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[Community Project] Cleanout – A slaughterish Boom compatible Ultimate Doom megawad [ALL SLOTS TAKEN!!!]


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55 minutes ago, Herr Dethnout said:


I think is because the software rendering of the sourceport (I use Doom Retro for testing)

For example, this is how it looks in DSDA Doom (OpenGL Rendering)

  Hide contents

doom04.png.711bb85c800a869c397428a51c8926af.pngdoom03.png.e8ce856ef5f16cbf0888a1b62476cd39.png


Here's the sky textures  so you can see that they have the correct aspect ratio
 

RSKYA.png.54329eb44ea041c43969489cc6093160.pngRSKYC.png.60c6fb153a65b8a81dae96045d0da4a0.png


 

Thanks man! c:

OK if it's a rendering thing then you don't have to do anything. Again great sky!

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17 minutes ago, epicyolomaster420 said:

OK if it's a rendering thing then you don't have to do anything. Again great sky!


Thanks. Also, I think it should have a UMAPINFO lump to for adding support to sourceports without regular mapinfo support like DSDA-Doom or PrBoom+ or just having only UMAPINFO lump

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Just now, Herr Dethnout said:


Thanks. Also, I think it should have a UMAPINFO lump to for adding support to sourceports without regular mapinfo support like DSDA-Doom or PrBoom+ or just having only UMAPINFO lump

Yea you're probably right about that but there's one problem: I don't know how to write a UMAPINFO (or at least don't know in what ways writing it is diffrent from writing a standard MAPINFO...). 

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4 minutes ago, epicyolomaster420 said:

Yea you're probably right about that but there's one problem: I don't know how to write a UMAPINFO (or at least don't know in what ways writing it is diffrent from writing a standard MAPINFO...). 


Doom Wiki has a good article about the format, it seem to be more easy than normal mapinfo, I will do a version using my map a base to see how it works.

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IT WORKS!

And you can select the map by his name entry lump, so we can make an actual PxMy maps instead of using the Doom names

E1M1.zip

 

Spoiler

doom00.png.7f8ce4b5a527fd36d5851019683e148f.pngdoom01.png.bff9b2da1c4e93f1cb4fd8eedb88c52c.png

 

Edited by Herr Dethnout

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Also you can create custom episodes and custom intermission or endlevel text, making it posible to remove the episode 4 and just keeping it as a 3 episode wad.

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4 minutes ago, Herr Dethnout said:

Also you can create custom episodes and custom intermission or endlevel text, making it posible to remove the episode 4 and just keeping it as a 3 episode wad.

Great! And that reminds me that the endlevel (or more specifically endepisode) text is something I tried but couldn't make work with regular MAPINFO. Is that going to work with UMAPINFO then (endepisode text)?

Edited by epicyolomaster420

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25 minutes ago, epicyolomaster420 said:

Great! And that reminds me that the endlevel (or more specifically endepisode) text is something I tried but couldn't make work with regular MAPINFO. Is that going to work with UMAPINFO then (endepisode text)?


Yup, just need to add on what map you want to be the last level (obviously the secret level being the exception) and and this
 

Quote

intertext = "the text of the final level, you can put this in a normal level too just putting the endgame = false"
endgame = true
endpic = "the patch name of the end pic goes here, otherwise it shows the Doom credits or default end level pic"
interbackdrop = "the flat (Needs to be a FLAT not a normal texture or it will not tile properly) used as the background of the intermission text. If not, the default flat is used"


Here the example in my wad: E1M1.zip

I want to make a correction on this

 

40 minutes ago, Herr Dethnout said:

And you can select the map by his name entry lump, so we can make an actual PxMy maps instead of using the Doom names


This is not true, it needs to have the same format as the iwad use (MAPXX for Doom 2 and ExMy for Doom 1), but at least you can change aesthetical showing of the map format using the "label =" variable

Edited by Herr Dethnout

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On 9/28/2022 at 10:57 PM, Herr Dethnout said:


Yup, just need to add on what map you want to be the last level (obviously the secret level being the exception) and and this
 


Here the example in my wad: E1M1.zip

I want to make a correction on this

 


This is not true, it needs to have the same format as the iwad use (MAPXX for Doom 2 and ExMy for Doom 1)

OMG This code for the endepisode text is exactly what I've been searching for (you have no idea how long I spent searching through the WADs I have on my computer for a working version of it completely in vain...)

Thank you!

