RiviTheWarlock Posted August 13, 2022 (edited) DARKZONE. Darkzone is a community project with the gimmick of being, well, dark. Now you might be thinking, "Wouldn't it suck to play maps cloaked in darkness?". Well, that's where this project's special sauce comes into play! @Muusi's SoftFX allows for bright map style effects in non-ZDoom source ports, so now you can see the bad guys' eyes in the dark so you can blast 'em! SoftFX is one of the cooler things I've discovered in Doom, but it's criminally underused, and this mapset hopes to solve that issue! I've included some screenshots that demonstrate this effect, along with an already made MAP01 for you to try! Rules for Mapping: - You must use only the included mapping resources. These include an already made MAP01 that shows off the resources. - Format is Boom for Doom 2. The target port is DSDA-Doom 0.24.3 - Difficulty settings must be implemented, and Co-op compatibility is encouraged. - Maps must be compatible with software rendering. - Maps must have a majority of the playable space be 144 light level or below. Small sections of bright light for lighting effects like ceiling lamps or light sequences are allowed. Certain episodes allow for slightly brighter outdoor areas. (see the claim sheet for specific episode rules) - Maps must have a minimum playtime of 5 minutes, and a maximum playtime of 25 minutes. These are soft limits so it's okay if it's a minute or two off, we all play at different speeds after all. - You must claim a slot. To claim a slot post here or more preferably send a post in #slot-claims channel on the project discord. - You may only claim ONE map at a time, once your map is finished you can take another slot. Please do not rush to complete a map so you can have another slot. - There is no time limit, but if you do not post a progress update for two weeks you will lose your slot. Screenshots preferred, but just a heads up is enough to keep your slot. - You must follow the episode you are mapping for's specific rules and difficulty guidelines. - Newer mappers are allowed and encouraged to participate, but newer mappers must also be open to feedback and change. - Maps must be titled as such: username_map##_v1 i.e. rivi_map01_v1 - Completed map submission must follow these guidelines: Spoiler MAP#: MAP01 MAP NAME: Dark Base AUTHOR: Rivi the Warlock MIDI: LOW.mid by Alfonzo File (Don't forget to include the file! I've done that many times before...) - To submit a map post here or more preferably send a post in #map-submission channel on the project discord.CLAIMS ARE HERE, ALONG WITH IMPORTANT GUIDELINES SCREENSHOTS: Spoiler Feel free to bring up any questions or concerns! Edited September 10, 2022 by RiviTheWarlock - updated assets 61 Quote Share this post Link to post
MattFright Posted August 13, 2022 (edited) I hope this project doesn't go... erm... under the dark, since this is one of the more interesting community project premises i can think of this year, at least on DW. I'm hoping it also gets some quality control :p I'm already spread a bit thin with my own projects but i might just make a map for this...... maybe..............] EDIT: Fuck it, i'm claiming map05. I love this first episode theme. Edited August 13, 2022 by MattFright 7 Quote Share this post Link to post
big smoke Posted August 13, 2022 this sounds like a fun community project im claiming map06 for now i will most likely make a map for this 2 Quote Share this post Link to post
Sonny666 Posted August 13, 2022 (edited) I’ll give it a shot, count me in. Will mess around and let you know in a couple of days if it’s possible or not for me at the moment. Could take 07 (if that’s possible) Edited August 13, 2022 by Sonny666 2 Quote Share this post Link to post
RED77 Posted August 13, 2022 Already claimed Map03. Just posting this to not lost the tread. 1 Quote Share this post Link to post
OverflowingMocha Posted August 13, 2022 (edited) I do like the idea, I would like to claim map18. Edit: I decided to drop my slot due to being busy with stuff and not being able to think of something for map18, so said slot is now open. Edited August 22, 2022 by LGmaire 1 Quote Share this post Link to post
finnks13 Posted August 13, 2022 Seems like a cool idea, dunno how SoftFX managed to pass me by since it looks great. I'll take Map14! 1 Quote Share this post Link to post
Lippeth Posted August 13, 2022 I love wads that take advantage of diminishing lighting, so I'm excited to play this when y'all are done! 2 Quote Share this post Link to post
SirPootis Posted August 13, 2022 Seems like a fun and interesting idea. Plus the assets are super cool. I'll take MAP04. 1 Quote Share this post Link to post
