Remilia Scarlet Posted February 19, 2020 (edited) Oops! All Greyboxes! is a fun and quirky community project where we made maps using only prototyping textures. This was meant to help us focus on gameplay and combat encounters using limited resources, while still making maps that looked cool. Mappers of all skill levels were welcome. So basically... "Finished and polished gameplay, prototype look." Quick Facts 11 awesome levels by 10 authors - @Aquila Chrysaetos @dac @FishyClockwork @Gothic @HUNdebLeonidasX @luigiman0640 @Mary Rose @MFG38 @reflex17 and myself. Requires GZDoom 4.2 or newer (tested with 4.4.2 and 4.5), or a very recent version of k8vavoom. The fog in k8vavoom is a bit messed up, but otherwise it works fine. Doom 2 IWAD. Additional mods are not supported. Single player only. The mapset should automatically enforce pistol starts, so don't be surprised when you don't carry weapons between maps. Screenshots: Spoiler Primary Download: https://mega.nz/file/10dA3LyL#yHR68h498HRAPAoNxC2HG8PG9ivhSTojeE_kzjR3xXM SHA1 sum for zip: 770ee8ecabe43049cecaf659dda507cc4c1c9d96 Edited February 13 by Remilia Scarlet update to 1.5 41 Quote Share this post Link to post
ketmar Posted February 19, 2020 (edited) 34 minutes ago, Remilia Scarlet said: You MUST use long texture names on your maps or they will be rejected outright. This is a firm requirement. so i absolutely HAVE to fix all issues with long texture names asap. message taken. ;-) p.s.: that screenshot looks great! abstract architecture plus abstract textures creates an interesting case of aesthetics. it is like we're going into UAC base before it is completed, to clean it up, so we can safely show it to UAC executives. ;-) Edited February 19, 2020 by ketmar 4 Quote Share this post Link to post
Walter confetti Posted February 19, 2020 Looks pretty interesting! I have to see if in GZDB-BUGFIX I can use these long textures name thing... 1 Quote Share this post Link to post
Remilia Scarlet Posted February 19, 2020 1 minute ago, Walter confetti said: Looks pretty interesting! I have to see if in GZDB-BUGFIX I can use these long textures name thing... You definitely can. All of my maps have used it since SoTNR, and SoTNR was done on regular GZDB. 1 Quote Share this post Link to post
ReaperAA Posted February 19, 2020 I have a small suggestion. I think that the "letters/numbers" on the textures/flats should also be removed (like 128x128, trim, door). The screenshot you posted on the OP actually looks aesthetically pleasing and would look even better if the letters/numbers are removed. The smiley can be kept tho. 4 Quote Share this post Link to post
MFG38 Posted February 19, 2020 Now this is an intriguing concept. I don't recall seeing (m)any Doom maps that utilized an aesthetic as stripped-down as essentially looking like an untextured map, much less intentionally so. Sign me up for this one! 1 Quote Share this post Link to post
Redneckerz Posted February 19, 2020 @Remilia Scarlet Would Kinsie's Gameplay Test Map and Fraggle's Miniwad be something of interest to this? Because this project seems to slide inbetween both in terms of look. :) I love this, by the way. :) 2 Quote Share this post Link to post
Remilia Scarlet Posted February 19, 2020 8 hours ago, ReaperAA said: I have a small suggestion. I think that the "letters/numbers" on the textures/flats should also be removed (like 128x128, trim, door). The screenshot you posted on the OP actually looks aesthetically pleasing and would look even better if the letters/numbers are removed. The smiley can be kept tho. I'm liking this, and was thinking the same thing as I fell asleep last night. I'll adjust and make them (mostly) textless later today. A few, like LIFT and DOOR, should probably stay. 7 hours ago, Redneckerz said: Would Kinsie's Gameplay Test Map and Fraggle's Miniwad be something of interest to this? Because this project seems to slide inbetween both in terms of look. :) I love this, by the way. :) They kind of are! The big differences are that we're aiming for complete, polished maps, not just a testing area; and I'm not aiming for a particular size. These should be finished maps, minus the environment textures and detail. 3 Quote Share this post Link to post
reflex17 Posted February 19, 2020 (edited) I like the textures with the numbers or text on them, I can see why someone might not though. I know you might want to keep the texture set minimal but if both options were available I would use them, if it's not too much work. I think the numbers and letters can be 'funny' if used right. Edited February 19, 2020 by reflex17 0 Quote Share this post Link to post
Remilia Scarlet Posted February 19, 2020 What I'm thinking right now is: TRIM will be both with and without text. The 32x32 ones with numbers/letters/symbols/smiley face all stay. DOOR and LIFT stay. The ones with 128x128/64x64 have the text removed. 2 Quote Share this post Link to post
Redneckerz Posted February 19, 2020 34 minutes ago, Remilia Scarlet said: They kind of are! The big differences are that we're aiming for complete, polished maps, not just a testing area; and I'm not aiming for a particular size. These should be finished maps, minus the environment textures and detail. That's what i got out of it: Something similar (but more polished) in look to these two things and as a playable WAD instead of a tool :) 1 Quote Share this post Link to post
Gaia74 Posted February 19, 2020 Having played your work, I know this will be very good!, I wish good luck to all those who will contribute! 3 Quote Share this post Link to post
