Hitboi Posted February 24, 2021 Sign me up, I'm gonna use the boom format. 1 Quote Share this post Link to post
TJG1289 Posted February 24, 2021 I have to admit, since I'm just starting mapping, it's almost becoming overwhelming when it comes to making a map. I have one map completely done, and I started working on a second map, but I haven't touched it in a little over a week. I feel like I simultaneously have ideas in my head that I'm not able to perfectly recreate the way I want them in UDB, and not enough ideas so that I'm just freewheeling when it comes to level design. This is also my first Boom map, so I want to try using more features for that and make some voodoo doll conveyor belts and whatnot, but it almost feels like I'm biting off more than I can chew. I know this is probably something a lot of people go through starting out, and that I just need to focus and work on it, and eventually I will get better. I have a bunch of ideas for maps based on song titles, but I want to make some normal levels first. I'm thinking maybe once I'm done with the one I'm on, maybe I'll focus on making some smaller maps (though I don't really think the one I'm making is big) I guess I do have a question for everyone. When it comes to making a level, how would you describe your process? For my first level I made, I did it a room at time. I would design it, detail it, and populate it, then move on to the next room. The level I'm currently working on I originally started it that way, but now I'm just doing the basic design and some minimal detailing and thing placement that gives the basic idea of how I want the room to be. I kinda just want to get the rough sketch of it out, and then work on the detailing and thing population. 0 Quote Share this post Link to post
MDevlin Posted February 24, 2021 (edited) 1 hour ago, TJG1289 said: ... The level I'm currently working on I originally started it that way, but now I'm just doing the basic design and some minimal detailing and thing placement that gives the basic idea of how I want the room to be. I kinda just want to get the rough sketch of it out, and then work on the detailing and thing population. Honestly, this is how I would recommend mapping. Get the rough outline out first and then start adding in details and populating Things. I used to do one-room-at-a-time builds as well. The process would result in very long maps and I would often get burnt out because I wouldn't know where I want the map to go or how to end it. Edited February 24, 2021 by MDevlin shortening the world's longest run-on sentence dear god 3 Quote Share this post Link to post
Azuris Posted February 25, 2021 1 minute ago, LoneAlpha2401 said: Fog- yay or nay? Let it in, looks good :) Have a nice Coffee, eat your Croissant, watch the Sun rise and decimate the Hellspawn. 2 Quote Share this post Link to post
SiMpLeToNiUm Posted February 26, 2021 11 hours ago, LoneAlpha2401 said: Fog- yay or nay? Absolutely! 2 Quote Share this post Link to post
iUsuallyDie Posted February 26, 2021 If I'm using Not Jabba's custom waterfall texture, do I need to rename it? I tried doing that and it stopped it from animating correctly. 1 Quote Share this post Link to post
Obsidian Posted February 27, 2021 (edited) 5 hours ago, iUsuallyDie said: If I'm using Not Jabba's custom waterfall texture, do I need to rename it? I tried doing that and it stopped it from animating correctly. Depends on what format you're shooting for: if you're in Boom you'd need to make an ANIMATED lump in SLADE. Vanilla and limit removing leaves you up Shit Creek, but it's not a major deal to just upshift to Boom. The waterfall texture works with the current name because WFALL1-4 are predetermined in Doom 2 despite not being present, but if someone else submits a map using their own waterfall textures under the same name it swiftly becomes a headache. Edited February 27, 2021 by Obsidian 0 Quote Share this post Link to post
iUsuallyDie Posted February 27, 2021 (edited) On 2/27/2021 at 4:15 AM, Obsidian said: Depends on what format you're shooting for: if you're in Boom you'd need to make an ANIMATED lump in SLADE. Vanilla and limit removing leaves you up Shit Creek, but it's not a major deal to just upshift to Boom. The waterfall texture works with the current name because WFALL1-4 are predetermined in Doom 2 despite not being present, but if someone else submits a map using their own waterfall textures under the same name it swiftly becomes a headache. I've done it in GZDoom. I'm still a beginner with SLADE stuff so am not entirely sure how to make an ANIMATED lump, but I'm sure I'll figure it out. :) Edited March 15, 2021 by iUsuallyDie Boom is not GZDoom. 1 Quote Share this post Link to post
onetruepurple Posted February 27, 2021 I won't be able to start until at least the third quarter of the year, but sign me up nevertheless. 1 Quote Share this post Link to post
PeterMoro Posted February 27, 2021 This sounds like fun, please put me on the list. I, PeterMoro, pledge to make a most awesome map for this project : P 1 Quote Share this post Link to post
Hitboi Posted February 27, 2021 (edited) 14 hours ago, iUsuallyDie said: I'm still a beginner with SLADE stuff so am not entirely sure how to make an ANIMATED lump I'm also a beginner and I make an ANIMATED lump by stealing it from other wads, remove every texture/flat in it, then I add the resources that I want. Edit: don't try my way, it will display the ANIMATED lump as an unknown lump (maybe it will work if you keep the last row (the unknown row)) It's not illegal but it's a noob way, I think that Doomwiki has an explanation but I'm not a super nerd and I need alot of time to understand it. Edited February 27, 2021 by AvadaKedavraWithQuadDamage 1 Quote Share this post Link to post
