Fully vanilla compatible

Best posts made by joe-ilya
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RE: Post screenshots of the projects you're working on!!
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More modules should be used for Doom maps!
Modules are basically MIDIs, but with their own samples bundled in, meaning they are often less than a megabyte in size and don't bloat your wad's file size.
They have been used for games such as Unreal, Deus Ex, and Jazz Jackrabbit, and can easily fit into Doom.
They only work in DSDA-Doom, ZDoom source ports, and Edge-classic however, so if you're looking to make maps for vanilla, Crispy, or some obscure port, the music will not work.There is a useful site called The Mod Archive with its huge library, and a handy online music player for instant listening.
Don't know where to start? Here are some suggestions:
Scroll down in the home page to see the newest modules, favorited modules and some randomized picks.
Not satisfied with the results? Here are some personal recommendations :
Marcin Gackowski | Elwood | Dr. Awesome | Xaser | Robyn | Lizardking | Jogeir Liljedahl | zabutom -
Doom Universe Incident 1 : The Shores of Hell The Way Romero Did
Welcome to the first installment of DUI, the theme of this one is to make Hellish Tech Bases in the style of Romero's maps from E1 of Doom.
Slots (anyone can claim) :
E2M1 - Reserved after all maps are finished
M2 - Open
M3 - Open
M4 - Open
M5 (secret exit) - Open
M6 - Flooded Foundry - joe-ilya
M7 - Open
M8 (boss map) - Open
M9 (secret map) - OpenRules :
- Wad names must be named like this : dui1_username_slot.wad
- Vanilla compatible.
- No BFG.
- No cyberdemons (Except for M8), nor Spider masterminds.
- 199 monsters max.
- Must use white/gray rock as outdoor terrain.
- New music is allowed.
- Must have difficulty settings.
- Must have co-op and deathmatch player starts added and compatible with.
- No new textures, nor flats, nor sprites allowed.
- No usage of fast actions such as fast lifts, fast doors, etc. as these were unavailable in Doom 1 until Episode 4.
- No vanilla tricks such as instant raising/lowering floors/ceilings, self-referencing sectors.
- Deadline will be decided and announced later.
- E2M8 must have a normal map section before the boss arena, similar to Romero's E1M8b.
Here's some ways you can imitate Romero's style :
- Outdoor areas are reserved for secrets and vistas only
- Horseshoe layout
Put important things and/or new places that can be seen ahead of time, but can't be instantly accessed, and require some walkaround. - Symmetrical rooms
Don't overdo. - Secrets that act as shortcuts around the map
Here's some ways you can incorporate some hellishness into your map, using (but not restricted to) these Romero-isms :
- Cracks in the floor/ceiling
- Red stars that act as teleporters
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John Romero broke his own rules!
Here are John Romero's level design rules :
-always changing floor height when I wanted to change floor textures
-using special border textures between different wall segments and doorways
-being strict about texture alignment
-conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
-making sure that if a player could see outside that they should be able to somehow get there
-being strict about designing several secret areas on every level
-making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
-creating easily recognizable landmarks in several places for easier navigationThese are just what I could find in E1M3 alone, there are plenty more.
No support texture between the brown and grey textures in the secret exit room secret.
No support texture between the computer texture and the hexagons.
Misalignment at the raising stairs room, the other side has one too.
Misalignment at the doorway, the other side has one too.
Above the computer panels is a misalignment in the yellow key room, the other secret has one too.
Misalignment in the central pool room, the other side has one too.
An inaccessible outside area with some ammo behind the yellow door.
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RE: Doom 2 music names and replacement guide.
For Ultimate Doom :
-_ |GAME SCREENS| _-
Title Screen: - D_INTRO
Level End Screen (Intermission): - D_INTER
Text Screen (Endgame): - D_VICTOR
E3 End Cutscene: - D_BUNNY-_ |MAPS| _-
EXMX for the first three episodes, replace the Xs with the number of episode and map for the slot your map's on.
Episode 4 reuses the previous tracks :
E4M1: - D_E3M4
E4M2: - D_E3M2
E4M3: - D_E3M3
E4M4: - D_E1M5
E4M5: - D_E2M7
E4M6: - D_E2M4
E4M7: - D_E2M6
E4M8: - D_E2M5
(Secret map) E4M9: - D_E1M9 -
RE: The Heretic Project (Quest Name Pending)
Finally had time to touch this map; here is the first room of the library.banquetofflamesFDAjoe.lmp FDA for @Cuppykeks map.
The book in front of the exit switch has a massive HOM, despite me using the newest resource pack. -
RE: How would you imagine a psychopath playing Doom?
They pick up health/ammo/armor even when they have 99% of it.
They actively pick invisibility spheres.
They play at max gamma.
They use BFG on single zombiemen.
They use non-berserk fist.