Gothic Posted August 13, 2022 I'll take MAP02 if it isn't taken yet 1 Quote Share this post Link to post
knifeworld Posted August 13, 2022 Scanned the doc a bunch and checked the resource out. I've decided to take MAP10 for a small/medium cave map! I'm thinking 2048x2048 or slightly bigger max size. 1 Quote Share this post Link to post
Sonny666 Posted August 13, 2022 (edited) didn’t realize the techbase slots were all taken and map07 was reserved, that’s a bummer for sure… it’s fine anyway because I had too much on my plate. The textures and example map look amazing though Edited August 14, 2022 by Sonny666 2 Quote Share this post Link to post
Muusi Posted August 13, 2022 (edited) Oh wow wish i was creative enough to make my own maps. Can't wait to see how this turns out! Dark and moody is definitely my favorite kind of map and having a bunch of them in one wad sounds kickass. Also keep in mind that dark maps are even more awesome when paired with PSX sound effects ;) Edited August 14, 2022 by Muusi 0 Quote Share this post Link to post
MattFright Posted August 14, 2022 (edited) @RiviTheWarlock Recorded you a demo. Not to be rude but for a MAP01, the map that you said should be the shortest and as a sample map i think this ticks all the wrong boxes. Way too many enemies (or way too claustrophobic for this many enemies), no breathing space between fights, too grindy, and generally not what i expected this project would be about. I also saw your difficulty specifications in the google docs link and i'd suggest dialing this back as a moody project rather than a Scythe 2 clone on cocaine. It'd fit the project way better, you wouldn't have to worry about arbitrary definitions/interpretations of high difficulty balancing, and would probably fit everyone's expectations of this premise a lot better. If this project has to rely on overwhelming fights in extremely dark spaces i think i'll be pulling out. EDIT: I think i will be pulling out either way, sorry. The resources seem to be just the entirety of 32in24tex without any trimming down (so kinda overwhelming and not terribly cohesive) and people are probably already working on maps so it's too late to change that. Edited August 14, 2022 by MattFright 0 Quote Share this post Link to post
Obsidian Posted August 14, 2022 ...I may or may not be interested in contributing, heh. We'll see if inspiration strikes. 1 Quote Share this post Link to post
RiviTheWarlock Posted August 14, 2022 1 hour ago, MattFright said: @RiviTheWarlock Recorded you a demo. Not to be rude but for a MAP01, the map that you said should be the shortest and as a sample map i think this ticks all the wrong boxes. Way too many enemies (or way too claustrophobic for this many enemies), no breathing space between fights, too grindy, and generally not what i expected this project would be about. I also saw your difficulty specifications in the google docs link and i'd suggest dialing this back as a moody project rather than a Scythe 2 clone on cocaine. It'd fit the project way better, you wouldn't have to worry about arbitrary definitions/interpretations of high difficulty balancing, and would probably fit everyone's expectations of this premise a lot better. If this project has to rely on overwhelming fights in extremely dark spaces i think i'll be pulling out. EDIT: I think i will be pulling out either way, sorry. The resources seem to be just the entirety of 32in24tex without any trimming down (so kinda overwhelming and not terribly cohesive) and people are probably already working on maps so it's too late to change that. It's fine if you think the first map is too hard. I personally don't find it too difficult, but we can turn it down if more people agree it's too rough. As for the resources the point of this is to use Muumi's edited 32in24 resources, so I wanted the whole thing to be available. Part of community projects is that everyone has a different style, and if you don't like my style that's okay. I'm making maps too, so I also need feedback! If other people agree I went too hard with Map01 I'll change it or move it to a different slot. 1 Quote Share this post Link to post
Obsidian Posted August 14, 2022 3 hours ago, Obsidian said: ...I may or may not be interested in contributing, heh. We'll see if inspiration strikes. Okay, I've had an idea, but it's a little high-concept and might be more suited to a secret map slot. I'll make a quick proof of concept and then PM it to you to see what you think. 3 Quote Share this post Link to post
Walter confetti Posted August 14, 2022 (edited) Interesting concept! I claim MAP19! Edited August 14, 2022 by Walter confetti 3 Quote Share this post Link to post
