Aquila Chrysaetos Posted November 1, 2018 (edited) Good day. Today I bring an idea for a small mapping project, the Eagle Mapping Project, not to be confused with Eagle Speedmapping Session. What are we doing here? We're just going to make some maps using some custom resources. I have been working with therektafire on an arrangement for some music from the Phoenix Speedmusic Sessions, and I've lifted some resources from some of the Afterglow packs for us to use. What are the rules? The map format must be Boom format, constructed for the Doom II IWAD. At least some of the custom assets must be used. If you provide music of your own, the tracks must be midi or ogg. I will be lenient on cooperative balancing (particularly because I deal with cooperative by ignoring it), and DM balancing will be unnecessary. Difficulty settings must be implemented. Beyond that, I leave it up to you to decide what you want to make. Puzzles, platforming, difficult fights are all welcome here. The deadline for a completed map is November 30. On December 1, I want us to be finished debugging so we can have the wad out as soon as possible. Anyone is welcome to join the project and map for it. The resource wad: eagleres.wad I have already constructed a map as a demonstration of sorts that I intend to be the first map. I've yet to decide what to call it (I'm thinking The Old Way), but I have finished it and tested it and implemented difficulties. Feel free to try it out. Screenshots: Spoiler You can get the wad here: AC-map01.wad The screenshots are a little out of date now, as I've already updated the map, but I have tried to avoid changing very much. The current track for it was made by therektafire in the Phoenix Speedmusic Session and is in ogg format, hence its size. Is there a specific format I want for map uploads? No. As long as your map works with PRBoom (no texture errors or anything else that makes it crash out), it's fine. Screenshots are preferable, and a demo is optional. We'll test the map, offer ways we could make it better, but remember these are your maps, so you make them how you want. Another thing: while this will be done in tandem with the (requested) IronEagle, this is my priority for the month. And lastly, anyone who'd like to try their hand at graphics editing (for TITLEPIC and INTERPIC and such) will be welcome to do so. Soon I will add some new sphere sprites to the resource wad, courtesy of Nevanos for letting me use them and Grain of Salt for making them. Mappers: obake NoReason Pegleg BioRenegat WindbagJacket Garbage Bushpig2dope BDubzzz DanielAlexander killerkouhai Major Arlene DMPhobos Final version EMproj18.zip -- Google Drive EMProj18 -- idgames Have a good November and happy mapping, everyone. Edited February 10, 2019 by Aquila Chrysaetos 19 Quote Share this post Link to post
obake Posted November 1, 2018 Hey, I'll join along! Always looking for unique projects. :) 1 Quote Share this post Link to post
Pegleg Posted November 1, 2018 @Aquila Chrysaetos Do you have a particular plot (or plots) you wanted the maps to follow? Or will this be like a focused version of DWOP, where you can submit just about anything? In the same vein, do you have a particular length your targeting (short, long, anything)? 0 Quote Share this post Link to post
Aquila Chrysaetos Posted November 1, 2018 No. Pretty much anything goes, here. As long as some of the assets are used in the play/visual space somewhere, it's submittable. Whether it's a 30 second map or 30 minute map, it's fine, just make sure it's balanced and difficulties are implemented. And plots in Doom are stupid. We don't need those here. ;) Also, all three skies are replaced, so feel free to play around with sky transfers to use them. 0 Quote Share this post Link to post
Walter confetti Posted November 1, 2018 Textures looks pretty good! 2 Quote Share this post Link to post
Rene Mori Posted November 1, 2018 (edited) Welp, took a swig of your map, and I must say, it left quite a nice aftertaste, these textures/palette are neat for sure. I might even participate, since the map requirements are almost non existent. Just one question, could we suggest or add additional textures/sprites? For instance, all black texture would be quite handy. Edited November 1, 2018 by BioRenegat 2 Quote Share this post Link to post
Aquila Chrysaetos Posted November 1, 2018 Textures, yes. Sprites? Maybe. Depends. I'd prefer the monsters and weapons stayed the same, but the obstacles and decorations can probably be changed a bit. I'll likely be lenient for item sprites, too, as long as we don't go too crazy. 1 Quote Share this post Link to post
NoReason Posted November 1, 2018 I'd like to have a go at this, hopefully I can have something decent to show by the end of this month. 1 Quote Share this post Link to post
Pegleg Posted November 2, 2018 OK. Count me in. November is busy, but I think I can find the time to fit in 1 map. 1 Quote Share this post Link to post
Rene Mori Posted November 2, 2018 (edited) Man, after 4 months hiatus, it sure is quite tough to map, but yeah, I'm totally in. Already made some small progress, I think instead of my previous 50 minutes long horrendous monstrosity of a map, which I submitted during another community mapping project, I will go with something compact and neat this time. Edited November 2, 2018 by BioRenegat 5 Quote Share this post Link to post
Aquila Chrysaetos Posted November 2, 2018 BioRenegat thought it appropriate to make some new keys for us to use. They look pretty sharp. For right now, they're still called "skull keys," but I'll fix that with a more substantial update later. 5 Quote Share this post Link to post
WindbagJacket Posted November 2, 2018 I've started a map, sign me up! Really liking the textures so far 2 Quote Share this post Link to post
Garbage Posted November 2, 2018 Nice! I'll start mapping soon. Liking these gritty textures 1 Quote Share this post Link to post
Aquila Chrysaetos Posted November 2, 2018 Excellent! Glad to have everyone aboard! I want to announce that now that we have enough mappers, if someone would like to take slot 07 (the only slot I'm reserving for now), then let me know here. 0 Quote Share this post Link to post
NoReason Posted November 3, 2018 Here's something Spoiler Still an early WIP of course. 6 Quote Share this post Link to post