They play with Brutal Doom.
They play with sound and music off.
They use non-berserk fist on cybers.
They stare at each swastika in the secret maps for an hour.
Their favorite map is The Chasm.
They play with keyboard only.
They beat Mephisto's Masoleum and The Express Elevator To Hell legit.
They use the tiny window frame of invulnerability that IDCHOPPERS provides to avoid damage.
They waited 3 years for berserk to wear off.
They play on Nightmare!
They use mouselook.
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RE: Post screenshots of the projects you're working on!!
I thought you hated HDoom
Latest posts made by joe-ilya
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RE: [HERETIC] ... Of Myth Relinquished (7 map DEMO episode)
I checked my E1M2 to see your changes and I noticed two issues :
- This upper segment of the sky texture is using a forest texture instead of the sky texture. (It was my oversight, it is more noticeable now that you've made the exit room taller.)
- The new blue sky texture has been removed from the resource pack, as a result the texture is now different than what I intended it to be, I want the sky from the resource pack that I used, I know it is identical to the stock texture, but the stock variant has these columns that I do not want.
Please bring that texture back.
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RE: WAD recommendations
Grime by EduardoAndFriends
5 Boom compatible maps
Made using Duke 3d textures almost entirely, it's used stylistically to create dilapidated and grimed city environments, its difficulty is easy, but with a couple traps that will kill you if you get too cocky. Very DBP-like in terms of quality, creativity, length, and even an exit-less final MAP06.
The map contains some voice acting by the authors for the zombies, I didn't really like them, but it gave the wad some additional Duke 3D character.
Venus Temple by Azuris
1 vanilla map
A newbie's effort at making a map; it's got plenty of small visual errors and it's very easy, but it's fun and has charm; it reminds me of The Unholy Trinity, and MAP31 from TNT with its basic rooms, but with the author's own custom textures that give the rooms architectural purpose. -
RE: Ludicrous WAD (DoomRetro primarily, but most ports/vanilla work)
This makes no sense at all, you claim hitscanners are replaced with projectiles, yet that's not the case with the shotgunner and chaingunner replacements.
You claim there's no more identical looking former humans and brown imps, but now there's three sets of identical looking imps, with two of them being brown imps.
You claim there's no more pinkies, but the chaingunner replacements are pinkies with chainguns in their mouths.
The important shotgun pump animation is now replaced with a rifle that has no animation, yet still has the same reloading duration as the shotgun, making it harder to tell when it's ready to fire.
The kicking melee is cartoonish, there are better ones you can find in Realm 667 just like the new enemies.
The boss brain sprite replacement is unnecessary for preventing fourth-wall breaks, because you only see it when cheating. -
More modules should be used for Doom maps!
Modules are basically MIDIs, but with their own samples bundled in, meaning they are often less than a megabyte in size and don't bloat your wad's file size.
They have been used for games such as Unreal, Deus Ex, and Jazz Jackrabbit, and can easily fit into Doom.
They only work in DSDA-Doom, ZDoom source ports, and Edge-classic however, so if you're looking to make maps for vanilla, Crispy, or some obscure port, the music will not work.There is a useful site called The Mod Archive with its huge library, and a handy online music player for instant listening.
Don't know where to start? Here are some suggestions:
Scroll down in the home page to see the newest modules, favorited modules and some randomized picks.
Not satisfied with the results? Here are some personal recommendations :
Marcin Gackowski | Elwood | Dr. Awesome | Xaser | Robyn | Lizardking | Jogeir Liljedahl | zabutom -
Best monster deaths
My favorites are gibbing groups of imps with rockets, and telefragging cyberdemons.
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RE: Lazarevenant (13 high quality maps in 1 month)
That's awesome! I better watch it.
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RE: The Heretic Project (Quest Name Pending)
@Cuppykeks FDA for V2 of Cinder Blood : cinderbloodv2FDAjoe.lmp
It is painful to move around in this map; between the currents, the various monsters, the gasbags, the bumpy terrain, the lava, and the volcano hazards, it is a sensory overload as I was taken along for the ride, with barely any control over my movement.
I think you should remove the currents and make the floors less detailed/bumpy, as movement in this map is very important, and these two things detract too much from it, when there's plenty going on already.I agree with Fiendish about the time bombs, they are absolutely pointless in this map, it would be better to have an additional Morph Ovum and a Tome instead.
The tree textures look quite ugly with those sharp, flat tops, put a tall grass midtexture over them to make them look more natural.
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RE: The Heretic Project (Quest Name Pending)
V4 of Library Theatre, now renamed to The Library Theatre, changes include :
- Difficulty settings implemented
- One secret added
- Fixed the bridge handles making projectiles disappear
- Fixed secret trap
- Extra wand ammo
- Dragon Claws added in other paths
- One ghost Warrior at the start is replaced with the normal variant