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[Community Project] "Gorehounds of Doom"


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1 minute ago, Pechudin said:

Can PrBoom+ test MBF maps? I was building a map unrelated to this project, and player-blocking lines and land monster-blocking lines did not work.

I can't tell you much, but Valiant is MBF compatible and PrBoom+ can run it without any problems. But I tried to run No Reason's Speedmaps 3, which is MBF and GZDoom compatible and PrBoom+ would crash every time I tried to play NoSp3 in that port.

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28 minutes ago, CittyKat112 said:

I can't tell you much, but Valiant is MBF compatible and PrBoom+ can run it without any problems. But I tried to run No Reason's Speedmaps 3, which is MBF and GZDoom compatible and PrBoom+ would crash every time I tried to play NoSp3 in that port.

MBF and MBF21 differs)

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38 minutes ago, CblBOPOTKA said:

MBF and MBF21 differs)

Welp, that explains why I couldn't get it to work in PrB+ lol.

Edited by CittyKat112

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1 minute ago, CittyKat112 said:

Welp, that explains I couldn't get it to work in PrB+ lol.

 

Yeah, I was getting a bit confused too when you asked about PrBoom+ because I was pretty sure it didn't support MBF21, but with the speed this kind of stuff changes I just assumed it had slipped past me XD if you're really uncomfortable with testing exclusively on DSDA there are a few more ports that support MBF21, pretty sure GZDoom, Eternity and Woof! do. 

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4 minutes ago, Thelokk said:

 

Yeah, I was getting a bit confused too when you asked about PrBoom+ because I was pretty sure it didn't support MBF21, but with the speed this kind of stuff changes I just assumed it had slipped past me XD if you're really uncomfortable with testing exclusively on DSDA there are a few more ports that support MBF21, pretty sure GZDoom, Eternity and Woof! do. 

I'll stick with DSDA, I guess it's a more advanced version of GlB+/PrB+, and when I boot it up, it still feels like I'm using PrBoom+ lol. Just need to fix some issues before I can start properly testing with it... And I also had to switch over to UDB (one of the textures in the pack didn't load correctly).

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Announcement: it has been brought to my attention that a few graphics from the resource pack were double defined. If that kind of stuff bothers you, you can now download an amended rfhelltx from here or the op. 

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2 minutes ago, PeceMan said:

@Thelokk I'm in. If there's still space, of course.

 

Question: What exactly is Rfhelltex? Is there somewhere a config file available for it?

 

Rfhelltx is the texture pack we're using for the project. It behaves like any other textures resource pack, load it up when choosing map format and you're good to go! Download link is in the OP. 

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2 minutes ago, Thelokk said:

Download link is in the OP. 

Aight cool

 

But where is it from? Is there a project page for it? Is it part of an old wad? Where could I find some more details about it?

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Just now, PeceMan said:

Aight cool

 

But where is it from? Is there a project page for it? Is it part of an old wad? Where could I find some more details about it?

 

https://forum.zdoom.org/viewtopic.php?f=37&t=47247

 

it's veeeeery old stuff. Assembled by a Doomer who goes by the aliases of rf / ravage, they actually won a couple of Cacowards too. Not even sure if they are on DW at all - by the way, if you're reading this, ping me and I'll properly @ you in the project's description. 

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2 hours ago, PasokonDeacon said:

rf' goes by @Fletcher` now. Very active in ASS sessions, too (like the one you just participated in!).

 

Aaargh, why do people change nicks like they change their underwear? :S Thanks for the heads up, credited in the OP!

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May I ask for map slot 30? I have a concept for a Boss battle level

 

 

I must warn you though, I do have a bit of a taste for slaughter

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4 hours ago, PeceMan said:

May I ask for map slot 30? I have a concept for a Boss battle level

 

 

I must warn you though, I do have a bit of a taste for slaughter

 

As we are using UMAPINFO to define map progression, we are using no specific 'boss action' on MAP30 - technically, there is no 'boss level'. UMAPINFO allows for bossactions, however, so you're more than welcome to design your map as an Icon of Sin-esque fight.