obake Posted November 5, 2018 Here's version 1 of my map, Hellish Reverse. I tested it using GZDoom Builder. Let me know if it works in strict Boom, or if any changes need to be made. It is one of the hardest maps I have made, despite not being too long. Hopefully the gameplay is fun. Let me know what you all think! eager.zip 3 Quote Share this post Link to post
therektafire Posted November 6, 2018 oof if you had actually @ed me I would've known about this project earlier :/ I will see if I can make something, maybe both maps and midis. 2 Quote Share this post Link to post
Bushpig2dope Posted November 6, 2018 Hey I'm pretty keen to give this a go. I'm a fairly amateur map maker so I'll give it a shot and upload it here once its done. It wont be a huge, complicated map because I simply wouldn't have the time and skill to do that for a community project but I'll make a small, condensed experience and hopefully you'll like it, if not its understandable, my map making skills may not be up to par for this project, but I'll give it a crack! 2 Quote Share this post Link to post
Bdubzzz Posted November 7, 2018 Hmm I havn't made a map since the Camel Project so this seems like a good reason to make one. ;p 3 Quote Share this post Link to post
NoReason Posted November 8, 2018 Dropping my map now, it's in the map12 slot, I only put it there for the hell of it not necessarily because I want it to be there. It currently has no custom music since I didn't find anything I really liked for it. I tested it with Gzdoom and Glboom+ DreamState.zip 12 Quote Share this post Link to post
Pegleg Posted November 8, 2018 @Aquila Chrysaetos Has the resource pack been updated to include the eagle keys? 0 Quote Share this post Link to post
Aquila Chrysaetos Posted November 8, 2018 Should be. I think what it hasn't been updated for is the eagle key messages. 0 Quote Share this post Link to post
Aquila Chrysaetos Posted November 9, 2018 @obake eager.lmp GLBoom+ 2.5.1.5, UV, FDA, complevel 17 I like the gameplay over all, it plays nicely and there's room for monsters to move about as the closets open. I found the rocket launcher secret, but not the other. I would like to suggest making the locked doors wider by about 32 units so the monsters can more easily navigate through and chase the player. I feel like that would improve the maps end. About the aesthetic, I feel a lot of the walls are a little bare, so something like broken out sections or pipes or computer teminals embedded in some of the walls would make them look a little nicer. It's good, I like it. 3 Quote Share this post Link to post
Aquila Chrysaetos Posted November 9, 2018 I've updated the resource wad to include more flats and liquids and a few of the scale textures from AA-Tex. The corrected key messages are also in the resource. 2 Quote Share this post Link to post
Aquila Chrysaetos Posted November 9, 2018 I found I broke a few of the flats while repalettizing them, so I fixed those and updated the file. 2 Quote Share this post Link to post
Aquila Chrysaetos Posted November 10, 2018 (edited) @obake @NoReason @Pegleg @BioRenegat @WindbagJacket @Garbage @Bushpig2dope @Bdubzzz I'm considering the Demolisher from Realm667 to replace the Mastermind for this project, because I think it would make a more interesting boss monster and hopefully encourage its use. However, we'd need to change an existing enemy to make it properly, so I'd like you all to vote on it. 1: Leave everything as-is (that is, no custom monsters) 2: Create Demolisher and use the cacodemon fireball for the BFG shot, and modify the cacodemon to use baron fireballs. 3: Use the arachnotron plasma for the BFG shot, and make the arachnotron a chaingun spider like in Mayhem 18 Purple. Obviously for maps that use 'trons or Masterminds, they might need a tad reworking (I can do that, if need be), but I feel the result would be worth it. Let me know what you think. Edit: Also, the last version of the resource wad crashed PRBoom on load because of a typo in the ANIMATED lump. Fixed version is up. Second edit: Comment here on what you think we should do about this for the vote. For clarity. Edited November 10, 2018 by Aquila Chrysaetos 2 Quote Share this post Link to post
Rene Mori Posted November 10, 2018 (edited) Well, the way I see it, if we are going to actually replace spider mastermind with the Demolisher, then the best way to do it is by trying to change other monsters as little as possible, since some of the mappers made quite a huge progress, or even already finished their maps. So, considering all these options, I think replacing arachnotron with the chaingun variant is too much big of a loss, since we are losing really important archetype - he is the only monster with ability to shoot projectiles without stopping, allowing to create some really unique encounters with it. On another hand, giving cacodemon hell knight projectile will be not that drastic of a change, since the enemy still will act in the same fashion. In fact, to accommodate for 50% damage and speed projectile boost, we can just decrease hp of the cacodemon, making it much more balanced (hell, maybe just completely make entirely new enemy, with different sprites, like grells from the mayhem purple). So, yeah, I would vote for the second option. (Ps, since I will be probably the one to actually work with the dehacked (if, of course, we would decide to change these enemies in the first place), I also propose variant of giving Demolisher instead of additional BFG attack just something simple, like, for example, barage of arachnotron projectiles, this way we don't actually have to change anything at all. Just something for all of you to consider) Edited November 10, 2018 by BioRenegat 2 Quote Share this post Link to post
NoReason Posted November 10, 2018 I'd go with @BioRenegat's proposal, I like the arachnotron and the fact that it can put pressure on the player that's still avoidable, whereas if you give it a chaingun it's just making the mastermind smaller and weaker (which I guess is fine if you want to remove the mastermind entirely but that's not the point). As for cacos, I would prefer if they remained the same as well for various reasons but mainly just to keep things simple. 2 Quote Share this post Link to post
Garbage Posted November 10, 2018 Is it possible to utilize frames from the Wolfenstein SS or Commander Keen for the projectile? 3 Quote Share this post Link to post
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