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[GZDoom] BirminDoom v1.0 - 10-map community project


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I'll be honest, at first I thought this was going to be recreating Birmingham, England in Doom and I was concerned as to how that'd turn out.

Edited by Mr Masker

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2 hours ago, Mr Masker said:

I'll be honest, at first I thought this was going to be recreating Birmingham, England in Doom and I was concerned as to how that'd turn out.

 

That would be a difficult challenge! 

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6 hours ago, needsF00DBadly said:

Sounds fun. Still working on my mapping skills, but I have a few ideas that I was wanting to try. 

 

That's great! You are more than welcome to try out your ideas! Will be glad to see your submission!:)

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I will use this project to work out a prototype for an alien lair. The quick deadline and 10-minute max rule should make this a small map, so I can take some time experimenting with custom textures and coloring. It's already looking pretty atmospheric, if I might say so myself.

SS0.png

SS1.png

SS2.png

SS3.png

SS4.png

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2 hours ago, UltimateDecaf said:

Some screenshots from MAP01 by me:) You can play it now!

 

 

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Map looks great! I’ll give it a play through

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Not to spoil much, but at some point, something happens in MAP01, and the odds seem no longer in your favour: weaponless, you make steps forward. Unsure about your future, you look at your whereabouts in your PDA just to see a message that makes you shiver...221381171_ScreenShot2023-01-05at9_02_42PM.png.072d87764cfe8050f855816436607cc5.png

Edited by UltimateDecaf

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@needsF00DBadly , I'm excited to see the final result for your submission! Btw, we have 5 slots so far, really excited for the outcome.

So far, it seems to me that in every map each author is trying a new approach (from new visual stuff to new approach for difficulty adjustment), which is great! I'm in the process of making HUBMAP a better place to hang out in-between slaying the demons (mostly in terms of scripting).
 

If you have an idea, and you want to try it in a relatively short map, BirminDoom is a project for you!

 

 

Edited by UltimateDecaf

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Looking forward to a map with a confusing, inescapable hell-pit, perhaps it called be called 'New Street Station?'

Edited by Steveb1000
typo

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2 minutes ago, Steveb1000 said:

Looking forward to an map with a confusing, inescapable hell-pit, perhaps it called be called 'New Street Station?'

Haha! I see what you did there:)

The name is due to the origin of the project - it started at the University of Birmingham Dubai as a way to get people into game development and level design:)

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Hi everyone! Quick update: after a three-day break, I'll come back to BirminDoom, play through completed maps, as well as work on hubmap. The project is ongoing, and the contributors really amaze me with unconventional approaches, and well-executed themes.

As for now, there are 6 maps, MAP05 and MAP06 are available via console only as of now (I need to add teleporters).

 

 

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15/01 Update - New hubmap introduced!

 

Hello everyone! I'm back from my short break, and I got an excited update for you: I made a rework of the HUBMAP!

 

Since there are around 10 maps for this project, and each map has a distinct visual style, I decided that we will have not only a teleport but also a small room for each map. This idea is inspired by Civvie's Doom project.

 

What I would like to have from the contributors: each map has a 320x320 room, you are free to recreate the tone and visual style within this sector, but please consider the following:

  • do not move the door and the window that are present in the hubmap.
  • teleport can be any shape or size, but it should be in the room.
  • player should be able to return to the hall (don't lower the floor too much, unless you have a platform or a teleport to go back).
  • room doesn't have to be a square, you can increase the length of the room to 600 units max, the width cannot be increased.

How to make a sector: you can retrieve a hubmap from pk3 file, make any edits to your sector, and you can send me your copy of the hubmap, and I will add the sector to the current version of the hubmap.

 

1193374311_ScreenShot2023-01-15at10_46_27PM.png.50ca99463c538d7fed25372fb5f266e6.png1604785530_ScreenShot2023-01-15at10_46_52PM.png.03f43bc1a4cfc6a43ed91c9d42bf1c90.png

This info is especially important for current contributors: @TheV1perK1ller @Amiga Angel @A Handsome Fridge @Razza@needsF00DBadly Please confirm and don't hesitate to ask questions!:)

Edited by UltimateDecaf

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6 hours ago, Amiga Angel said:

screenshots from my map... quad challenge :

 

quadchal5.png
quadchal4.png
quadchal3.png
quadchall2.png
quadchall1.png

 

 

Thank you for the screenshots! I gave the map a run after the updates, the experience is more cohesive, I like it!

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As we are approaching the deadline for the initial submissions (Jan 25th), let me share some screenshots from the hubmap. Each map has a room to showcase the visual tone of the level, and I really like how it is getting shape.

 

 478927889_ScreenShot2023-01-24at5_27_07PM.png.83a155a6f25fe6dfe82474c1f5c8bd2d.png892759786_ScreenShot2023-01-24at5_27_18PM.png.811141f462835bd151ab73f675f35c14.png123690793_ScreenShot2023-01-24at5_27_37PM.png.e9969f71b73e90edf47c779e811d2419.png248172021_ScreenShot2023-01-24at5_27_47PM.png.c7a8b990030353ffa4189cd6b2923574.png602691439_ScreenShot2023-01-24at5_28_09PM.png.aec444e675565c25278cda07669ba857.png

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On 1/23/2023 at 7:31 PM, UltimateDecaf said:

Thank you for the screenshots! I gave the map a run after the updates, the experience is more cohesive, I like it!

cool :-)

 

I also made an update to my map just now... so I hope people will give this CP a whirl and maybe even record some video!

Edited by Amiga Angel

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