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Parallel Doomensions - Quake 1 Styled Community Megawad


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If there is no strict deadline at this moment I started working on a Boom Style map that would fit the Base/Earth theme

Images: Edens Shallow

Spoiler

 

Screenshot_Doom_20200408_154009.png.69ea1555989a8ba2fe60195da1bb92f3.pngScreenshot_Doom_20200408_153830.png.60be993f5de77ebf2d12f1aa46e847d3.pngScreenshot_Doom_20200408_153947.png.88523679fd5b82fd474e24f98f798e97.pngScreenshot_Doom_20200408_153859.png.430662dcc76ba66f035b9cc1f5989767.pngScreenshot_Doom_20200408_153932.png.0d915ec8ac40f22405607eaa73388fef.png

Edited by Velcrosasquatch

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On 4/8/2020 at 6:33 AM, Velcrosasquatch said:

If there is no strict deadline at this moment I started working on a Boom Style map that would fit the Base/Earth theme

Images: Edens Shallow

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Screenshot_Doom_20200408_154009.png.69ea1555989a8ba2fe60195da1bb92f3.pngScreenshot_Doom_20200408_153830.png.60be993f5de77ebf2d12f1aa46e847d3.pngScreenshot_Doom_20200408_153947.png.88523679fd5b82fd474e24f98f798e97.pngScreenshot_Doom_20200408_153859.png.430662dcc76ba66f035b9cc1f5989767.pngScreenshot_Doom_20200408_153932.png.0d915ec8ac40f22405607eaa73388fef.png


I'll sign you up! Make sure you use PDTEX.WAD as your resource WAD and you should be all set.

I'm sending you a DM with an invite to our Discord. It's much better for us to discuss our progress there, so it's appreciated if you could join.

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To add to this: Quake 1 doesn't have any water fall textures. I've been told that one of the expansion packs does have one. Does anyone have access to this, perchance? We would love to use it!

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Important update!

I've updated the resource WAD download link to the latest version used by us. It now also contains:
- Two techbase trim textures

- An animated waterfall texture

- A transparent blood splat texture

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On 3/16/2020 at 2:06 PM, Agentbromsnor said:

HodQjzT.png

I've had this idea for a Quake 1 styled MegaWAD on my mind for a few years now, but the thing that's weighing on me is just how much of an undertaking it would be to do all the work myself. However, since I've made a bit of a return to mapping myself, I've come to think about if this might be a cool idea for a community project.

Rules:

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- Boom compatibility (test with PrBoom+ to be sure)
- Make sure your level theme is consistent and in adherence to those found in Quake 1's singleplayer campaign.
If you're confused, check out this link: https://quake.fandom.com/wiki/Level_Theme

- No slaughter maps (it wouldn't feel right in a Quake setting!)

- Make sure you incorporate the different custom actors provided in the resource WAD in an interesting way.

- Make sure your map somewhat adheres to the length of an average Quake level.
While there's no "hard" rule for map size, I think it's fair to say that a single map shouldn't take an hour to beat.

- Please incorporate a Quake-style teleporter or portal at the start and exit of your map, to make the transition between maps more seamless and Quake-like.

- Try and provide a name for your level that fits the Lovecraftian atmosphere of Quake 1

- Please keep everybody up to date in this topic! That includes posting your map when you think it's complete;
You can use MediaFire to upload your WAD so that we can play-test it and help fix any bugs or design flaws we come across.

- We're not in a rush, but please try to finish your map(s) within the next 6 months as of the creation of this topic.

 

 

Resources:

@plums has been kind enough to provide us with an updated version of the BOOMQTEX resource WAD which features all of the skies.
He's also working on a few other minor additions, so keep checking back!
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=79303

 

Here's a Google Drive mirror to it:
https://drive.google.com/open?id=1eaO4-qkzeFWIgMS4PimO5uDCCFZJRSH9

 

More info on the resource pack here:

 

 

Urthar has also provided a helpful reference for mappers, so please keep the following in mind:

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Texture Naming Convention:

QM   - Medieval Textures
QR   - Runic Textures
QT   - TechBase Textures
QF   - Flats
QA   - Animated 

 

 

A quick tutorial on how to implement Quake style skies in PrBoom+ maps:

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- Make a tagged sector with sky texture as the ceiling (duh)

- Make a (recommended rectangle) dummy sector (this sector must be completely unreachable and out of view - for novice mappers out there). 

Linedef length matters. The longer the line, the faster the sky moves, and vice versa. 1024x64 is recommended for a dummy sector.

n5evg0kzgl0prhrzg.jpg?size_id=4

 

We will be focusing on the 2 longer linedefs of our dummy sector, which must have the same tag number as the sky sector. The action order matters AFAIK.

- Put action 254 in the upper linedef and action 272 in the lower.

- In the action 272 linedef, put whatever sky texture you want as the upper texture (front side).

- Save the map.

Voila!


