Agentbromsnor Posted April 7, 2020 That takes care of all the runic map slots then! Three left to go, including one last secret map. 0 Quote Share this post Link to post
Velcrosasquatch Posted April 8, 2020 (edited) 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 Edited April 10, 2020 by Velcrosasquatch 2 Quote Share this post Link to post
Agentbromsnor Posted April 11, 2020 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 Hide contents 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. 0 Quote Share this post Link to post
IvanDobrovski Posted April 14, 2020 Hey @plums, how is the texture pack coming along? If you don't mind can you add these to the main compilation you have, one is a fix for some annoying pixels, the other I made directly from the flats for use as trims. pdqtex_xtra.zip 1 Quote Share this post Link to post
Agentbromsnor Posted April 14, 2020 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! 1 Quote Share this post Link to post
Agentbromsnor Posted April 14, 2020 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 3 Quote Share this post Link to post
Agentbromsnor Posted April 15, 2020 More updates to the texture pack; link updated. 0 Quote Share this post Link to post
SlayerOGames666 Posted April 15, 2020 On 3/16/2020 at 2:06 PM, Agentbromsnor said: 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: Hide contents - 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: Reveal hidden contents 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: Reveal hidden contents - 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. 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: Then the sky will move upward in-game. Mapping tip from Urthar for creating fake 3D bridges: Reveal hidden contents 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: - 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. 0 Quote Share this post Link to post
Agentbromsnor Posted April 15, 2020 @iconofeggsafe666, our mod doesn't contain the Vore, but you're welcome to take on map 32! 0 Quote Share this post Link to post
SlayerOGames666 Posted April 15, 2020 1 hour ago, Agentbromsnor said: @iconofeggsafe666, our mod doesn't contain the Vore, but you're welcome to take on map 32! Oh OK! be weary that map32's inspiration is from Tower Of Babel, or DOOM e2m8. 0 Quote Share this post Link to post
Doomlust Posted April 15, 2020 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. 8 Quote Share this post Link to post
Agentbromsnor Posted April 17, 2020 @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. :) 0 Quote Share this post Link to post
SilverMiner Posted May 6, 2020 (edited) 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 May 6, 2020 by SilverMiner I've made better version 2 Quote Share this post Link to post
Agentbromsnor Posted May 6, 2020 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. 0 Quote Share this post Link to post
Doomlust Posted May 7, 2020 This is map 19 for testing. Domains of Dead_map19.rar 2 Quote Share this post Link to post
Egg Boy Posted May 11, 2020 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. 2 Quote Share this post Link to post
Egg Boy Posted May 11, 2020 (edited) 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 May 11, 2020 by Egg Boy 5 Quote Share this post Link to post
zzzornbringer Posted May 13, 2020 not an entry but maybe someone is interested in this one. did this a couple months ago. tweaked tiny bits since the original release. 3 Quote Share this post Link to post
Egg Boy Posted May 17, 2020 (edited) 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 May 17, 2020 by Egg Boy 1 Quote Share this post Link to post
damned Posted May 28, 2020 Some vanilla tricks works well with those Q1 textures. 6 Quote Share this post Link to post
4MaTC Posted May 28, 2020 @Agentbromsnor if i understand correctly, there is no slots left? 0 Quote Share this post Link to post
Agentbromsnor Posted May 29, 2020 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. 2 Quote Share this post Link to post
Biodegradable Posted May 29, 2020 Will you be needing any playtesters? I'd like to volunteer. 1 Quote Share this post Link to post
Agentbromsnor Posted May 29, 2020 (edited) 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 May 29, 2020 by Agentbromsnor 1 Quote Share this post Link to post
Agentbromsnor Posted May 29, 2020 @DJVCardMaster @damned@noisebloom @Walter confetti@IvanDobrovski@DukeOfDoom@Philnemba@DSC@Velcrosasquatch@dt_@TheNoob_Gamer@Juza@whirledtsar@Egg Boy@Miss Bubbles@NeedHealth@Doomlust@Crunchynut44@Archvile Hunter@Aurelius@Forli@onetruepurple@joe-ilya@nxGangrel@DJVCardMaster@YeOldeFellerNoob Pinging all users to remind them to submit their map for testing if they can! 0 Quote Share this post Link to post
Walter confetti Posted May 29, 2020 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! 1 Quote Share this post Link to post
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