is filling in the Map26 Spot? Just wondering as the deadline is closing up dangerously and we don't seem to be finishing any sooner.
@Howa: Do you have a map standing by or nearly finished? If so, let us know! :p (That is, if pumpkinsmasher approves)
CrazedImp
June 30th, 2008, 05:48 AM
You can always make a deadline, but if there aren't any maps to fill a slot or there are unfinished maps you are either forced to release an unfinished project, or wait a little extra until a replacement map can be made.
Onto my map progress, I'm getting there. 80% now.
DooMAD
June 30th, 2008, 06:15 AM
Does anyone have Map29: Rusted Termoil? I need it as I am closing to the end of my map and I would like to change/intertwine the theme a bit for the ending and make a smooth transition. Pretty please?
Check your PMs, I'm assuming you have the resource WAD and password already. Otherwise it won't work very well, heh.
ghost
June 30th, 2008, 09:33 PM
Great map DooMAD, thanks very much.
but if there aren't any maps to fill a slot or there are unfinished maps you are either forced to release an unfinished project,
No way, this project WILL not be INCOMPLETE after countless years!
In an effort to fill in the map26 slot, I have a pretty good map I've done before and I'm darn proud of it in terms of gameplay and looks (It is relatively medium in size, and great fun to play over and over) perhaps I can fill that map in slot 26 please? (That is, if anyone is perfectly okay with that?) It will only need a few tweaking to make it if so it was in hell and raise the difficulty slightly.
jetflock
July 1st, 2008, 10:50 PM
it will be accepted. so work on it. lol.
Logan MTM
July 2nd, 2008, 08:52 AM
Can I also have the abandoned map that Dutch Devil and G666awd-whats-his-name made, Absolute Evil I think, I might see if I can finish it off for map26 after ending mine.
I've got this Map.
I did some progress in the original map from DDevil but i really doesn't liked what i did.
I could send to you no problem.
Mail?
ace
July 2nd, 2008, 01:17 PM
FINALLY got around to getting the base gameplay finished, so now it's 80%.
I will hopefully have it balanced for each skill level by the end of the week, and then I want to (yet again, sry) make some touch-ups to MAP09, and I'll send them both in.
Raptor Jesus
July 2nd, 2008, 11:01 PM
Well, I have most of the map layed out and now working on weapon and enemy placement. I'd say I'm about 60%.
PumpkinSmasher
July 3rd, 2008, 03:14 AM
Here is an updated (I hope) map list. I put a map deadline of August 1st. If anyone has a big problem with that let me know. After that I'll merge all the maps and get a testing version sent out to everyone who helped. I figure a week or two of testing and then release.
Project Release Date: Summer 2008
Map Deadline: August 1 (unless a lot of people have a problem with that)
If anyone has started a map that can be used as a back-up map, let me know.
---------------------------------------------------------------------------------------------------------
Back-up Maps: VOLUNTEER'S NEEDED
Straniero Complex//General Greivous *NEEDS TO BE FINISHED*
Absolute Evil//G6672D and Dutch Devil *NEEDS TO BE FINISHED*
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We have 25 completed maps, so lets work hard at getting the rest of the maps completed.
MAP01 The Hive//Dutch Devil completed *
MAP02 NOT-APPLICABLE//Macro11_1 completed
MAP03 Voiced Silence//Danimetal completed *
MAP04 Infestations//Mr.Rocket completed *
MAP05 Wasted!//Falci completed *
MAP06 AMADEUS//Jetflock completed *
MAP07 untitled//LoganMTM completed
MAP08 Shoot Down//LoganMTM completed
MAP09 Pistons//ace completed *
MAP10 untitled//NetNomad 75% as of 1/26
MAP11 Painkiller//Dutch Devil completed *
MAP12 Something Died//Exl completed *
MAP13 untitled//Nuxius 75 % as of 6/27
MAP14 Comrade//Jetflock completed
MAP15 Down the Drain//Osiris's_Legacy 85 % as of 3/23
MAP16 Conglomerate Complex//Various completed *
MAP17 Headache//Jetflock completed *
MAP18 Ominous Core//Doom_Dude 99% as of 4/4
MAP19 Darkseed//Jetflock completed
MAP20 Caverns//PumpkinSmasher completed*
MAP21 Second Attention//Danimetal completed*
MAP22 Evil Eye//Fatal 50% as of 6/23
MAP23 Magma//ace completed*
MAP24 untitled//CrazedImp 80% as of 6/30
MAP25 Brimstone//Jetflock completed *
MAP26 Crimson Waters//ghost completed
MAP27 Arch Vile Temple//LoganMTM completed *
MAP28 Wastelands//ghost completed
MAP29 Rusted Turmoil//DooMAD completed *
MAP30 Icon of Chaos//Logan MTM completed *
MAP31 Die like you mean it//Exl completed *
MAP32 untitled//Raptor Jesus 60% as of 7/3
ghost
July 3rd, 2008, 04:26 AM
Thanks for the 2nd slot Pumpkinsmasher, pardon me for being such a stickler.
