Cadman Posted April 14 Wow! CC5 is looking great everyone! Can't wait to play it! It is great to see that the Community Chest series has been continued all these years and I've been honored to have been a part of it! (CC1 & CC2) So looking forward to it. 6 Quote Share this post Link to post
Biodegradable Posted May 10 Good to see this project isn't dead. I was a little worried for a bit there and I kind of stopped paying attention after a while. I look forward to finally seeing it all compiled. 0 Quote Share this post Link to post
Matthias Posted June 2 Dear Doom Community, So regarding to this community project - Community trunk. In my opinion, it's pretty much dead. People already mostly forgot about Community Trunk. Our Discord is mostly dead and I check it less and less if anything happens there. Many people keep telling me they want to remove their maps from the project and use them for their own projects, or they already did relese their maps stand-alone or promised them for other community projects. Dusty started this project and got busy. I decided to took it from him. I put a ton of my free time into the project. I created the excel tracker to track what is done and what it not. I kept contacting all people around the project, asking about progress and status. I fixed a ton of bugs and issues. I did also some other work. Also other people did a lot of work. All mappers... Not only creating maps, but bugfixing it later based on my feedback, discussing things around and such. And also people who did other tasks, like graphics and other things. However I am not really sure what else am I suppose to do? When I ask someone who promised a map "what is the status" and he/she is ghosting me, not replying me at all, last time online 3 years ago, what should I do? What if someone keeps promising, it's gonna be "soon" but then nothing happens? What if people starts arguing about this and that and I have to deal with some sort of drama? Simply put - I have no idea what to do with the project anymore... Dusty - the original creator gave up on the project. Pcorf wanted to take over it, but gave up as well. If anyone wants to take this dead corpse and be the leader of the project, I'll be happy to give it to him/her/(some other pronouns). Anyway, sorry I totally failed as a project leader, but it was kinda predicteable considering that I am an autistic weirdo with zero social skills. Also I am ugly and gay. ¯\_(ツ)_/¯ Perhaps we all should abolish it completely and simply release the maps stand-alone. At the same time, it's kinda pity it ended like this, because 24 of 35 maps are completely done, then 4 need only minor fixes. So I would say that 75 % of the project is done actually. What a dire situation, huh? Thanks, everyone! 5 Quote Share this post Link to post
Kain D. Posted June 3 19 hours ago, Matthias said: I created the excel tracker to track what is done and what it not. Can I see it? 19 hours ago, Matthias said: Dusty - the original creator gave up on the project. Pcorf wanted to take over it, but gave up as well. If anyone wants to take this dead corpse and be the leader of the project, I'll be happy to give it to him/her/(some other pronouns). I could step in. However, firstly I am busy with my own project and I would need someone to handle things for me(maybe you) with this community project. Secondly I will only do that, if others agree. 19 hours ago, Matthias said: Anyway, sorry I totally failed as a project leader, You failed nobody :) 19 hours ago, Matthias said: At the same time, it's kinda pity it ended like this, because 24 of 35 maps are completely done, then 4 need only minor fixes. So I would say that 75 % of the project is done actually. What a dire situation, huh? If I got chosen as a project leader, my first decision would be to abolish 35 map goal and put these 2 maps in other slots. As 32 map megawad, there are only 6 maps left. You've already done most maps for this project. Do you really want it to die? 2 Quote Share this post Link to post
Matthias Posted June 3 37 minutes ago, Kain D. said: Can I see it? Sure, here: https://cryptpad.fr/sheet/#/2/sheet/view/J58YTK9aOYYBawPYYwk4J1K9ETQMBQViKortP6ZuWho/ Well, after I posted my frustration, some of the mappers contacted me and started talking again. Anyway, @Kain D. - there is the idea to move some maps. Could we move yours? Because your maps uses some very complex black magic, I am not sure if I wouldn't break anything moving it... do you use some commander keens?:) Do you mind in general if we move it? 1 Quote Share this post Link to post
Kain D. Posted June 3 54 minutes ago, Matthias said: Could we move yours? Because your maps uses some very complex black magic, I am not sure if I wouldn't break anything moving it The only map that could break from moving is Map 07 and only if tags 666/667 are used. 55 minutes ago, Matthias said: do you use some commander keens?:) No, I don't and Keens can be used in any map. 56 minutes ago, Matthias said: Do you mind in general if we move it? At this point I don't want to generate more problems with this project, so I don't mind. However AFAIK Pcorf designed secret exit in Map 31 to fit with Map 32. There is also some kind of continuity between Maps 31,32 and 16. They all end/begin with blood texture. Map 32 has also unique progression, if a player finds secret ways to complete it. IMO something, that fits the secret level. I also don't understand why the decision was made to move the maps. 0 Quote Share this post Link to post
