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[SLOTS TAKEN!] Community Trunk, a cp in the style of CC1 and CC2


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1 hour ago, Dusty_Rhodes said:

Well,

 

That CC5 thread sure was something. Thanks again to everyone for all of their support, especially @Mordeth @xdude_gamer @thelamp @LiquidDoom and @Gibbon this project wouldn't be here without them, as I would've have just kept it canceled. All the wonderful people of Doomworld mean a lot to me, so thank you.

 

Anyway, the wad:

 

Community Trunk* is a tribute to the classic wads Community Chest and Community Chest 2. It was a hard decision to pick the map format, whether it should be Boom or Limit - Removing. I chose Limit - Removing, as I think the first wad should have a lower barrier of entry. I love Boom, but not everybody knows their way around silent teleporters, faux - dynamic lighting, colormaps, SWITCHES lumps, and the like. So limit removing it is easy to understand, yet no visplane overflows. If this is successful, and I feel like doing a sequel down the line, it will be a Boom wad, with the use of BEX, MAPINFO, and the like. That, however, is a big "if". We'll see how this project goes first.

 

If you want to read about the Community Chest wads, check this link:

https://doomwiki.org/wiki/Community_Chest_series

It is highly recommended that have played CC1&2, but everyone is welcome to make a map.

Here are the rules:

 

IWAD: DOOM2.wad

 

Target Ports: Crispy Doom, Sprinkled Doom, and PrBoom+ (complevel 2)

 

Design: singleplayer, though DM and Coop starts should be added, it doesn't have to be designed for those game modes.

 

Levels: We're shooting for 15 maps starting out, but if there people that want to make more, I'll extend the number.

 

1. Be Creative:

Show me your tricks and traps, puzzles, secrets, combat scenarios and more. Really make something you're proud of. That's all!

 

2. Custom Graphics are allowed:

Feel free to add graphics to your level, but please keep them conservative, this is not a partial conversion or anything, so try to stick to tasteful additions. Anything from the four IWADS and the first two CC wads is fair game, and anything else, as long as it fits your map's theme, is great too. Great examples of this are Doom 404 and the first Scythe wad. The only other custom assets you can add is music. The soundtrack will be midi, and if you don't bring a midi with your wad, in classic CC 1&2 fashion, the original Doom 2 track will be used.

 

3. No joke wads:

Self - explanatory. Mock 2 is that way :D

 

4. That's all!

My rules in the CC5 post were too restrictive, so that's the rules. This is a grab bag type wad, so most anything is welcome.

We'll get a deadline figured out when people are finishing their maps. That way we can compile them for testing. I'll handle the Dehacked level names, and other appropriate strings, but nothing else will be changed.

 

What's Needed:

Mappers! I'll take Map05, but all other slots are open.

 

Artists: we need an M_DOOM, Titlepic, intermission screens, and ENDDOOM.

 

Playtesters: we'll need people for getting testing done.

 

That's all! If you need help, want to talk, post progress, claim a map slot, or otherwise, reply here. My PMs are always opens as well, and I have a fresh Discord, just for this wad.

https://discord.gg/p8CU6Mjn

 

And this is a bit unorthodox, but if you need inspiration for music, I have a little zip of midi tracks I like that you might want to put in your wad. They're pretty diverse and there is no pressure to use them. Just there for fun.

 

Thanks and happy mapping!

 

*Credit to @The_SloVinator for the excellent name.

midi.zip

Happy to help.

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Well, the previous threads ended exactly how I predicted, but it's nice to see something new come out of it. Might make something for this next year

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What about switch graphics and skyboxes? I am assuming this is limit removing rather than limit removing plus boom bugfixes and enhancements.  Personally I really like Gothicdm switches but in order for them to exist in they way that they do the extra switches were grafted on to other switch textures and that could mess up the other maps if it isn't handled well.  I almost always default to gothic anyway because it's so common I had assumed that a handful of the textures were vanilla but they are not.  

 

In fact because of this you might want to have a set of standard assets that people can add more to later so than we don't have 2 people replacing a animated texture to create an effect, such as the animated fans in rowdy rudy and other doomkid projects.

 

As for if I will be participating, I have a handfull of maps that I could polish up, it's community chest so they should be fine.   But we would need to sort out the skybox issue because most are set at night.

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7 minutes ago, Plank_Guy_89 said:

What about switch graphics and skyboxes? I am assuming this is limit removing rather than limit removing plus boom bugfixes and enhancements.  Personally I really like Gothicdm switches but in order for them to exist in they way that they do the extra switches were grafted on to other switch textures and that could mess up the other maps if it isn't handled well.  I almost always default to gothic anyway because it's so common I had assumed that a handful of the textures were vanilla but they are not.  

 

In fact because of this you might want to have a set of standard assets that people can add more to later so than we don't have 2 people replacing a animated texture to create an effect, such as the animated fans in rowdy rudy and other doomkid projects.

 

As for if I will be participating, I have a handfull of maps that I could polish up, it's community chest so they should be fine.   But we would need to sort out the skybox issue because most are set at night.