I've got this Map.
I did some progress in the original map from DDevil but i really doesn't liked what i did.
I could send to you no problem.
Mail?
That would be great thanks. Sent you PM.
Map28 is complete! It really feels good when you finally finish it.
I've uploaded it, would you guys mind checking it out for me? I would like to know what you think of the gameplay, the music and looks. Thanks.
Download here (http://www.speedyshare.com/198130634.html)
As usual, it is password locked and you'll need the resource pack.
One thing: If you can't strafe-run, then you're screwed big time.
(There is another map in the WAD, but it is incomplete so don't worry about it, it is on slot26)
DooMAD
July 3rd, 2008, 10:54 AM
Very nice work. I just worry a bit that my map needs to be more hellish after that, heh.
Only had a quick run through it, so I can only comment on the looks, but I'll give it a more thorough playtest later. It has a great epic feel to it with all the huge architecture and has a nice progression between the changes in theme. Music was a little odd in places, almost sounding cheerful at one point, but good overall.
ace
July 3rd, 2008, 04:21 PM
Whoa! Your map's size pretty much outdoes mine by leaps and bounds. Maybe I'll just select all my sectors and double their size... :p
Looks really good. I didn't play through much of it (just looked around mostly), but it's tough. Just the way I'd expect. Good work!
PumpkinSmasher
July 3rd, 2008, 05:42 PM
I haven't played through it yet, but I took a quick look in Doom Builder and the visuals look great. I'll check out the game play soon.
ghost
July 4th, 2008, 06:40 PM
It's not the size that counts, its how you use it! Whoops, I meant how you build it :p
I made sure it was tough, I had to rely on Save/Load playing on Hurt Me plenty, can't trust yourself with 6 cyberdemons around you.
Anyways thanks for the great comments, I'm glad to participate in this project amongst great mappers.
Currently working on a small map for map26. It is quite 'plutoniasque', though it may need extra detailing; it is a bit old but the gameplay holds out pretty well. Let me know if you would like a run through it and give a bit of advice on what to improve on.
Here is a screenie of it. Might call it Crimson Waters to begin with, it's mighty full of BLOOD! 60-70% progress.
http://i264.photobucket.com/albums/ii186/ghost19/asasasas.jpg
Logan MTM
July 4th, 2008, 08:19 PM
Ghost!
Your Map Rocks!!!
BTW: Mr. PS, can i make a secret exit to the Maps 31/32 in my Map?
I don't know if this is able to be done or if already is done.
So...?
ace
July 5th, 2008, 12:58 PM
95%. At this point I've (finally) made adjustments for skill levels with the monsters, I just need to test, figure out what needs to be adjusted for each skill (particularly as far as ammo/health goes), and I'll be done.
The sad thing is that I did all this in the past hour after three days of being a lazy arse again *cough* huh? What? :p
Raptor Jesus
July 6th, 2008, 10:42 PM
Make the secrete to 32 impossible to get to so you won't have to get to my POS of a map :D. If I can get my ass to spend a day working on this (which I plan on doing this week as I'm off of work for most of it :D) I'll finish it.
PumpkinSmasher
July 7th, 2008, 01:18 PM
BTW: Mr. PS, can i make a secret exit to the Maps 31/32 in my Map?
I don't know if this is able to be done or if already is done.
So...?
Well considering map31 can only be accessed from map15, and map32 can only be accessed from map31, i don't think a secret exit in any of your maps would achieve the intended goal.
rustyslacker
July 7th, 2008, 04:37 PM
Can I take a look at "Absolute Evil", g66 and Dutch Devil's map?
ace
July 7th, 2008, 05:00 PM
Well I'd say at this point Magma is 99% done. I still need to add deathmatch starts and things, and do some final testing to make sure everything's good with the gameplay. However right now I'm focusing on doing a complete texture overhaul on MAP09 because it looks horrible.
It shouldn't take too long, but I do have work this week, and we'll be packing to move here over the next few weeks, so we'll see what happens. I don't think I'll need more time than what's given, but in the chance I won't make it, I'll abandon the fixing up of MAP09 and just send MAP23 in.
ghost
July 8th, 2008, 05:57 AM
Map 26 is complete! (Quick, I know, but it is holidays, cherishing the moment before school).
