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 -
Rise of the Triangles is now on IDGames
Download : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/rottriangle
A Boom-compatible megawad of ~20 maps for Doom 2, using only 100 linedefs, with Dehacked to add extra decorations to compensate.
More info and story is in the text file.
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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.
Latest posts made by joe-ilya
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RE: The mighty Xulgosoth forum!
That is a shame.
I wish I could start my community project series already to kick this place into gear and activity, but the situation in my country and my workplace has been dismal since October. I can't see myself being a dedicated project lead, I can only make maps for now. -
RE: Rise of the Triangles is now on IDGames
Rise of the Triangles is now on IDGames : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/rottriangle
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Rise of the Triangles is now on IDGames
Download : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/rottriangle
A Boom-compatible megawad of ~20 maps for Doom 2, using only 100 linedefs, with Dehacked to add extra decorations to compensate.
More info and story is in the text file.
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RE: Novel in Doom format
I like getting my ass kicked in Doom maps, and I thoroughly enjoyed that megawad. Perhaps you should bump down the difficulty, it's a tricky one for sure and I should've given you a warning.
Another example I have is Zombie Horde, a Zandronum mod for multiplayer where you're either a zombie whose goal is to infect all the marines, or a marine whose goal is to escape/kill all the zombies.
There are escape maps that follow a narrative, there's a journey through a city to get into a bomb shelter, a wild western romp to get on a moving train, or a lab escape to get on a helicopter, and more.
Here's an ancient video of me playing through one of the escape maps :
https://youtu.be/DhhooKu6AZM?t=44 -
RE: Novel in Doom format
https://www.doomworld.com/idgames/levels/doom2/megawads/3iac
Three's a Crowd is a highly creative vanilla megawad by Scypek2, "It tells the story of three people and the different challenges they face trying to survive and save each other after the research facility they're stationed at is struck by a hellish invasion..."On a much smaller scale there's this : https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dparody
But it's more of a joke book. -
Scythe X Episode 3?
There's a sneak peak into the third episode from episode 2, what do you think the theme would be for that episode based on this little arena? -
What map designs did Plutonia steal?
Beyond the obvious MAP32, MAP18, and MAP21 in Plutonia being replicas of MAP01, MAP14, and MAP11 from Doom Ii respectively, what are other examples of map designs being lifted?
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What's the deal with D_RUNNIN?
There's a lot of dislike on D_RUNNIN, but I don't get it, it barely plays when I'm playing the game, even people's first maps usually have new music, so I'm not seeing the burnout either.
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Best door
Doom 2 MAP05
This is the best door, I love the unexpected way it opens.. -
RE: Spawn Cell
spawn-cell-rc1FDAjoe.lmp
Visually, the maps are better than your previous works, good use of lighting, bright and vibrant, yet cohesive texture usage.
However, in gameplay and navigation the mappack stumbles a lot, MAP01 was mostly fine, but the lack of item bonuses to indicate where you've been got me lost, because some paths look similar to where they look like I've been there already, even when I wasn't.MAP02 and MAP03 gave me a ton of trouble to get through, especially with the FDA format where I can't save and load. In MAP02 it was really unintuitive to navigate once the whole arena opens up, the lifts are hidden like secrets, and would've worked better with switches, or good ol' SUPPORT textures. The platforming was very irritating because the mastermind will shoot you if you're unlucky and it targets you randomly while platforming; the mastermind gimmick really doesn't work with the platforming. The teleporters are impossible to figure out, I couldn't tell where each teleporter would take me, so I have to make plenty of trial and error just to navigate.
MAP03 is one tough motherfucker, but at least you understand what you're doing when making errors unlike in MAP02. The switches are not always clear at what they open, leading to stalling around, adding some bonus items and enemies to show you what the switches do would be helpful, like in some cases in this very map. The icon of sin section is very confusing, there are so many distractions; getting the red key is unclear because the yellow door wasn't introduced very well, so it was easy to forget where it is, and then you forget how to reach the red door by the time you get the red key because of the yellow door ordeal.
On the whole there are also a ton of bugs such as an untaggable secrets, nukage sometimes not damaging, HOMs, enemies getting stuck in MAP03 because of the IoS monster spawners etc. That I won't go over because these errors are overwhelming.