nameht Posted August 14, 2022 Hell yeah! Some mapping action. I call map 20! 0 Quote Share this post Link to post
Jaccident Posted August 14, 2022 Oh man, this project looks so cool, I can’t wait to see what everyone cooks up! Sadly I’m not sure if I’ll have time to join this project myself, it looks like it’ll be a lot of fun though! 0 Quote Share this post Link to post
galileo31dos01 Posted August 15, 2022 I'll give it an attempt during the week, some rough images coming to mind that need to be materialized... and after reading the guidelines, I think the closest to blend with my idea is "gothic chill", so map 16 please. 2 Quote Share this post Link to post
Silhouette 03 Posted August 15, 2022 (edited) I'm fairly new to mapping but I'd like to contribute. I can't promise It'll be anything special or measure up to some of the talented folks here contributing, but could I have map13, please? I have a few questions, if @RiviTheWarlock would be so kind enough to answer them. Spoiler I haven't played Eviternity in a very long time. Is the difficulty just a rough estimate Will we need to compile the maps ourselves? I'm fine with compiling by myself, I'd just rather know now. How do I target a source port? Do I test the map specifically with that source port? Is there anything I should know about DSDA doom? I'm not at all familiar with that port. Apologies for all the questions, but I don't want to mess this up, or make thing harder for you or myself by misunderstanding the rules. And thank you for allowing novice mappers such as myself into the fold. EDIT: I am getting 261 errors saying that the resource is double defined. Should I be worried about that? Edited August 15, 2022 by Silent Wolf 0 Quote Share this post Link to post
Somniac Posted August 15, 2022 I'd like to have a go at doing a cave map, as I'm a lot better at those than I used to be. Can I have an E2 slot? I've just started messing with Boom features in a project of my own, so any excuse to get more familiar with them is welcome. Are we allowed to use liquids as a light source, e.g lava that glows? I assume yes but just want to be sure. 0 Quote Share this post Link to post
RiviTheWarlock Posted August 15, 2022 1 hour ago, Silent Wolf said: I'm fairly new to mapping but I'd like to contribute. I can't promise It'll be anything special or measure up to some of the talented folks here contributing, but could I have map13, please? I have a few questions, if @RiviTheWarlock would be so kind enough to answer them. Hide contents I haven't played Eviternity in a very long time. Is the difficulty just a rough estimate Will we need to compile the maps ourselves? I'm fine with compiling by myself, I'd just rather know now. How do I target a source port? Do I test the map specifically with that source port? Is there anything I should know about DSDA doom? I'm not at all familiar with that port. Apologies for all the questions, but I don't want to mess this up, or make thing harder for you or myself by misunderstanding the rules. And thank you for allowing novice mappers such as myself into the fold. Difficulty guidelines are rough generalizations so don't worry about it too much. As for the source port, as long as you make the map in Boom (Doom 2) format it should work in DSDA doom, but it's safest to download and test in DSDA doom. Your submission just needs the map and midi file I will handle everything else. 0 Quote Share this post Link to post
RiviTheWarlock Posted August 15, 2022 Liquid light sources sound fine! In fact my Map01 has the acid floor glow. 0 Quote Share this post Link to post
Silhouette 03 Posted August 15, 2022 I'm getting 261 errors saying that patches are double defined. Should I be worried about that? 0 Quote Share this post Link to post
RiviTheWarlock Posted August 15, 2022 Just now, Silent Wolf said: I'm getting 261 errors saying that patches are double defined. Should I be worried about that? Not at all, the double defined patches are just the edited SoftFX textures overwritting the old ones. The proper textures are being used. 1 Quote Share this post Link to post
MFG38 Posted August 15, 2022 I shouldn't do this because I'm already tied up in enough projects but fuck it, the premise of this one sounds way too interesting for me to pass it up. I'll take any Void-episode slot that isn't taken yet. 0 Quote Share this post Link to post
MemeMind Posted August 15, 2022 I think this is a awesome Idea. Im not going to claim a spot now, but I feel like Ill take one of the void maps. Actually scratch that Ill take map23! I have always wanted to do one of those maps. 0 Quote Share this post Link to post
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