Remilia Scarlet Posted February 20, 2020 Original post was updated with a new resource pk3 and some FAQs. 2 Quote Share this post Link to post
tamara mochaccina Posted February 20, 2020 (edited) [delet'd by posta] Edited February 20, 2020 by tam 0 Quote Share this post Link to post
Remilia Scarlet Posted February 20, 2020 (edited) Holy crap that filled up fast. I've added two more slots, and there is now only three open. I can always add more slots if more want to join. EDIT: Also, the resource pk3 in the original post is now updated to v1.1.1. Edited February 20, 2020 by Remilia Scarlet 1 Quote Share this post Link to post
Brock Posted February 21, 2020 Why is it a MUST to have long texture names , i dont get it. 1 Quote Share this post Link to post
Remilia Scarlet Posted February 22, 2020 10 hours ago, Finnthemapmaker said: Why is it a MUST to have long texture names , i dont get it. Some of the tools I use only work with long texture names. Also, many of the names are longer than 8 characters. Also also, I didn't separate them by texture/flat due to the nature of the project (I never do on any of my projects, honestly). Anyway, resource pk3 updated to v1.1.2 in the original post ^_^ 2 Quote Share this post Link to post
dmslr Posted November 20, 2020 Since the deadline is in 10 days I let myself bump this thread. How is the development? 1 Quote Share this post Link to post
Remilia Scarlet Posted November 21, 2020 It's going well! Just waiting for submissions at this point ^_^ 6 Quote Share this post Link to post
Biodegradable Posted November 21, 2020 Haha this looks neat. I look forward to giving it a whirl. 1 Quote Share this post Link to post
AtticTelephone Posted November 21, 2020 (edited) Hey, one question? Why? Why GZDoom compatibility? People are usually more creative when working with restrictions, and most people are going to try and use the GZDoom functions and avoid vanilla maps when they have the ability to, just to use those billions of random functions so it doesn't seem useless. Why have long texture names? Just interested. Why no Slaughtermaps? Even pretty ones that make prototype textures look like a Ribbiks Mona Lisa? Why did you pick those custom monsters? Same as Question #2. Oh, and most important of them all... just, why? Edited November 21, 2020 by AtticTelephone 0 Quote Share this post Link to post
antares031 Posted November 21, 2020 17 minutes ago, AtticTelephone said: Hey, one question? Why? Why not? 12 Quote Share this post Link to post
Remilia Scarlet Posted November 21, 2020 21 minutes ago, AtticTelephone said: Why GZDoom compatibility? I wanted ACS and UDMF support for this? Just because features are there don't mean you have to use them. Do you use Group Policy to control how your computer behaves? 22 minutes ago, AtticTelephone said: Why have long texture names? Just interested. I answered this earlier, but there are some custom tools I have that work only with long texture names. 22 minutes ago, AtticTelephone said: Why no Slaughtermaps? I personally don't like slaughtermaps. 23 minutes ago, AtticTelephone said: Why did you pick those custom monsters? These are monsters that I tend to enjoy. Also, I felt they added just enough to Doom to give some variety without causing it to feel drastically different. 24 minutes ago, AtticTelephone said: just, why? Why not? Greyboxing is a technique used when creating maps sometimes. Personally, I find map prototypes to look interesting in their own right, too. 26 minutes ago, AtticTelephone said: Hey, one question I think we use different number systems. 18 Quote Share this post Link to post
leodoom85 Posted November 21, 2020 8 hours ago, AtticTelephone said: Hey, one question? Why? Why GZDoom compatibility? People are usually more creative when working with restrictions, and most people are going to try and use the GZDoom functions and avoid vanilla maps when they have the ability to, just to use those billions of random functions so it doesn't seem useless. Why have long texture names? Just interested. Why no Slaughtermaps? Even pretty ones that make prototype textures look like a Ribbiks Mona Lisa? Why did you pick those custom monsters? Same as Question #2. Oh, and most important of them all... just, why? Not everything must be what you want, bro. If you want all of those "restrictions", why not making it or add it to your own project, hm? 7 Quote Share this post Link to post
Remilia Scarlet Posted December 1, 2020 I've gone ahead and moved the deadline ahead to December 31st, 2020. I've had some things come up IRL that are going to prevent me from getting a PK3 out quickly, so I figured I'd just move it ahead to give everyone that much more time to polish things up. 6 Quote Share this post Link to post
dmslr Posted January 5, 2021 Once again, sorry for bumping. 😅 Was the deadline moved further? 0 Quote Share this post Link to post
Remilia Scarlet Posted January 5, 2021 Nope, we're testing some release candidate builds and fixing some last minute things. This will be released on the 7th ^_^ 7 Quote Share this post Link to post
Remilia Scarlet Posted January 8, 2021 It's released! The original post is updated with a download link, screenshots, and some basic information. Enjoy everyone! 8 Quote Share this post Link to post
Gaia74 Posted January 8, 2021 I'm glad to know that this project is here! Time to try it! 1 Quote Share this post Link to post
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