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Hell Cartel 2 [Community Project!]


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i have a map for a sub mixed with a fortress, basically a map on top of water with sea part of the level, taking place in the middle of the ocean, like a stronghold... well not like the minecraft one, i mean like in terms of layout.

Edited by dededenova
removed "really", "ya'know" for it to be easy-er to understand

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15 minutes ago, dededenova said:

is this a doom 2 map pack or a doom 1 map pack?

well, this episode will be made for doom 2

it just so happens it uses doom 1 and 2 texture packs and duke nukem texture packs

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Just now, IcarusOfDaggers said:

Mapping format?  It is easier if everyone is on the same page about mapping format. 

I may have a map in the works, just need to port it

hmmm it's in doom doom 2 format

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i can't do udmf... if it's needed tell me, MAYBE i can get doom builder to work on "Play on linux"... wine menu system for easy use basically...

i can do doom format or hexen format tho,

 

also your missing doom 2 textures in the textures list

Edited by dededenova
also your missing doom 2 textures in the textures list, was added

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1 hour ago, dededenova said:

i can't do udmf... if it's needed tell me, MAYBE i can get doom builder to work on "Play on linux"... wine menu system for easy use basically...

i can do doom format or hexen format tho,

 

also your missing doom 2 textures in the textures list

oh thank you for reminding me

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1 minute ago, IcarusOfDaggers said:

@dededenova @Johnny Cruelty I'm gonna assume the Iwad is going to be doom II.  In that case, doom II textures will be default.

However, you do need to merge the quake textures you are using into your wad file. You need to use slade3 (or any similar software) for that.

alright...

which map number is this? 

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Errm, you can merge them all at the end of the community project, or merge them seperately by wad. 

 

I merged nuke and d1 textures into my wad file.

 

About mapslots: I'll take map09. the music will suit perfectly for my map

 

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2 minutes ago, IcarusOfDaggers said:

Errm, you can merge them all at the end of the community project, or merge them seperately by wad. 

 

I merged nuke and d1 textures into my wad file.

 

About mapslots: I'll take map09. the music will suit perfectly for my map

 

ah.. is the map like a final boss map?

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I'll send you a PM

 

Edit: Make sure, that if you use custom textures, you have them imported using Base archive instead of creating completely new table. Otherwise the textures will not work. 

you will also have to reorder sky textures so that the Doom I skies, if needed, are above the Doom II skies. 

Edited by IcarusOfDaggers

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what is the end of the map in map05? i wanted a simple cool transition, it's a teleport for now,

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2 minutes ago, dededenova said:

what is the end of the map in map05? i wanted a simple cool transition, it's a teleport for now,

well now that you think about it... I haven't planned it

but I'm currently working on map01 rn

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3 minutes ago, dededenova said:

what is the end of the map in map05? i wanted a simple cool transition, it's a teleport for now,

also are you doing map06?

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8 minutes ago, Johnny Cruelty said:

also are you doing map06?

ya i didn't want to claim it exactly, because then i could plan it out based on a map i know stuff about, so the start and end worked well, and i give the player weapons pretty quick, but it was for a 5 map map-pack, so i could see how slow it was to get weapons.

like adding the SSG by the 3rd or 4th map, plasma rifle by 6th to 9th map.

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1 minute ago, dededenova said:

ya i didn't want to claim it exactly, because then i could plan it out based on a map i know stuff about, so the start and end worked well, and i give the player weapons pretty quick, but it was for a 5 map map-pack, so i could see how slow it was to get weapons.

like adding the SSG by the 3rd or 4th map, plasma rifle by 6th to 9th map.

I was thinking maybe adding plasma in 4th map or 5th

also uhh you can make map06 however you like if you want... as long as it's over 100 enemies and such and isn't too short

 

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7 minutes ago, dededenova said:

ya i didn't want to claim it exactly, because then i could plan it out based on a map i know stuff about, so the start and end worked well, and i give the player weapons pretty quick, but it was for a 5 map map-pack, so i could see how slow it was to get weapons.

like adding the SSG by the 3rd or 4th map, plasma rifle by 6th to 9th map.

so... you think of claiming map06?

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3 minutes ago, Johnny Cruelty said:

I was thinking maybe adding plasma in 4th map or 5th

also uhh you can make map06 however you like if you want... as long as it's over 100 enemies and such and isn't too short

 

thanks...! i don't really do high enemy counts, but seems easy enough, and my maps are jjuusstt around middle sized maps, so i hope it's quick'ish, thanks...!

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1 minute ago, Johnny Cruelty said:

so... you think of claiming map06?

yes i will do map06

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9 minutes ago, IcarusOfDaggers said:

@dededenova @Johnny Cruelty Most people will play every map with pistol start. Plan your maps around that as well. 

 

Also, my map will be a castle level with hell mountains as background (Sky2 from Ultimate Doom textures)

also make sure the map is big and huge, afterall it's the ultimate challenge since it's the last map

Edited by Johnny Cruelty

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Cool...! never mind...

 

TOTALLY TUBULER

Edited by dededenova

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3 minutes ago, Johnny Cruelty said:

also make sure the map is big and huge, afterall it's the ultimate challenge since it's the last map

It does not need to be huge to be challenging. I doubt I can make it too huge, since despite DSDA and Boom both being limit removing, they still have their limits. 
I would however want to make sure it stands out and is not "another castle level" as I have named it so far(to remind me what not to let it be)


It will not be small though, because in addition to this inside area

Spoiler

image.png.2ac88d55c05696626e705285ee301b77.png

I have an outside area to work with

Edited by IcarusOfDaggers

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Just now, IcarusOfDaggers said:

It does not need to be huge to be challenging. I doubt I can make it too huge, since despite DSDA and Boom both being limit removing, they still have their limits. 
I would however want to make sure it stands out and is not "another castle level" as I have named it so far(to remind me what not to let it be)

ah well alright

but also don'y sweat it and just do your best!

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i feel like the last map would just be grand'ish right?, even not seeing the out side of the castle, it still would be cool!

 

NVM i got it

Edited by not shion
no help needed any more

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