Additionally, you can also change the angle of the dummy sector to change the direction the sky moves. So for example, if I make the sector look like this:

Example2.PNG
Then the sky will move upward in-game.


Mapping tip from Urthar for creating fake 3D bridges:

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image.png.be3c5d3df89e3a5edfa7776f8573e1c0.png

 

Map slots:
Episode 1 (Base theme)
01: "The Smelting Plant" - Agentbromsnor
02: (Name TBA) - DJVCardMaster
03: (Name TBA) - damned
04: "Yog Overwhelming" - noisebloom

05: (Name TBA) - Walter confetti

06: (Name TBA) - IvanDobrovski

07: (Name TBA) - DukeOfDoom

08: (Name TBA) - Philnemba

09: (Name TBA) - DSC

10: (Name TBA) - Velcrosasquatch

11: (Name TBA) - dt_

Episode 2 (Medieval theme)
12: "Outer Planes of Perversion" - Agentbromsnor

13: "Fortress of Arnok" - TheNoob_Gamer

14: (Name TBA) - Juza

15: (Name TBA) - whirledtsar

16: (Name TBA) - Egg Boy

17: (Name TBA) - Miss Bubbles

18: (Name TBA) - NeedHealth

19: (Name TBA) - Doomlust

20: (Name TBA) - noisebloom

 

Episode 3 (Runic theme)

21: (Name TBA) - Crunchynut44
22: (Name TBA) - Archvile Hunter

23: (Name TBA) - Aurelius

24: (Name TBA) - Forli

25: (Name TBA) - onetruepurple

26: (Name TBA) - joe-ilya

27: (Name TBA) - nxgangrel

28: (Name TBA) - DJVCardMaster

29: (Name TBA) - YeOldeFellerNoob

30: (Name TBA) - IvanDobrovski

 

Secret levels:

31: "Shoggoth's crypt" - Morpheus666

32: -
 

 

 

quaaak.png

I'll do map32! It'll be a recreation of DOOM e2m8 in Quake, called Tower of Oubliette, that has 4 Vore monsters from Quake 1.

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Here are some screens of map 19: "Domains of Dead"; the map is practically ready for test, only a few details need to be finalized.

 

001.png

002.png

003.png

004.png

005.png

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@Doomlust, looks promising! Do you have Discord perchance? If so, I'd love to invite you over to our Discord server so we can take our time play-testing your map there without spamming this topic. :)

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  • 3 weeks later...

I've made a DSDBOPN version with less (or not at all) noise.

EDIT2: it's now shorter by 74 samples but sounds just right the compilation by original Doom 2 ssg reload sounds.

 

(sound info: 21501 samples on 22050 Hz 8 bit Doom sound)

 

Obtained via HEX-editing (to prevent sample changing while converting to wave and back): DSDBOPN.zip

 

Edited by SilverMiner
I've made better version

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UPDATE!

I've included the download links to all the currently finished maps in the OP, so that people here can hopefully help us out with play testing.

Check it out.

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On 5/6/2020 at 9:51 PM, Doomlust said:

This is map 19 for testing.

Domains of Dead_map19.rar

Tried it, didn't find any bugs, but the inescapable deathtrap near the end is a bit cruel, especially when playing without saves. Perhaps give the player a way out of the trap, or include a way to know that that particular portal leads to instant death. I thought it was alright in terms of gameplay, though there are several rooms where you can just stand in the doorway and gun down any and all opposition. This is mostly a side-effect of the gameplay being very hallway-centric, what I mean by this is that the map is a bunch of disconnected rooms drawn together by a hallway. Didn't dislike the map, but found parts of it dull.

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unknown.png
Sorry for double post, but I've just completed my map: Grungy Grotto. It is in the map16 slot and you must run it with the resource wad :)

Get it here!

EDIT: made some changes in the latest version, it should also run fine with the most recent version of the textures.

Edited by Egg Boy

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Hey there! I've made some major edits to my map, and implemented difficulties as well, it would be awesome if you guys could play the newest version and give me some feedback.

https://drive.google.com/open?id=13GCVMJmnx0JogKtKyBeP5idpEjGuZguK

 

Also: I noticed the resource pack on this page may be a bit out of date, so please run it with this!

pdqtex: https://drive.google.com/open?id=17s4gJILL6YMko9NNeqgQv4MKKSzdo-NH

Edited by Egg Boy

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  • 2 weeks later...
6 hours ago, 4MaTC said:

@Agentbromsnor if i understand correctly, there is no slots left?


Yeah, unless somebody bows out of the project.

That being said; we could do with some updates from some of the people who signed up for a map.

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15 hours ago, Biodegradable said:

Will you be needing any playtesters? I'd like to volunteer.


Yes, absolutely! Keep an eye on this topic. I can also add you to our Discord if you'd like.

Edited by Agentbromsnor

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I'm pretty ashamed to say that i made nothing for my map yet, probably i'll do something in these days, maybe.

Sorry for the inconvenince!

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