Matthias Posted June 3 15 minutes ago, Kain D. said: The only map that could break from moving is Map 07 and only if tags 666/667 are used Fortunately they are not :) Quote At this point I don't want to generate more problems with this project, so I don't mind. However AFAIK Pcorf designed secret exit in Map 31 to fit with Map 32. There is also some kind of continuity between Maps 31,32 and 16. They all end/begin with blood texture. Map 32 has also unique progression, if a player finds secret ways to complete it. IMO something, that fits the secret level. I also don't understand why the decision was made to move the maps. Well, Lina told me, quote "maps 33 and 34 would work perfectly fine as secret maps. they're ideal for it, actually, since they reference specific parts of CC 1/2 more directly than any others. i don't recall what the thought process was for keeping them in slots 33/34" Anyway, I personally would probably cancel maps 33 and 34 and move them to empy slots (which is something you suggested previously). 1 Quote Share this post Link to post
Lina Posted June 3 Splitting discussion on the megawad between here and a discord that not everybody's in isn't ideal. I just want to see this project finished and released in whatever form it takes. Moving 33/34 into the secret slots would bring us two maps closer to 32, and I hadn't thought about whether there would be any issues with that. 33, as far as I'm concerned, can go into an open regular map slot if we have one. 1 Quote Share this post Link to post
Kain D. Posted June 3 19 minutes ago, Matthias said: Anyway, I personally would probably cancel maps 33 and 34 and move them to empy slots (which is something you suggested previously). You are the project leader, so personally I think you should decide. 9 minutes ago, Lina said: I just want to see this project finished and released in whatever form it takes. All of us want this project finished. 10 minutes ago, Lina said: I hadn't thought about whether there would be any issues with that. Yeah, but judging how this project is going. IMO it is better to make simple decisions(put it in an empty slot), rather than to complicate things. Maybe even Map 30? Like I said, I leave that to @Matthias. 0 Quote Share this post Link to post
Searcher Posted June 3 22 hours ago, Matthias said: At the same time, it's kinda pity it ended like this, because 24 of 35 maps are completely done, then 4 need only minor fixes. So I would say that 75 % of the project is done actually. What a dire situation, huh? I can't see any problem with releasing a 24 map mega-wad. Move the maps to the open slots and release a RC so the community can do another/final bug review. Or, are there any other mappers that had initially expressed an interest in a a slot that did not get one? Perhaps someone of them would like to take an empty slot. There is no reason this project has to die. 10 Quote Share this post Link to post
Matthias Posted June 3 (edited) Well, actually, a new version because Andrea sent me her map CT_v9.7.2 - Map 01 and Map 07 updated with pcoft edits. Both edits approved by their map owners. (At least I hope) - Map 28 by Andrea added, including music track D_TENSE, one floor texture (GATE_10) and one wall texture (MAX8). The map 28 renamed to "A Place To Be Concerned About" and CWIL27 added. - UMAPINFO map12 RSKY1 changed to RSKY2 because of my OCD. - The lump OPTIONS deleted - I have added DEHACKED - Why am I stil doing this lolhttps://liquiddoom.net/upload/files/CT_v9.7.2.zip Edited June 3 by Matthias 5 Quote Share this post Link to post
Xaser Posted June 3 Definitely ditch the 32-map goal, and focus on polishing and releasing what you've got. There is absolutely no requirement that wads be exactly 32 maps, and there's no sense in letting the project fall apart because of an arbitrary line in the sand. 3 Quote Share this post Link to post
SilverMiner Posted June 4 (edited) Absolutely agree on less than 32 maps. I released a wad with 26 maps in 2018. I'd still be punching it up to 32 otherwise Edited June 4 by SilverMiner 2 Quote Share this post Link to post
Matthias Posted June 4 I have decided to move map 34 to slot map 17 :) 2 Quote Share this post Link to post
Matthias Posted June 7 https://liquiddoom.net/upload/files/CT_v9.7.3.zip CT_v9.7.3 - Map 08 removed as it was moved to RAMP and mapper Impboy wanted it be removed. - I created a new map 08 called "Temple of Phallus" and I have added it. CWIL for map 08 added. Music for map 08 also replaced with FreeDoom v0.12 Phase 2 - Map 05 OST. Map name changed in DEHACKED and UMAPINFO. - Map 33 moved to Map 17 spot, including its CWIL and music. Data in DEHACKED and UMAPINFO changed for map 17. Sky texture changed to SKY1 for Map17. Also Map 17 was lil buggfixed. - I have fixed a ton of textures with width that is not power of two. Some remain, tho. - Map 34 moved to map 31 slot, including its music. Info edited in DEHACKED and UNMAPINFO. CWIL for this map added. Player starts 2, 3 and 4 added + some multiplayer starts. Also, a new secret ending added. - Pcorf maps removed as he wants. - A new map 09 by Andrea Rovenski added. Map named "Imp Gambling Den" in DEHACKED and UMAPINFO. CWIL for map 09 replaced with new one. Music for Map 09 kept the same, because it's ok. - Stop reading this changelist, lol. 5 Quote Share this post Link to post
PinkFlamingo Posted June 7 Seems like this project is coming along after all. 5 Quote Share this post Link to post
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