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THEME-GAWAD PROJECT #1


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16 hours ago, Ofisil said:

 

This isn't my project, I'm too mega-cool-and-whatnot for that.

This is a community project.

When I started Doomworld and did a thread for a community project, I got hit with this exact message I posted to you. I don't want to de-moralize you or anything, since you clearly know how to make a good wad. But, the general idea of the message is to include past work in OP as proof of concept so you might get more recognition. Not everyone likes to search like some people do. ;)

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1 hour ago, Impboy4 said:

When I started Doomworld and did a thread for a community project, I got hit with this exact message I posted to you. I don't want to de-moralize you or anything, since you clearly know how to make a good wad. But, the general idea of the message is to include past work in OP as proof of concept so you might get more recognition. Not everyone likes to search like some people do. ;)

 

I don't have time for building the status or portofolio required to gain recognition - but that's alright, as A: there's always a first time, and B: this isn't meant to "oppose" the big guys of the community. It's a simple concept, and a great way for newcomers and medium-tier mappers to test their skills, in a project that's not as demanding as the rest around here.

 

So far things look alright. It's Day Two, and more than a handful of maps have been tagged witha a mapper, although things have slowed down.

As far as being de-moralized, don't worry, I can handle failure, and most of all, learn from it. If anything, the work of those who've joined this megawad won't be thrown into the garbage - it will be released, and those who participated will get a chance to compare and get better on their craft - you are free to join, of course.

 

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20 hours ago, Impboy4 said:

@Ofisil, before you start asking for help on your new mega-cool-and-whatnot project, make sure you have something to show first (screenshots, map downloads, etc). Keep in mind we've already seen thousands of upcoming projects that actually never got done.

Really??
Please, stop. You don't know what you are doing. 
 

Spoiler

The guy made a megawad by himself. If that's not enough, then anything is.

 

Edited by Noiser

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I'll take map04!

Are we going to try and make the starts and exits look continuous? I think that could really help with solidifying the themes. Perhaps mappers should look at the map themes from before and after their slot to make it flow better? Or, we could wait until maps are finished to then "connect" them?

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1 hour ago, Ofisil said:

If things continue to slow down on participation I will be happy to take map 27 as well if that’s alright

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12 minutes ago, magicsofa said:

I'll take map04!

Are we going to try and make the starts and exits look continuous? I think that could really help with solidifying the themes. Perhaps mappers should look at the map themes from before and after their slot to make it flow better? Or, we could wait until maps are finished to then "connect" them?

 

I'm VERY big on continuity, but for my first community project I want to keep things simple. I'll keep this in mind for THEME-GAWAD #2 haha.

An "ok" solution, would be to end earth levels with doors or switches, and hell levels with portals.

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7 minutes ago, nue said:

If things continue to slow down on participation I will be happy to take map 27 as well if that’s alright

 

I'll be sure to inform u in time. Alternatively, I'll probably inform u upon the completion of your map.

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1 hour ago, Noiser said:

Really??
Please, stop. You don't know what you are doing. 
 

  Reveal hidden contents

The guy made a megawad by himself. If that's not enough, then anything is.

 

You weren't around when this message was used around like crazy in every new project back then.  I'm not raining on Ofisil's parade as the message is not a demoralizer. It's to protect his project from being forgotten since it is his first community based one.  @Ofisil I hope your project becomes a success and will want to play it sometime. I would love make a map, but I've got too many projects on my plate right now as is (and they're not all Doom related).

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@Impboy4 I was around from day one, with a different name, and a different goal. I' actually one of the most ancient Doomers in here, although I don't have the "credentials" to show it. long story short, I know the "dangers" :)

 

Don't worry, I can take the heat. Have fun with your stuff. Cya man.

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1 hour ago, Impboy4 said:

You weren't around when this message was used around like crazy in every new project back then.

I admit I was a bit hot-headed on my response, so I apologize. I was around since 2008 (as a lurker), and iirc the copypasta was mostly used for bland, vague or uninformative posts - which was not the case this time.

Anyway, move on :-)

Edited by Noiser

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18 minutes ago, northivanastan said:

Is this WAD going to have custom title, intermission, and/or text screen music? What's the plan for that?

 

Yes it will have custom MIDIs for every single track (maps, intermissions, and so on).

I have stuff ready for the whole OST, but I would prefer to have other composers offer their own music, as this is a community project and all.

 

In case you want to add a tune or two, tell me on which one you want to work on so I can put you on the list.

Just keep in mind that I want them to be thematically fitting, so, no Benny Hill music for the Icon of Sin :D

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11 minutes ago, Ofisil said:

 

Yes it will have custom MIDIs for every single track (maps, intermissions, and so on).

I have stuff ready for the whole OST, but I would prefer to have other composers offer their own music, as this is a community project and all.

 

In case you want to add a tune or two, tell me on which one you want to work on so I can put you on the list.

Just keep in mind that I want them to be thematically fitting, so, no Benny Hill music for the Icon of Sin :D

If I'm going to contribute MIDIs for levels it will have to be after those levels are made, because the themes could be taken in many different ways and I want the music to be as fitting as possible.