I've deleted the previous link and uploaded a new one, the WAD includes both Map 26 and 28 combined (as they share same textures).
Link (http://www.speedyshare.com/280931916.html)
Again, all criticism and comments would be appreciated, and does the music suit the map? I do not want to be the next er.. Gene Bird *Cough*.
I have some teensy problem. I do not know what I have to do for the multiplayer aspect of the maps like things and what settings for the things (co-operative, deathmatch etc). I've never done the multiplayer setup thing before. Another thing, I think my maps would probably not be good DM maps, if anyone agrees, would anyone have any good DM maps I can just slap on the map? Thanks.
Logan MTM
July 8th, 2008, 01:08 PM
Well considering map31 can only be accessed from map15, and map32 can only be accessed from map31, i don't think a secret exit in any of your maps would achieve the intended goal.
What mean? And about the Line action "Exit_Secret"?
*Logan Nooooooooooooob* *cachmf*
PumpkinSmasher
July 8th, 2008, 01:38 PM
Logan:
From The Doom Wiki (http://doom.wikia.com/wiki/Linedef_type#Exits)
In Doom II, a secret exit can lead from MAP15 to MAP31 or from MAP31 to MAP32. If a secret exit is used in any other level, it instead resets the current level, unless the player entered the current level via -warp or idclev, in which case he is taken to MAP01. [1] A normal exit from MAP31 or MAP32 goes to MAP16.
Also I updated the list above.
Also if anyone has a map that could fit in slot 10, NetNomad hasn't been around in a while. If no one does, then I'll try and make a smallish map to fit in the slot.
DooMAD
July 8th, 2008, 03:11 PM
Good to see some more momentum, keep it coming.
I'll try to have a look at that map26 tomorrow and have a more thorough play of map28.
ace
July 8th, 2008, 05:51 PM
Wow, that was fast, Ghost! I'd say aesthetically you fixed nearly everything that didn't to the map justice originally.
Detail-wise, the map is good. However, the cramped hall at the beginning and the revenants were a bit frustrating, and the ammo supply is far too short, IMO. You might want a second opinion, of course, because I'm not that good at Doom, but I still had some serious difficulty.
In particular I was down to no ammo whatsoever after I (barely) killed the Cacos in the yellow key room, making it impossible to get to the switch without getting mutilated by the imps, and needless to say I had nowhere near enough to take out the baron or the cybie, or the archvile at the end. Health is a bit scarce too, but I think that's a bit more reasonable seeing as it's late in the game.
The music for both maps is good and perfectly fitting. I have to agree with what DooMAD said earlier that MAP28's music, mainly in the first few bars, has too bright and cheery a feel to it. I think even just a slight change in the note progression of the strings at the start would make a huge change for that.
Logan MTM
July 8th, 2008, 08:22 PM
In the name of God!
More than 6 years mapping and just now i came to know it!
Bad... Very bad.
ghost
July 8th, 2008, 08:50 PM
Come on Logan MTM, your beautiful maps make up for your mistakes, besides it is an insignificant mistake. Can I suggest, if you really want your maps to have a secret, see if you can switch map slots with Osiris' Legacy as he has map15. See if it is any good?
I'd say aesthetically you fixed nearly everything that didn't to the map justice originally.
Hmm, what do you mean 'nearly'? :p
Thanks Ace, I might have thought the hallways (Right at the start isn't it?) may be a bit smallish, I'll see if I can redesign the centre of it, get rid of the wall or something like that. About the Cybie bit, it is at that bit you are meant to have low ammo, the cyberdemon isn't meant to be killed so the player has to dodge the baddie to get the key. Pretty evil eh? :p
Is the level hard enough for its map slot though?
Would there be a better MIDI to replace Map28's music? Any suggestions? I just looove asking questions!
Logan MTM
July 9th, 2008, 12:09 AM
Haha! Ok ghost.
Would there be a better music to replace Map28? Any suggestions? I just looove asking questions!
Linked with my Map? Why not? *cacwnk*
FATAL
July 9th, 2008, 01:05 PM
Tomorrow will be my last day at work, so I'll have strenght to continue my mapping. Hooray!
rustyslacker
July 9th, 2008, 06:57 PM
Ability and will are two distinct concepts, Fatal.
Exl
July 10th, 2008, 02:01 AM
Make the secrete to 32 impossible to get to so you won't have to get to my POS of a map :D. If I can get my ass to spend a day working on this (which I plan on doing this week as I'm off of work for most of it :D) I'll finish it.
Reading that I realized MAP31 has no secret exit.... I'm going to have to add one.
Edit: Updated it at http://members.home.nl/meuwissenth/ndcp2map31.zip with the usual password.