Edited by epicyolomaster420
fixed typo

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  • 2 weeks later...
22 hours ago, epicyolomaster420 said:

Updated and much nicer looking version of the image courtesy of @AnArchaicApparatus (Thanks):

Cleanout titlescreen_2.png


TBH I like the first one more cuz it looks more like 90's style title. This one looks cool tho.

Also, I doesn't should be Widescreen compatible too?

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17 hours ago, Herr Dethnout said:


TBH I like the first one more cuz it looks more like 90's style title. This one looks cool tho.

Also, I doesn't should be Widescreen compatible too?

I personally prefer this latest one as I feel it looks more modern and as a modern feel was what I was going for anyway (not just for the title screen but the project as a whole - at least with my maps...).

Also, what exactly where you trying to ask/say about the widescreen compatibility (the sentence is very poorly worded so I can't make it out)? 

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On 9/23/2022 at 2:27 AM, epicyolomaster420 said:

 

Oh wait, I wasn't claiming anything yet. I said I might be able to whip something up, cuz I don't want to waste 3 months of a project or something being unable to make a map (take a look at the 2 monsters project i was supposed to make a map for) and then cancel it or something

Edited by Paf

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3 hours ago, Paf said:

Oh wait, I wasn't claiming anything yet. I said I might be able to whip something up, cuz I don't want to waste 3 months of a project or something being unable to make a map (take a look at the 2 monsters project i was supposed to make a map for) and then cancel it or something

What post of mine were you even respoing to (it's showing up completely blank on my end)?

Also I knew what you said and had you put down as a maybe so don't worry about that. I'm curious though:

Are you any closer to figuring out if you'll be making anything for this project yet?

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20 hours ago, epicyolomaster420 said:

What post of mine were you even respoing to (it's showing up completely blank on my end)?

Also I knew what you said and had you put down as a maybe so don't worry about that. I'm curious though:

Are you any closer to figuring out if you'll be making anything for this project yet?

the post was this one: https://www.doomworld.com/forum/topic/131062-community-project-cleanout-–-a-slaughterish-boom-compatible-doom-1-megawad/?do=findComment&comment=2540044

 

Still not really sure if I can whip out anything. I don't really have motivation for mapping rn (I can draw a few areas but then they look ugly and I can't detail them)

 

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  • 2 weeks later...
1 hour ago, R0rque. said:

@Herr Dethnout @AnArchaicApparatus @Paf Hello there ! I finished to do the soundtrack for the "community leader". Do you want me to do the music for your maps too or do you prefer to keep the song that you originally chose ?

If You can send me te OST (ir at least the Song in mid format heh) si i can decide

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On 10/11/2022 at 7:06 AM, epicyolomaster420 said:

Also, what exactly where you trying to ask/say about the widescreen compatibility (the sentence is very poorly worded so I can't make it out)? 


I'm talking about making the titlepic for Widescreen displays (Like the ones on Doom Retro or Unity Port for example) so it doesn't look streched or with black borders on the side since the image is on a 320x200 resolution .

 

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15 hours ago, Herr Dethnout said:


I'm talking about making the titlepic for Widescreen displays (Like the ones on Doom Retro or Unity Port for example) so it doesn't look streched or with black borders on the side since the image is on a 320x200 resolution .

 

Yea I don't really know how to do that, so could you do that for me by any chance?

Also how's your map going (last thing I've seen of it is that empty version of it you sent to me as a preview for UMAPINFO and since then I haven't heard from you in a while...) ?

Edited by epicyolomaster420
fixed typo

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6 hours ago, R0rque. said:

@Herr Dethnout @AnArchaicApparatus @Paf Hello there ! I finished to do the soundtrack for the "community leader". Do you want me to do the music for your maps too or do you prefer to keep the song that you originally chose ?

Have you forgoten that you promised you'd still remake the P3M8 song for me (ever since you said you'd make it I've kind of been counting on it to get the full complement of 20 map songs that I need - currently I've only got 19)?

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57 minutes ago, epicyolomaster420 said:

Yea I don't really know how to do that, so could you do that for me by any chance?

Let's see what I can do, not promises on this one.

 

 

57 minutes ago, epicyolomaster420 said:

Also how's your map going (last thing I've seen of it is that empty version of it without an exit you sent to me as a preview for something and since then I haven't heard from you in a while...) ?

Well, I made some things, but was going slow so far (University, lack of motivation and ideas, doing other things...) but after discovering older unfinished maps I recovered the motivation to continue, also the deadline it's getting closer, so I need to finish this fast heh.