Also, slaughter is fine. As I said in the main post, there are no limits to gameplay genres. 

Edited by Thelokk

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Double post so I don't clog up reply posts - just a little heads up that today is the final day for signups! After this, either someone gives you their spot, or you're out of the cool kids club! 

 

Tomorrow at signup's closure I'll put up a longer post with more specific info on the project's mapping format, channels of communication, and a few deadlines to keep in mind. 

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28 minutes ago, gabirupee said:

@Thelook I'm in (if there space :P)

 

UMAPINFO, there is always space. Welcome to the fold!

 

Also yes, I do have The Look :P must be my Stand power, though I was hoping for something better than Roxette.

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@Thelook I'm in

 

Looks like a cool project

 

Edited by CBM

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@Thelokk I'm in.

 

I actually have an idea this time, and I need a break from the other map I'm building which is falling into the pits of magnum opus syndrome.

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@Thelokk I have 2 questions:

1) Would using custom monsters in my map for this be ok (I'm thinking of putting in a custom boss monster that I intend to make myself)? AND

2) Does MBF21 even support custom monsters (cause I remember hearing that standard MBF does)?

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3 hours ago, epicyolomaster420 said:

@Thelokk I have 2 questions:

1) Would using custom monsters in my map for this be ok (I'm thinking of putting in a custom boss monster that I intend to make myself)? AND

2) Does MBF21 even support custom monsters (cause I remember hearing that standard MBF does)?

 

Sorry, no custom content allowed aside from sky textures and music. It's a relatively small and low- pressure project, I'd like to keep it as streamlined as possible (the same reason why I'm not allowing custom textures).

Edited by Thelokk

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Alright, that's it! Deadline has flew by and, well... more of a crowd than I expected! From now on you're still more than welcome to express interest in joining, but your name will be on a waitlist to replace those who drop out of the project or go AWOL - something that I fully expect to happen in the context of a community project, so chances to get in are still fairly thick!

 

Now, some business is in order, so that we can all get to mapping at our own pace and convenience. 

 

 

Comm

 

- First of all, I see the thread has less followers than participants. Make sure to follow the thread! I did set up a Discord (here is the invite, let me know if it doesn't work, I'm kinda new to the Discord thingy) but this here thread is the official channel for all discussions and announcements. If I didn't write it here, I never wrote it. Same goes for contributions: here is where I will ask for all materials to be posted, regardless whether you also did so on Discord or DMs.

 

 

Tech Stuff

 

- A few reminders for mapping: MBF21 format, slot MAP01, only stock textures aside for the provided texpack. The only exception I will make is skies, those can be any texture you want, just make sure you also keep a clean PNG copy of your sky! Which leads me to the next point:

 

I will make sure everything is streamlined when it comes to the pack's beta compilation, by compiling a nice n' creamy UMAPINFO (as well as MAPINFO and ZMAPINFO). Until we get there, for sharing and testing purposes, I will allow participants to implement skies and music as they prefer - MBF sky transfers and D_RUNNIN are perfectly acceptable. I do however strongly suggest to implement skies, music and even map name through your own little UMAPINFO lump: take this as a chance to get acquainted with the future of Doom metadata, if you haven't yet, and it will save me a lot of cleanup later on. Here are some pointers and, of course, if you don't even know what UMAPINFO or INFO lumps are feel free to poke me or your fellow mappers on DMs or Discord.

Finally, make sure to keep in your map folder a clean MIDI of your music and a clean PNG of your sky. We will need them later.

 

 

Deadlines

 

Deadlines! yay! Everyone's favorite. Here's what I thought up, I consider them pretty generous deadlines for something that is meant to be a low-pressure project open to all punters but, if it really looks like otherwise to you, this is the time to speak up.

 

- May 30: Something. Here, on this thread, just post something, anything that might work as a sign that you have actually put some thought into the project. Doesn't need to be anything playable - even a screenshot of an untextured WIP room is fine. Just drop by a token showing that you haven't completely packed this project up and put it away in the attic of your mind.  