PumpkinSmasher
July 10th, 2008, 07:58 AM
got that downloaded, thanks exl
ghost
July 14th, 2008, 06:50 AM
Progress:
Finally had an idea and figured out how to make a DM section of my maps, as well as configuring things settings too for co-op and DM. This shouldn't be a real biggie, easy to fix. Also fixed texture misalignments and some bugs I noticed in both maps, and added more details in map26. I've also decided to keep the music as it is.
@PumpkinSmasher: Once I've finished everything I think the way it should be, I'll send the maps to you. During playtesting, I cannot be available for most of the time (last term for my last year of school+major exams) so if gameplay issues or ammo/health tweaking is needed, feel free to change it.
Anyways, I hate to say this, but CHOP CHOP people! :p
How long has this project been going for?? I smell a mordeth award coming up...
Vermil
July 14th, 2008, 06:54 AM
Anyways, I hate to say this, but CHOP CHOP people! :p
How long has this project been going for?? I smell a mordeth award coming up...
I think a Vilecore award would be more appropriate :p J/K
PumpkinSmasher
July 14th, 2008, 07:37 AM
Yes it has been going on way too long. But keep mapping people, we are getting really close.
ace
July 14th, 2008, 03:21 PM
EDIT:
Done. Done done done done done! :D
I finished retexturing and un-stupidfying MAP09 and tweaking MAP23's DM, so everything is like clockwork now. Testing/opinions would be appreciated.
EDIT EDIT:
Link updated below.
ghost
July 15th, 2008, 08:04 AM
How beauteous these maps are! O Brave New Doom!
These maps are.. I'll avoid all the cliched adjectives and say.. erm, the maps are preeminent... aw what the heck, awesome.
I tested it in Hey not too rough difficulty, I am usually a hurt-me-plenty guy, but doom-builder's testing was set to HNTR, and couldn't be bothered to change the difficulty, although map23 was hard.
Okay Map09:
I thought this map was great, it had a distinct vibe, as if though it had a whiff of TNT. The textures blended in well, I cannot think of any suggestions for any changes. The music complemented the map well. I liked the layout and the room connections. Detail is, well, remarkable. Gameplay is good, as it should be for Map09. Ammo and health was just right, had a good balance. Monster placement was pretty good, got killed by the 2 revenants, and fortunately saved beforehand as it felt ominous.
BUG: Near Sector 199, the waterfalls with the linedef (scroll to offset textures) has both the waterfall and the building textures above scrolling downwards.
Now... Map23:
At the start, I could see why it was called magma, the name was all over the place! Music suited the map. Texturing was brilliant, it had nice progressions in theme, not too abrupt and offensive. Really the mapping structure cannot be faulted.
The gameplay on the other hand... ooh it was frustrating I must say (weapons to be faulted). The non-linear idea was interesting, I liked the idea of having the freedom of choosing which buildings to go to. At the start I was lost instantly, had a look around, and got killed, probably because I was muttering 'Where's my precious supershotty??'.
The weapons placements, I have to say was too subtle, I mean I didn't see the chaingun at all, it could be my fault, I'm never good at finding things in real-life. However, I like the plasma gun and SuperShotgun placement though, it was such a rewarding find to discover that plasma gun secret. Anyways, to fight all these monsters, I would say a shotgun and a chaingun would be the basis for this map, it would make it more blissful and enjoyable. Perhaps make the chaingun more obvious around the canyons or buildings?
Ammo was plentiful, as it should be. Cannot say anything about health though, got killed by these scary suicide rascals and turned on god mode after that (I assume it's good).
The ending was quite original and stimulating, I liked it. (won't spoil it for anyone).
One last suggestion though for the exit, maybe change the sector texture or whatsoever and make the exit seem more obvious? I walked along and didn't expect to finish the game.
Overall, these 2 maps are brilliant, and I gotta say, after playing several other maps, I am proud to have input 2 maps of my own in such a prestigious project.*cachlo* *cacchz* *cackew*
Apologies for the long blabbing post, hope it helps.. at least.:o
ace
July 15th, 2008, 08:33 AM
Thanks for all the feedback! It's very helpful. :)
Looking back I think you're right about the chaingun. I played through the map primarily (and by primarily I mean practically only) the shotties, so the chaingun was an afterthought, but it probably should be in a less discreet location.
Playing MAP23 requires a bit more strategy than usual (especially right at the start), but it is completely doable, rest assured (though even I have some difficulties with UV). Health is just slightly scarce, but there's usually enough to have some extra left over when needed.
I'll also change the texture of the switch to be a bit more obvious, sure. And thanks for pointing out the scrolling texture issue in MAP09, completely missed that (just what I get for adding it in as an afterthought :p)!