Hmm, I was hoping to keep it limit removing, and without mapinfo lumps or straight up replacing the regular sky, we wouldn't be able to use new sky boxes. Do they have to be set at night? Honestly, I'm not against changing the sky box. What slot would you want? Also, I'm afraid I don't want to replace switches, as that can complicaye things quickly if not using Boom or UDMF formats.

 

I didn't anticipate the additon of skies or switches, but I didn't make that clear in the op. I assumed people would just add regular textures and flats. 

Edited by Dusty_Rhodes

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1 minute ago, Dusty_Rhodes said:

Hmm, I was hoping to keep it limit removing, and without mapinfo lumps or straight up replacing the regular sky, we wouldn't be able to use new sky boxes. Do they have to be set at night? Honestly, I'm not against changing the sky box. What slot would you want? Also, I'm afraid I don't want to replace switches, as that can complicaye things quickly if not using Boom or UDMF formats.

The maps were apart of an episode I was making using the gothic dm textures.  It was similar to the gothic episode of scythe 2.  I would say a stary skybox would be perfect as it would fit no matter where the map is set.  On a spaceship or in a castle.

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I'll take MAP09 but will work on it in the new year. But that depends on his this CP progresses. Limit removing is fine.

Edited by pcorf

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Just now, Plank_Guy_89 said:

The maps were apart of an episode I was making using the gothic dm textures.  It was similar to the gothic episode of scythe 2.  I would say a stary skybox would be perfect as it would fit no matter where the map is set.  On a spaceship or in a castle.

Hmm, if you can upload the wad, I'll add your skybox to a collection of textures from CC1 and 2 and IWAD textures not used in Doom 2 (there's a few from Doom 1 omitted, as well as the Team TNT made ones from Final Doom). I don't think I want to add the entirety of GothicDM's textures. I love that wad and it's graphics, but they aren't really fit for something like this in my opinion.

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1 minute ago, pcorf said:

I'll take MAP09 but will work on it in the new year. But that depends on his this CP progresses. Limit removing is fine.

Sounds good, thanks for signing up!

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1 minute ago, Dusty_Rhodes said:

Hmm, if you can upload the wad, I'll add your skybox to a collection of textures from CC1 and 2 and IWAD textures not used in Doom 2 (there's a few from Doom 1 omitted, as well as the Team TNT made ones from Final Doom). I don't think I want to add the entirety of GothicDM's textures. I love that wad and it's graphics, but they aren't really fit for something like this in my opinion. 

The skybox itself is a blue tinted sky 4 from ultimate doom so you can replace it, as long as the sky is dark.  This was intended as a level 1 but it was intended to be a little harder than average so if you want to nerf it you can. Level.zip

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Since my mapping skills are amateurish, I'd be happy to playtest a few maps (mostly cripsy or gzdoom).

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4 minutes ago, Widosm said:

Since my mapping skills are amateurish, I'd be happy to playtest a few maps (mostly cripsy or gzdoom).

 

1 minute ago, NinjaDelphox said:

Can I have the Map 04 slot?

 

1 minute ago, SMG_Man said:

would love to take map 15 if that's alright

Absolutely. Head on over to the Discord, makes communicating for playtesting easier.

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48 minutes ago, Dusty_Rhodes said:

Also, I'm afraid I don't want to replace switches, as that can complicaye things quickly if not using Boom or UDMF formats.

 

a simple method around the vanilla switch texture limitations is by doing what TNT and a few other wads do: combine multiple switches together into a single texture

image.png.b9017b1f7d029ea4072d175ec7ece78b.png

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8 minutes ago, Plank_Guy_89 said:

The skybox itself is a blue tinted sky 4 from ultimate doom so you can replace it, as long as the sky is dark.  This was intended as a level 1 but it was intended to be a little harder than average so if you want to nerf it you can. Level.zip

I liked your level, as you said it could use a bit of polish. I can use a starry night sky, I have one that will look good. I'll add the textures you used in your level to the resource wad, which I'm almost done with. But I want this to be mostly vanilla styled, so I won't add any more textures from other wads. Thanks again. Any idea what slot you want?

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2 minutes ago, SMG_Man said:

 

a simple method around the vanilla switch texture limitations is by doing what TNT and a few other wads do: combine multiple switches together into a single texture

image.png.b9017b1f7d029ea4072d175ec7ece78b.png

That's true. I still think we should mostly stick to vanilla textures though. I'm almost done with the resource wad. Take a look when I upload it and tell me what you think.

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I love CC1 and 2, the mapping style was just perfect.  Just plain good style and fun, can't wait to get started!

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Hey there, Dustin !

 

I'm glad you've made the WAD project a little bit less restrictive with its rules. That means we can all have fun with it, and to celebrate that, I'll gladly ask for map slot 3 :P

 

One question, though : seeing that engines such as Crispy and PRBoom+ are favored, is it still possible to still use the UDMF format for mapping, or preferably to switch to Boom ?

 

Thanks in advance, and good luck with the project ! 😁

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Son of a bitch, I am in!

 

Give me map 10.

 

Also no themes this time?:) You wanted some levels to be in hell and tech base and citites and such.

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