- July 15: playable beta of the map. Minor changes will still be allowed past this date, but what you post on July 15 should be a version of your map that is playable from beginning to end, can be shared for feedback, and gives a very strong sense of what the final result will be. 

 

If the deadlines seem a bit tight to you, remember that your map does not necessarily need to be Citadel at the Edge of Eternity part 2: horror thrives on brevity and punchy quickness. Also, while I put no limit to the map's size or difficulty, people will eventually play this, and we all know what the Doom crowd's big no no's are. 

 

And, finally, a word of advice: if you know you won't be able to dedicate time to the project for a while, plan your map's scope and size accordingly, because there will be no deadline extensions, under any circumstance. Aliens kidnapped you? too bad. House on fire? sorry, see you next project. It might look thuggish, and it probably is, but I've seen too many CPs going under because of wishy washy deadlines that weren't really deadlines. Token on May 30, beta on July 15. I will ping people a few days before the deadlines because, if I don't see anything by then, I'll assume you're no longer interested and scratch your name out of the list, no questions asked. 

 

Whew, wall of text. Should be all for now, and I'm opening the thread to all punters. Have fun!

 

 

Edited by Thelokk

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@Thelokk I'm no longer in, sorry. I have a few other projects and I have mappers block so I don't think I'll be able to make a map for this.

Edited by Paf
i accidentally posted "@thelokk I" before i finished typing

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1 hour ago, Death Bear said:

@Thelokk it’s still the 15th here, and it appears you have a vacant spot. I’m in, if you’re good with it. 

 

Your lucky day! Welcome to the fold, and remember to follow the thread. 

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Hm... Is resource pack okay? I mean, support beams that has 24px in width are rendering as they has 16px. Maybe made them have 32px in width so render not gonna have bad time? I mean, there is 8px, 16px, 32px and etc., but not 24px...

 

Example №1:

Spoiler

image.png.3b716f488cee63d1808b9b2f1c7d6f20.pngimage.png.7efb115f659b86323b914879031e41c7.png

 

 

 

Example №2:

Spoiler

image.png.3380fa3d60256038c3390a3ca9f34d55.pngimage.png.8df5b82dedb1ae0c2748a493e49915f8.png

Edited by RastaManGames

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I also just ran into a texture issue, with "STEPBRN2" glitching in GZDoom.

 

This is how it looks in UDB, as well as in DSDA-Doom:

Spoiler

N1WyZA0.png

 

And this is how it looks in GZDoom:

Spoiler

UNeHvgL.png

 

I know DSDA is the target port, but I'm sure many people will be playing it in GZDoom as well.

 

Edit: Slade also shows me the GZDoom version:

Spoiler

QJLxM9E.png

 

Edited by SCF

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17 minutes ago, SCF said:

I also just ran into a texture issue, with "STEPBRN2" glitching in GZDoom.

 

This is how it looks in UDB, as well as in DSDA-Doom:

  Hide contents

N1WyZA0.png

 

And this is how it looks in GZDoom:

  Hide contents

UNeHvgL.png

 

I know DSDA is the target port, but I'm sure many people will be playing it in GZDoom as well.

 

Edit: Slade also shows me the GZDoom version:

  Hide contents

QJLxM9E.png

 

 

17 minutes ago, SCF said:

I also just ran into a texture issue, with "STEPBRN2" glitching in GZDoom.

 

This is how it looks in UDB, as well as in DSDA-Doom:

  Hide contents

N1WyZA0.png

 

And this is how it looks in GZDoom:

  Hide contents

UNeHvgL.png

 

I know DSDA is the target port, but I'm sure many people will be playing it in GZDoom as well.

 

Edit: Slade also shows me the GZDoom version:

  Hide contents

QJLxM9E.png

 

 

I will look into it once I'm home from work. Someone before pointed out a texture issue with the pack, and it turned out to be tied to the port's software vs GL rendering.

Edited by Thelokk

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