EDIT:
Done and done! Maybe for real this time. ;)
http://www.sendspace.com/file/s2ufs5
ghost
July 15th, 2008, 08:47 AM
Oh, magma is finished with a switch? I walked over the triangle thingy, and it exited the level :S I checked on doombuilder and it said lower to lowest floor? Wacky bug heh.
EDIT: Oh duhh! I've just realised that all the switch thingy happens using the voodoo doll triggering a linedef, and so on. How stupid of me, I've never thought of that :(
Floor switch, haha, now my hopeless brain has realised it.
2ndEDIT :p : Oh please do make sure new music replaces most of all doom2's, especially map31 and 32, whenever I hear these music it ruins the megawad feel and brings back ideas of Doom2.
ace
July 15th, 2008, 08:58 AM
Eh, no, I just called it a switch, heh. A floor switch, if you will. Ah, semantics. :p
It does act as intended; it lowers the floor in that room and in another area where a voodoo doll is (the basis for nearly every switch in the level), which triggers the level exit at about the same time the switch under the player's feet hits the floor. I just wanted it to be discreet because that's the opening of CrazedImp's map, and having an actual wall switch would break the theme a bit.
ghost
July 16th, 2008, 05:08 AM
Finished every aspect of both of my maps (All multiplayer setup completed; added details, did some tweaking). They are ready for your taking Sir Pumpkinsmasher
Download Here (http://rapidshare.com/files/130102115/GHOST_NDCP2_MAPS.zip.html). To be credited as Josh 'Ghost' Sealy :)
Ahh, now we have decreased the chances of winning the 'vilecore/mordeth award'! :p
PumpkinSmasher
July 17th, 2008, 06:28 AM
I got those downloaded, thanks ghost.
Everyone else get to work.
PumpkinSmasher
July 28th, 2008, 05:47 PM
Alright, we only have 7 maps left, and I know most of them are close to completion. So lets get these maps done people.
Also I have started a map to replace map10 since NetNomad has been MIA for awhile. It will probably turn out being quite small since I only have a short time period to make it. So while I'm working on that, The other 6 of you with maps, work on your maps.
We are so close, so let's get this finished.
Look for a test version of the wad within a couple days after completion. I will start a new thread for this when it comes time.
Logan MTM
July 28th, 2008, 09:33 PM
Do you accept new authors?
My community have a lot of good mappers.
BTW, i couldn't finish DDevil's Map but i want (NOW) star my 5th Map in this project.
Can i do it Mr. PS?
PumpkinSmasher
July 28th, 2008, 10:10 PM
Well Logan, the only problem with that is there aren't any empty slots. And I think everyone is close to finishing their maps.
CrazedImp
July 29th, 2008, 03:48 AM
I'm at a mappers block with mine at the moment. So if I don't get any real ideas in the next couple of weeks, somebody else will have to finish it up if anybody is up to it.
Osiris's_Legacy
July 29th, 2008, 07:16 PM
I sent you a PM concerning the status of my map. Unfortunately, I'm moving house tomorrow and I won't have the internet for 10 days.
I'm hoping I'll have my map done today, but that's a long shot.
jetflock
July 29th, 2008, 10:21 PM
i needs them map titles so i can send in my updated maps.
http://www.grapheine.com/bombaytv/v2/play.php?id=117800
MR_ROCKET
July 30th, 2008, 03:05 AM
Hey PS, I never got around to doing anything with Absolute Evil.
If Logan wants to plop a new building in it or something it's up to you guys.
PumpkinSmasher
July 31st, 2008, 11:22 AM
I'm at a mappers block with mine at the moment. So if I don't get any real ideas in the next couple of weeks, somebody else will have to finish it up if anybody is up to it.
How much do you have left?
I sent you a PM concerning the status of my map. Unfortunately, I'm moving house tomorrow and I won't have the internet for 10 days.
I'm hoping I'll have my map done today, but that's a long shot.
I got your PM. Try an get the map in as soon as you can.
Hey PS, I never got around to doing anything with Absolute Evil.
If Logan wants to plop a new building in it or something it's up to you guys.
At this point we may not need the map. But anyone is welcome to finish it, just in case another map doesn't get completed.
Everyone try and get your maps finished in the next week or two.
CrazedImp
July 31st, 2008, 11:35 AM
How much do I have left? Not much, but I've got myself going with the map again so lets hope I don't hit another mappers block. If I do though it shouldn't be too difficult for somebody to fine-tune and finish it up.
Nuxius
July 31st, 2008, 07:29 PM
Well Logan, the only problem with that is there aren't any empty slots. And I think everyone is close to finishing their maps.