Arbys550 Posted February 28, 2021 8 hours ago, AvadaKedavraWithQuadDamage said: I'm also a beginner and I make an ANIMATED lump by stealing it from other wads, remove every texture/flat in it, then I add the resources that I want. Edit: don't try my way, it will display the ANIMATED lump as an unknown lump (maybe it will work if you keep the last row (the unknown row)) It's not illegal but it's a noob way, I think that Doomwiki has an explanation but I'm not a super nerd and I need alot of time to understand it. That's what I do too lol. I don't know any other way to make an animated lump. I don't have that issue with my wad though. 1 Quote Share this post Link to post
Hitboi Posted February 28, 2021 Sneak peak for my map (large image warning) Spoiler 9 Quote Share this post Link to post
alyxnoob81 Posted March 4, 2021 (edited) im sorry but im going to have to resign from this. i will definitely play it when it comes out though. Edited March 4, 2021 by alyxnoob81 0 Quote Share this post Link to post
Glowylikesdoom Posted March 4, 2021 this is now the map im submitting for this project, i liked the other one a bit too much so i will be replacing it with this one 5 Quote Share this post Link to post
DoctorNuriel Posted March 7, 2021 On 2/17/2021 at 6:51 PM, DoctorNuriel said: Here's my submission! Noroi ("Curse" in Japanese) MAP01 replacement for Doom 2 Author: DoctorNuriel Tested in: GZDoom Multiplayer support: co-op only Size: Small //// Noroi is a small setpiece map inspired by Japanese architecture and folklore! Very basic layout and short playtime (no more than 5min): intended as a simple challenge map for traditional play (no jumping, crouching). yureimap01_noroi.zip I've made a small adjustment to the map and I think it's ready for inclusion in the wad now! :) See the attachment. Also I don't have a particular preference in terms of music - Noroi only uses d_runnin here because it's the default, but it could be anything really. yureimap01_noroi v2.zip 4 Quote Share this post Link to post
KeaganDunn Posted March 8, 2021 (edited) Officially submitting my entry! I included a text file with some information on the map and MIDI. The WAD itself does contain MAPINFO, DeHackEd, and all the CC4 textures, for the sake of being a standalone release. Feel free to omit these when compiling the final project. Direct download link: https://doomshack.org/uploads/Demonkind's Dwelling - Dunn %26amp%3B Dunn.zip Doomworld thread with more info: Edited March 9, 2021 by Dunn & Dunn 3 Quote Share this post Link to post
Lone2401 Posted March 9, 2021 (edited) EDIT: updated version coming soon EDIT 2: New version available, hope @Obsidian sees this It's ready! For GZDoom 4.2.3 or newer, Doom in Hexen format Uses the Doom2 Iwad, supports singleplayer and coop Jumping, crouching, and freelook are all allowed, but none required. Only replaces MAP01, has a MAPINFO lump Credits and texture info inside wad Screenshots: Spoiler Download: Link New link Edited March 13, 2021 by LoneAlpha2401 4 Quote Share this post Link to post
NokturnuS Posted March 10, 2021 Forget to ask before, does custom PLAYPAL allowed ? 0 Quote Share this post Link to post
Obsidian Posted March 10, 2021 (edited) 8 minutes ago, NokturnuS said: Forget to ask before, does custom PLAYPAL allowed ? That would likely mess with other people's submissions, so I'm afraid not. As for everyone else, I promise I still exist! D: Life's been taking up a lot of my attention, but I'll look over all the new stuff as soon as I can. Edited March 10, 2021 by Obsidian 2 Quote Share this post Link to post
Glowylikesdoom Posted March 10, 2021 (edited) yeah playpal changes can mess up some doom textures Edited March 10, 2021 by Glowylikesdoom 0 Quote Share this post Link to post
NokturnuS Posted March 10, 2021 4 minutes ago, Obsidian said: That would likely mess with other people's submissions, so I'm afraid not. As for everyone else, I promise I still exist! D: Life's been taking up a lot of my attention, but I'll look over all the new stuff as soon as I can. Oh well, no problem then. Hope Eternity will support true color soon ... 0 Quote Share this post Link to post
KeaganDunn Posted March 10, 2021 I did remove the PLAYPAL lump from the texture pack I used before beginning. Doesn't make red and blue look the prettiest for some textures but it's fine. 0 Quote Share this post Link to post
1Destro3456 Posted March 10, 2021 I may join, yet I'm still undecided, only time and my interest in mapping may tell 1 Quote Share this post Link to post
TheV1perK1ller Posted March 11, 2021 I only just saw this thread now, and will participate in the project. The 2022 deadline allows for considerable time. Thanks. 5 Quote Share this post Link to post
dei_eldren Posted March 11, 2021 Just saw this last night, and after some consideration, i'd like to participate. 3 Quote Share this post Link to post
Glowylikesdoom Posted March 13, 2021 is it alright to send wip's of our maps here? like as in a wad file for play testing? 0 Quote Share this post Link to post
Azuris Posted March 13, 2021 29 minutes ago, Glowylikesdoom said: is it alright to send wip's of our maps here? like as in a wad file for play testing? I would say it is. But maybe open a separat Thread with the Map and link it here. In that Ways you'll gain Audience that ignores the Posts in the Maximum Thread but plays the single Releases. So more Playtesters :) 0 Quote Share this post Link to post
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