Anyway, I decided to change the intention of the map as a simple techbase with some OTEX to a BOOM features and OTEX DEMO (A will be taking most if not all the features of BOOM format like the colormaps... PSX Colored lighting on the way BI)

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25 minutes ago, Herr Dethnout said:

Let's see what I can do, not promises on this one.

 

 

Well, I made some things, but was going slow so far (University, lack of motivation and ideas, doing other things...) but after discovering older unfinished maps I recovered the motivation to continue, also the deadline it's getting closer, so I need to finish this fast heh.

Anyway, I decided to change the intention of the map as a simple techbase with some OTEX to a BOOM features and OTEX DEMO (A will be taking most if not all the features of BOOM format like the colormaps... PSX Colored lighting on the way BI)

Great to see that you've recovered motivation to continue and that you want to show off your skills with OTEX and BOOM but I do have a small problem with the whole colormaps & colored lighting thing:

None of my maps (which are, according to my calculations, going to end up taking up almost 3/4 of the megawad) even so much as dable in colormaps & colored lighting let alone use them in a show off-ish manner (mainly cause I haven't got the slightest clue on how to include either of them) so could you point me to like a tutorial on the topic or something to help me out and hold off on including them until I can figure out how (if) I can even incorporate them into my maps post haste ?

(the last thing I want a new player who has never played or seen this megawad before to end up thinking after playing the first map of the first episode that this wad is going to be a stunning display of colormaps and colored lighting only to then be dissapointed to see none of them pop up after...)

Edited by epicyolomaster420
fixed typo

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32 minutes ago, epicyolomaster420 said:

Great to see that you've recovered motivation to continue and that you want to show off your skills with OTEX and BOOM but I do have a small problem with the whole colormaps & colored lighting thing:

None of my maps (which are, according to my calculations, going to end up taking up almost 3/4 of the megawad) even so much as dable in colormaps & colored lighting let alone use them in a show off-ish manner (mainly cause I haven't got the slightest clue on how to include either of them) so could you point me to like a tutorial on the topic or something to help me out and hold off on including them until I can figure out how (if) I can even incorporate them into my maps post haste ?

(the last thing I want a new player who has never played or seen this megawad before to end up thinking after playing the first map of the first episode that this wad is going to be a stunning display of colormaps and colored lighting only to then be dissapointed to see none of them pop up after...)


Here's a example of how I made the effect (ignore the blue colored shadow, It was a failed experiment to have more than 1 colored light on the same room and if you go back after start you will be teleported into a room with another experiment using Colormaps as fog) COLOLIT.zip
You can watch this wad too https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit

Anyway, the trick is very simple:
 

  • Make a colormap (or use this one) and make the 2 last lines a color gradient (or change the color of the 2 red lines in of this colormap heh)

       LIGHTCOLORMAPS.png.56a345ebc8713e031d1685436f7659b6.png

 

  • Put in a wad with the C_START AND C_END markers
  • Now create in the map create a dummy sector (the dummy sector needs to have 0 floor and 0 ceiling height)
  • Tag one of the linedef of the dummy with the sector you wish to have the colored light and put a "Create Fake Floor/Ceiling" effect.
  • The dummy sector and the sector needs to have a brightness between 0 and 8 (I think 16 works too) so you can see the effect
  • Profit

There are some limitations:

  1. You only can have the sector colored lighting with 1 color in the same room, but can have multiple if there are diferent rooms (since this is a change of colormaps and not actual sector lighthing like PSX DOOM/DOOM 64
  2. Everything with brightness between 0 or 8 will have the colored sector (again is just a change of colormaps no actual lighting)
  3. This means that you need various dummy sector with fake floor ceiling to mantain the effect, otherwise will make a HOM in untagged sectors (this is the hardest part, but if you use linedeft teleports you can trick this limitation by teleporthing to a untagged sector rather than making it part of the same area.

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3 hours ago, epicyolomaster420 said:

Have you forgoten that you promised you'd still remake the P3M8 song for me (ever since you said you'd make it I've kind of been counting on it to get the full complement of 20 map songs that I need - currently I've only got 19)?

 

Oh, I think I've done some mistakes in my sentence when I was trying to explain you this future change. I wanted to say I'll do a remake of the title after the release date. To include it in an update such as many videogames companies are doing with their games sometimes. And because I want to have my own inspiration, to see the final product to bring a better experience to make the players pleased ! Here it is ! ;)

 

By the way, there are only 19 tracks ? Strange. I had the feeling to have given to you all of the titles. I'll check this to my files tomorrow. :O

Edited by R0rque.
More explanation.