Probably should update the first page of the thread then. :p
Anyway, the only part I have to finish up on my map is the red key area. I already know what I want to do, it just getting the details of how it will play out in the map worked out that's taking time. Rather than being stuck there though, I have been placing items/monsters/gameplay stuff for the map so I can at least not have that looming over me after I get the red key area worked out.
Anyway, you can change my percentage to around 85% complete now. Here's to hoping I can get the red key area worked out, then I should have this thing done in no time.
ghost
August 1st, 2008, 06:37 PM
Yay, glad to hear the mappers are not dead! Keep it up guys, we are soo close there.
jetflock
August 3rd, 2008, 09:31 PM
have updated all the map name graphics aside from the few without names. still need map names to complete remainder graphics. updated the map author screen as well so it matches the current aesthetic (as well as the "credit screen").
aside from that, Pumpkin, did you ever implement that animated "icon of chaos" i gave you? if not that means i should change the end pic.
once all this is settled i will send in my updated maps.
MR_ROCKET
August 4th, 2008, 12:50 AM
Ok I slapped Megadeth into Absolute Evil. lol just when I said I haven't done anything with it yet, yet I have.
As a starting point It seemed to work out pretty good, I put the map outside the base area and just teleport to the original pentagram starting point in AE. It will workout for DM also, as you teleport outside, run across the only usable bridge, up some steps and pick up the BFG. ~ back to the teleport you go, but could still have a fight outside if wanted.
For sp/coop, well I'm basically going to put a lot of monsters in it, it would be nice to see some caco's once you teleport outside also.:P ~ they just need to be there..
I'll send it your way PS if you want to take a look..there are about 4 new textures in it from deth.
4 archies at the start shouldn't be to much should it? I mean it is map28 and all.. though I guess it could be whatever #, but going by the look of it, if it gets used, that slot area would be good.
http://home.comcast.net/~mrrocket/misc_images/Absolute_deth.png
Btw, there are parts outside that look to not be finished, what do you want me to do with these parts? should I tap into it or just close it off or get rid of it?
I think I need to talk to Dutch about it.
Maybe I can continue with some bridges and things behind those buildings..
ghost
August 4th, 2008, 01:14 AM
I suppose considering that NetNomad hasn't responded for quite a while, my Crimson Waters (slot26) can take the place of map10 (it isn't that much hard, just a little tweaking is required), and get your map to fill in map26. My Wastelands map (slot28) is excruxiately hard as well (you'll see why if you play it), don't know if it would suit the map26 slot... but I don't mind if it needs to be switched so.. sounds good?
Another suggestion would be to move DooMAD's Rusted Termoil to map26, and get absolute evil to take place on map29, depending on how difficult it is? I'm just throwing in ideas, might be hard for Jetflock, hopefully it'll be easy to change.
Heeyy, nice shots, I'm liking the atmosphere :D
jetflock
August 4th, 2008, 08:36 AM
Another suggestion would be to move DooMAD's Rusted Termoil to map26, and get absolute evil to take place on map29, depending on how difficult it is? I'm just throwing in ideas, might be hard for Jetflock, hopefully it'll be easy to change.
hmmm....my map is 25, so i don't think i would have any problems....i mean, i think its fine where it is. i mean maps in the twenties and up are gonna be somewhat difficult, i wouldn't worry too much about it. the new (nobody has played THIS map) map 25 has alot of neat stuff in it, difficulty depends on what kind of player you are, so it can fit anywhere in the twenties....though i would prefer to leave it where it is.*cacchz*
edit: mmmm....if you were refering to the mapname graphics....thats easy to change....especially since i have been re-editing it with all the map author changes and shite.
PumpkinSmasher
August 4th, 2008, 12:57 PM
Thanks for keeping up the work.
@Rocket. If I can find a slot for it, I'll take the map. If you send it my way, I'll take a look at it.
KEEP MAPPING!
MR_ROCKET
August 4th, 2008, 04:42 PM
Ok I'll work on a it bit more first tonight before I send it over.
I was thinking of adding some usable bridges in, but at the same time I don't want it to turn out too much like Rusted Turmoil as it wouldn't make sense because Rusted Turmoil is sort of tech hell and Absolute Evil is basically hell only themed.
So if I went that route, AE would have to be sometime after RT. imo
If I went with bridges to get to one place to another etc, it would remind the player of RT..If I went with bridges that is, so I donno yet. The map flow wasn't complete when I got it and still isn't, but I have some ideas for it. I'll let ya know whats up.
Logan MTM
August 4th, 2008, 08:38 PM
What mean "If you find a slot for it"?
Are you kidding? Don't you?
jetflock
August 5th, 2008, 10:12 PM
what about the icon of chaos skull thing? pumpy? mmmmmm......