 

I am interested in the other parts of the soundtrack though - title, intermission, victory. Assuming you haven't made those MIDIs already.

Edited by northivanastan

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No problemo. If u have sth ready PM me if you'd like.

Want me to out least tag you for intermission, and text screen?

I'd like the first to be hard-rock-ish and the second to be moody and menacing

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13 minutes ago, Ofisil said:

No problemo. If u have sth ready PM me if you'd like.

Want me to out least tag you for intermission, and text screen?

I'd like the first to be hard-rock-ish and the second to be moody and menacing

I'm not ready to commit to anything yet, but I'll let you know.

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6 minutes ago, StarSpun5000 said:

I think I'd like to join in on a community project. What maps are open I'm interested to try my hand and something like this.

it shows the open maps on the first post

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I'm a bit of an amatuer mapper. I've got two maps under my belt and I'm currently working on a third one. I can't wait to have my map show up in a community project. 

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1 hour ago, StarSpun5000 said:

I'm a bit of an amatuer mapper. I've got two maps under my belt and I'm currently working on a third one. I can't wait to have my map show up in a community project. 

 

Welcome!

 

If you want some tips, don't be afraid to ask.

The general rule, in my opinion, is to ask yourself "Is my map fun?"

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Wow. I thought I had posted this hours ago, when it would have been more relevant.

The purpose behind having clear rules and example work already in hand when you present a community project is two-fold, particularly for new or relatively unknown mappers. But there are advantages, even for more well-known mappers.

First, it gives people a clear sense of what is expected of them if they decide to get involved with the project. Some people start community projects by saying something like "let's make maps for Doom 2" and that doesn't tell people what metrics the map has to meet. (You seem to have a clear set of rules @Ofisil, so you have a good handle on this.)

 

Second, it lets people know that you're invested in the project. You've already put some effort into the project because you've made a map (or at least started making a map). Thus, people feel that it's less likely they will contribute their time and effort, only to have you turn around in a few months and say, "I'm not really interested in this anymore, so never mind, the project is cancelled."

 

I've seen the message regarding the "mega-cool new project" and whatnot, and it generally seems to be directed at the newer members that are trying to start their first project. Anyone who has been on Doomworld knows there have been lots of projects that were either cancelled or abandoned (for a variety of reasons). They're not always led by newcomers, but newcomers get painted with the brush of "I don't know if I can trust you" because they're not a known commodity yet. Ask @Jark. He had a very rough start to Modest Mapping 1, but he ended up pulling it together. He had a much better reception and lot more interest in mapping for Modest Mapping 2, and I think it was due to having completed Modest Mapping 1 and not abandoning that first project.

 

Doomkid or Bridgeburner or Liberation or pcorf or another well-known mapper/project lead could make a post tomorrow that read, "This project is to make Boom-compatible maps for Doom 2 that use CC4-TEX and are set in either Hell or a techbase and when you're finished, post the maps here and I'll compile them" and they would probably get a number of responses. But that's because they have reputations for leading projects to completion, so people are more willing to give them the benefit of the doubt. But if new USER123 were to make the same post, it would be met with "we've seen dozens of these project threads over the years, please have some work to show us" because the new user is unknown, and no one wants to get involved with a project that will ultimately be abandoned.

 

Regardless, Ofisil, you seem to be getting a good response. Running a community project can be a lot of work, so I wish you the best of luck with it.

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12 minutes ago, Northadox said:

New to mapping, but I think I've played through enough Doom to get the gist. I'd like to claim MAP24.

 

Adding u now.

Unless u r completely comfident of what you'll craft, do send me a WIP to take a look and give any pointers - if you want of course.

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I've started doing a bit of work on my level and I have not worked with the more limited formats. I can't even figure out how to make a door open fast.

 

Alright I got it know.

Edited by StarSpun5000

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4 minutes ago, StarSpun5000 said:

I've started doing a bit of work on my level and I have not worked with the more limited formats. I can't even figure out how to make a door open fast.

 

If you've created anything in more advanced formats, simple Doom II maps are even easier to handle.

When you choose your door Action, some are named '(Fast)' which open up faster than normal doors.

 

You've told me you've crafted maps before, correct?

 

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2 minutes ago, StarSpun5000 said:

Yes but in the UDMF format not the Doom 2 format.

 

Pretty much the same thing, and as I've said, simpler.

Linedefs can be assigned Actions (which are divided in various categories, like Doors, Lifts, Crushers, Teleports, and so on), and each Action is linked with a Sector which has a numbered Tag.

 

As an example Action DR Door Open Wait Close (Fast) with the Tag #12, opens the door on the Sector that has the Tag #12 very fast, which then closes after a while.

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1 minute ago, Ofisil said:

As an example Action DR Door Open Wait Close (Fast) with the Tag #12, opens the door on the Sector that has the Tag #12 very fast, which then closes after a while.

Thanks!

 

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