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On 10/27/2022 at 1:02 AM, R0rque. said:

 

Oh, I think I've done some mistakes in my sentence when I was trying to explain you this future change. I wanted to say I'll do a remake of the title after the release date. To include it in an update such as many videogames companies are doing with their games sometimes. And because I want to have my own inspiration, to see the final product to bring a better experience to make the players pleased ! Here it is ! ;)

 

By the way, there are only 19 tracks ? Strange. I had the feeling to have given to you all of the titles. I'll check this to my files tomorrow. :O

OK I'll expect your P3M8 MIDI remake after release then.

Also as it turns out I haven't miscounted on that last post- you have made indeed only made 19 map songs for me. The times I have miscounted though is when I was telling you that you had made 18 songs before I asked you to make the songs for P2M5 and P2M6 (when I said you made 1 more song than you needed to that covers for 1 of the 3 songs I told you to hold back on making till I determine the appropriate temporary songs - P1M5, P2M5 & P2M6) and when I did a recount of songs earlier today, after you had said that you find that you find the fact that you've only made 19 songs so far weird (I accidentaly counted one of the ending songs as a map song...). 

This means that I'd still like you to make a similar song for P1M5 - if that's not to much to ask. I'm also sorry for any inconvenience I may have caused, by not being able to count for shit...

https://www.dropbox.com/s/gnuovdf9coq8b7x/P1M5 music.zip?dl=0

 

Edited by epicyolomaster420
replaced zip with dropbox link to it...

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@R0rque. I tried to do a recount earlier today to determine if you really had made only 19 songs and I fucked it up by counting one of the ending songs you've made as a map song and then putting that failed recount into my previous post. I've since corrected this unintentional bit of missinformation...

 

If it's not too much for you I'd therefore like it if you made another song (look at my now corrected previous post for details...).

Edited by epicyolomaster420

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On 10/26/2022 at 11:21 PM, Herr Dethnout said:


Here's a example of how I made the effect (ignore the blue colored shadow, It was a failed experiment to have more than 1 colored light on the same room and if you go back after start you will be teleported into a room with another experiment using Colormaps as fog) COLOLIT.zip
You can watch this wad too https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit

Anyway, the trick is very simple:
 

  • Make a colormap (or use this one) and make the 2 last lines a color gradient (or change the color of the 2 red lines in of this colormap heh)

       LIGHTCOLORMAPS.png.56a345ebc8713e031d1685436f7659b6.png

 

  • Put in a wad with the C_START AND C_END markers
  • Now create in the map create a dummy sector (the dummy sector needs to have 0 floor and 0 ceiling height)
  • Tag one of the linedef of the dummy with the sector you wish to have the colored light and put a "Create Fake Floor/Ceiling" effect.
  • The dummy sector and the sector needs to have a brightness between 0 and 8 (I think 16 works too) so you can see the effect
  • Profit

There are some limitations:

  1. You only can have the sector colored lighting with 1 color in the same room, but can have multiple if there are diferent rooms (since this is a change of colormaps and not actual sector lighthing like PSX DOOM/DOOM 64
  2. Everything with brightness between 0 or 8 will have the colored sector (again is just a change of colormaps no actual lighting)
  3. This means that you need various dummy sector with fake floor ceiling to mantain the effect, otherwise will make a HOM in untagged sectors (this is the hardest part, but if you use linedeft teleports you can trick this limitation by teleporthing to a untagged sector rather than making it part of the same area.

OK Thanks for your explanations and sorry for not responding earlier. I had been putting quite a lot of effort into trying to make this work in one of my maps and I was almost successful. Allow me to explain:

I managed to get the color map effect to work and found that you don't actually need a brightness between 0 and 8 to do so, but have been unsuccessful at making it work in this specific map without the whole map glitching out (allowing me to pass through walls). I am talking about this area of this map:

2022-10-30.png.747da00ef2363e5c14460f4ff362848a.png

What I am perplexed by however is that this only happens in this map (which currently has a ton of other stuff in it so maybe that's why) and not in an empty map I copy pasted the area I want in colored lights for experimentation purposes - in here everything works perfectly. I'm talking about this:

 1584545754_2022-10-30(1).png.8592ba0157a8da51477f8de713383023.png

Can you see what (if anything) I did wrong (or in other words why it's not working)?

 

(if you want to take a look at this yourself you'll find all these areas in the latest update in the OP - update 16)

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