MR_ROCKET
August 7th, 2008, 05:33 AM
http://home.comcast.net/~mrrocket/misc_images/Absolute_deth_2.png
I havent put any monsters in there yet, well other than a Cyber demon and baron so I could make sure my sound blockage was working. Anyways, here's what I'v done so far, basically a castle, more broken bridges and stuff. It's slowly becoming a whole map. Though there are a few problems with parts of the map as-is, PS if you could take a look at the version you have that you sent me, notice there is an area that looks to be split apart, I know it's hard to know without showing a pic of it, but in that area is a really small pentagram, if you notice some of the vertices hav been pulled through about 6 lines down a walkway, it is a problem that I shouldn't have to fix, but I went ahead and fixed it which is no big deal, though I need to know what I should do with the area it's self as it looks unfinished or out of place anyway. I'd be happy to delete the area and just leave the little pentagram room as an exit room.. I pm'd Dutch but donno if he'l see it anytime soon. Do you have his e-mail? I really like the map and it's getting really close to finished for monsters etc.
Oh btw my Megadeth map is in there also, but I have it outside the boarder of the rest of the map, and you just teleport in and out of it. ~ it became part of a yellow key mission. :P
PumpkinSmasher
August 7th, 2008, 10:28 AM
@jetflock. I never did add it to the wad, but I still can.
@Rocket. That looks great.
ghost
August 7th, 2008, 04:58 PM
@PumpkinSmasher, any ideas of how you'll try and put absolute evil in one of the map slots? It certainly belongs in the NDCP2 project. ;)
MR_ROCKET
August 8th, 2008, 11:02 AM
If it gets put in somewhere, I'd say somewhere after DooMAD's Rusted Turmoil and ace's Semper Fidelis.. All 3 maps are similar but more hellish as they go.
I'd like for Dutch to take a look at it when at all possible.
Btw, how does the previous map end? map27
Edit: Never mind I found it, if it's still Logan's Archvile Temple, then it ends at a dark yellow key exit, so that will work out as you spawn in the middle of Megadeth next to a yellow door and then teleport to the big central pentagram in Asolute Evil.
I just have the feeling after all the maps are finally sent in, some map slots may need a shuffle. ~ I know jetflock wouldn't want to hear that lol.
jetflock
August 8th, 2008, 11:55 AM
i don't really care too much. but one of you needs to play map 25 in order to see where it should be moved. it begins and ends on teleports, and the map ends in a way where you are kinda "bruised" a bit. i could send it but i didn't want to do it till i finished the mapname graphics, maybe i can send it to rocket....lemme know.
CrazedImp
August 9th, 2008, 09:29 PM
Seeing as I'm doing Map24, and I usually like ending my maps in teleports, it shouldn't be a problem for me to make the level seem like it connects into yours.
ghost
August 9th, 2008, 10:54 PM
If it gets put in somewhere, I'd say somewhere after DooMAD's Rusted Turmoil
My Wastelands map has a rusted termoil theme at the end so it'll need to be before Rusted Termoil.
A major reshuffle of mapslots is looking imminent (More easy work for you to do Jetflock ;))
To help give in ideas, I would like to suggest this order of mapslots:
-Map 25- Brimstone- Ends with teleport
-Map 26- Archvile Temple - Starts with teleport, as Jetflocks map ends with teleport -
-Map 27- Wastelands - Starts with Teleport and has Rusted Termoil theme at the end -
-Map 28- Rusted Termoil -
-Map 29- Absolute Evil - After Rusted Termoil and Ace's Magma as you requested MR_ROCKET.
To replace the absent NetNomad's with:
-Map 10- Crimson Waters - Will need a change in scenery, blood to be replaced with slime or water to suit the blue sky. This will save you another map to make PumpkinSmasher.
What do you guys think? Sorry if I'm repetitive, I thought I like to help by giving in ideas clearly.
Logan MTM
August 10th, 2008, 12:05 AM
No problem to me!
What i want is... "NDCP2 Released! WOW!"
DooMAD
August 10th, 2008, 11:55 AM
I certainly don't mind Rusted Turmoil being shuffled to suit the difficulty curve. I think it originally started as map14, which may be why the balance is a little off. I only snatched the map29 slot part way through because it was the only slot available at the time with that hellish sky, heh.
jetflock
August 10th, 2008, 01:04 PM
hmmm....other than mapname graphics, which is easy to swap around, i still don't understand where map 25 should be moved. its a fire and brimstone hell themed map( completely diff than the one pumpkin has). is it staying or being moved around? it begins and ends on teleporters, but not really. i can upload it so someone can see it. keep me informed you sexy bitches.
ghost
August 10th, 2008, 02:24 PM
i still don't understand where map 25 should be moved.
