Johnny Cruelty Posted June 8, 2022 (edited) Hello everyone! This is my first community project. This is a mapping Project I am working on called "Hell Cartel 2" a sequel to Hell Cartel. For this Sequel I plan to gather others for some of the maps. I plan on making this a 9 map project with at least 5 maps done by myself and maybe 4 more done by others! This would be a mapset made for Doom 2, and Boom Compatible. The rules are to make maps with the theme of Hell Cartel, which is abut busting demon drug running zones (like factories neighborhoods and shady stores) so it'd be kinda city based. Textures to be used in the maps: Doom 1 Textures and Duke 3d textures Doom 2 textures (also you should have doom 2 textures if you brought doom 2) (with links provided) The deadline would be around the 5th of September as I feel like it'd take a long time Below are the map slots. for each of these, each map should be pistol startable have at least over 100 monsters and can contain up to all the weapons in doom (basically you can add a BFG 9000 to it if you want) the Genre of this wad will also be a bit hard, not too slaughter mappy. Mapslots available: ( STILL IN BETA TESTING ) Map - 1 by me (COMPLETED) Map - 2 by me (COMPLETED) Map - 4 (Killerratte) (COMPLETED) Map - 3 (Claimed by Guest_129432)(COMPLETED) Map - 5 (Claimed by Dededenova) (COMPLETED) Map - 6 (Claimed by Dededenova) (COMPLETED) Map - 7 (Claimed by Codename_Delta) (COMPLETED) Map - 8 (Claimed by Clippy) (COMPLETED) Map - 9 (Claimed by IcarusOfDaggers) ( COMPLETED) Map - 10 (Claimed by Rycuz) I really want this wad to be better than my last... and I think having others contribute with it may help it!. I plan on making most of the maps so don't worry on the first 5 maps, because that'll be me doing those first. https://www.realm667.com/en/texture-stock-mainmenu-152/605-duke-nukem-3d-textures d1gfxd2.zip Edited October 11, 2022 by Johnny Cruelty texture details 18 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) 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 June 9, 2022 by dededenova removed "really", "ya'know" for it to be easy-er to understand 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 is this a doom 2 map pack or a doom 1 map pack? 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 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 2 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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 2 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) 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 June 9, 2022 by dededenova also your missing doom 2 textures in the textures list, was added 2 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 @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. 3 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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? 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 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 2 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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? 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 (edited) 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 June 9, 2022 by IcarusOfDaggers 2 Quote Share this post Link to post
DeNA Posted June 9, 2022 what is the end of the map in map05? i wanted a simple cool transition, it's a teleport for now, 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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? 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 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. 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 @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) 2 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 1 minute 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) that is fine! 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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? 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 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...! 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 1 minute ago, Johnny Cruelty said: so... you think of claiming map06? yes i will do map06 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 4 minutes ago, dededenova said: yes i will do map06 Groovy! Nice! all we need now is two more people! 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 (edited) 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 June 9, 2022 by Johnny Cruelty 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) Cool...! never mind... TOTALLY TUBULER Edited June 9, 2022 by dededenova 1 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 1 minute ago, dededenova said: Cool...! never mind... TOTALLY TUBULER LMAO! 1 Quote Share this post Link to post
IcarusOfDaggers Posted June 9, 2022 (edited) 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 I have an outside area to work with Edited June 9, 2022 by IcarusOfDaggers 2 Quote Share this post Link to post
Johnny Cruelty Posted June 9, 2022 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! 1 Quote Share this post Link to post
DeNA Posted June 9, 2022 (edited) 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 August 14, 2022 by not shion no help needed any more 1 Quote Share this post Link to post
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