As mentioned in my previous post, it stays where it belongs, map 25 followed by archvile temple, then wastelands. ra ra ra.
And, I would sure like to have a sneak peek of your map too. ;)
PumpkinSmasher
August 10th, 2008, 07:17 PM
Well, I actually received a PM from NetNomad recently saying that he wasn't sure if he would complete his map or not, but he was going to take another look at it soon and get back to me. I'd say with the way it sounds, go ahead with the plan ghost posted. And if it somehow turns out that we have 33 maps, I'll do something creative.
jetflock
August 11th, 2008, 02:27 PM
http://www.geocities.com/rasputin1980/brimview.zip
try not to let this get into the resource because i want to submit my maps and graphics to Pumpkin all at once. this is map 25 and its music. the bandwidth on geoshities is crappy, so you may have to try again to download it. standard password.
MR_ROCKET
August 11th, 2008, 03:53 PM
Heh, that might actually be a fun level to play after Absolute Evil.
Absolute Evil isn't much of a puzzle map, some but not much, it will be more of a kill the monsters level. also is about 60~70%, theres still a lot of things to do..
Right now the castle area I'v been working on looks too clean and needs to be dirty'd up by teh demons.
I agree with ghost's slot placement idea, for the most part.
Kinda need to go through the maps and take a look again heh.
ghost
August 12th, 2008, 02:07 AM
@Jetflock: Awesome map, I think it fits in well with map25, the one it is in now. Just one concern, should the map really finish with the player at 1% health which they have to do the notorious arch-vile temple next?
And if it somehow turns out that we have 33 maps, I'll do something creative.
@PumpkinSmasher: Um, if it ever gets to that, which hopefully it won't happen... um, I'm willing to sacrifice my 'crimson waters' so as a last resort, you have the option to remove the map if required.
Um, I've decided to re-do the texturing of my 'crimson water' map now, it will need to have a different map name as well, and I can't decide what to call it. It mainly will have water/slime water with zimmer/grassish/brown bricks theme (to suit the sky) as well as some difficulty toning down (it is map10 after all)... so with all the texture changing, a new map name is required...heh.. the new name for the map would be... erm.. "The map name I can't think of", or.. 'Mystic Waters' perhaps... any ideas? Heh my brains are bruised from the final exams trials, grr.
I've noticed some spots in my maps that I can't help but fix up as well, so yeah, sorry but I'll fix it all and will PM you the download link to the last (hopefully) final draft of the maps before the next stage of heavy testing/bug squashing which will happen when we finally get all the maps compiled together.
Okay: I've done pretty big texturing changes and more detailing added. Here are one of the differences.
Original Crimson Waters:
http://img88.imageshack.us/img88/8760/ndcp2zz2.th.jpg (http://img88.imageshack.us/my.php?image=ndcp2zz2.jpg)
Newly made Mystic Waters:
http://img88.imageshack.us/img88/2938/ndcp1sp8.th.jpg (http://img88.imageshack.us/my.php?image=ndcp1sp8.jpg)
EDIT: Hmm, demon stew.. I'm hungry. What about 'liquid of the dead', that unusual word 'liquafide' gave me that idea. Blah.
MR_ROCKET
August 12th, 2008, 03:17 PM
Wet
Demon Stew
Pruny
Death Pool
Liquafide
Slimy Mess
/me shrug.. :D
Donno, theres a few I could think of without much thought lol, I like Demon Stew. ~ but maybe too much of a hellish level name.
Macro11_1
August 13th, 2008, 12:44 AM
*cacraz* I might have Map25... just gota let me check my computer... that way net can actually finish his map. unless of course you guys dont care?*caccry*
jetflock
August 13th, 2008, 02:05 PM
huh? map 25 is done.
PumpkinSmasher
August 14th, 2008, 10:39 PM
*cacraz* I might have Map25... just gota let me check my computer... that way net can actually finish his map. unless of course you guys dont care?*caccry*
I'm not sure what you mean by this.
Macro11_1
August 14th, 2008, 10:49 PM
Well the biggest problem net had when he contacted me, with getting his map done... was that he lost his back up... so if I cant find it, then he said he is going to drop his slot.
If I can find it however, he said he is going to finish up his map. *cacwnk*
I dont think I can find it LoL, that sucks :(
CrazedImp
August 18th, 2008, 07:29 AM
Alright, if I keep going on my original map idea, its going to take forever for me to finish. I think I'll add the key rooms and finish up the last area so I can get this map done. That may make it seem a bit rushed in spots, but overall it will still take ages to finish anyway. Yeah I always have to make big, long maps. Its a habit.
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