ViolentBeetle Posted March 10, 2023 (edited) >>>WE ARE IN RC PHASE NOW<<< Original rules, for the record: Spoiler So, Doom is celebrating 30th birthsday this year, so I figure - let's make a tribute to it in a form of community map. To this end, let's make 36 segments for the map, that I will then combine into a single one. Each segment should be: Fit into 1024x1024 space, As many sides as possible should have a 128 units wide opening in the middle, floor level of the opening no higher than 16 units, no lower than -8 units. Ceiling of the opening between 80 and 128 units. This will ensure the segments could reliably connect to one another through doors and other openings. Sample map attached should help you picture that - FIREBLU walls are connecting to other segments. Limit-removing format, resources from DOOM.WAD, tested in the likes of crispy doom, or DSDA-Doom complevel 3. If I see the level collapsing because of tag 0, I will cry. 3 or 4 connection points are ideal, 2 points on adjancent walls are acceptable, 1 opening or two on the opposite sides is least desirable. However as long as there aren't too many of those, it's acceptable. There should be no other openings or overlaps outside of 1024 bounding box. Your bounds should be aligned to 64x64 grids the same way as sample map so it could be attached effortlessly. You can have sky ceiling, but the edges of the room should be solid walls. The segment should be a tribute to a particular map from Ultimate Doom. It can be a miniature version of the map, or perhaps a remake of a specific room or two. The monster composition doesn't have to be a direct reference - I will arrange segments in a different order to keep things interesting. However, you should not use Cyberdemons and Spider Masterminds unless the reference map contains them. And if it does, you should. When people (Read me) see your segment, they should be able to identify what it is. Segments should have a treasure in them, represented by a yellow skull key, located in the most difficult to reach place or inside a secret. In the final version treasures will be replaced with: new weapons, armor, boxes of shell, cell packs, berserks, soul spheres, possibly teleports and switches for remote doors, if necessary, and an exit. You should not place those items, except for weapons you expect player to arrive with, on your segments otherwise. If you need to use tags, use them in format EMX, where E is episode number minus 1, M map number and X is a number between 0 and 9. For example Hangar tribute would be between 10 and 19, while Dis tribute would be 280-289 Place weapons you expect player to arrive with at the start to help testing. But they will be removed in the final version. In order to make sure everything would fit into one map, try to keep count of all thing under 1800. Don't overdetail and overcomplicate geometry in general, remember, this is Ultimate Doom tribute. Sidedefs will probably the highest number, so aim for this, although it would also be most tolerable, as far as I understand. No low effort shitposts. Segment should be fun and interesting. Once we got all 36 segments, I will arrange them in a way I see fit, place doors, or don't, add treasure, might even delete some openings or add teleporters if necessary. The current deadline for submission will be April 10th. A month should be more than enough to make a tribute, but it can be extended if necessary. I would also appreciate if someone could make titlepic and intermission background and it would be nice to have a custom midi, perhaps referencing one or more Doom midis. CLAIM TABLE All the submissions samplemap.zip Edited June 18, 2023 by ViolentBeetle 25 Quote Share this post Link to post
Amiga Angel Posted March 10, 2023 Hi. I would love to join and to claim a segment in episode 1. 0 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 1 minute ago, Amiga Angel said: Hi. I would love to join and to claim a segment in episode 1. Episode 1 is 9 maps, so you gotta pick one. (In case there's any confusion, everyone should pick a specific map to base their segment on) 1 Quote Share this post Link to post
Amiga Angel Posted March 10, 2023 (edited) 1 minute ago, ViolentBeetle said: Episode 1 is 9 maps, so you gotta pick one. (In case there's any confusion, everyone should pick a specific map to base their segment on) I will take the classic E1M1 then, so I will have tags 10,11,12,13,14,15,16,17,18 and 19 to work with Edited March 10, 2023 by Amiga Angel 1 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 3 minutes ago, Amiga Angel said: I will take the classic E1M1 then, so I will have tags 10,11,12,13,14,15,16,17,18 and 19 to work with Yes, that's correct. Good luck. 1 Quote Share this post Link to post
Amiga Angel Posted March 10, 2023 Just now, ViolentBeetle said: Yes, that's correct. Good luck. Thanks 0 Quote Share this post Link to post
nrofl Posted March 10, 2023 Would be happy to do art for this project. Just message me if your interested 0 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 8 minutes ago, nue said: Would be happy to do art for this project. Just message me if your interested I'll keep it in mind, will contact you once I'm confident this idea is taking off and have a strong concept. 0 Quote Share this post Link to post
Amiga Angel Posted March 10, 2023 quick WIP screenshot... just to show that I have begun on my square: 1 Quote Share this post Link to post
Amiga Angel Posted March 10, 2023 @ViolentBeetle can we place doors, secret walls and similar inside our squares? 0 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 Just now, Amiga Angel said: can we place doors, secret walls and similar inside our squares? Yes, absolutely. Just make sure exits from your segment are still aligned correct. 1 Quote Share this post Link to post
slowfade Posted March 10, 2023 (edited) E3M8 for me, please. I know I probably shouldn't just grab that map so greedily but... EDIT: What about linedef counts? Any limits? Limit-removing isn't all that limit-removing in that regard, as you probably know. Edited March 10, 2023 by slowfade 1 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 4 minutes ago, slowfade said: EDIT: What about linedef counts? Any limits? Limit-removing isn't all that limit-removing in that regard, as you probably know. Didn't think of it, probably should have. If you don't overdetail your map, which you should not do, it should probably be fine. But I'll check the limits give proper numbers. 0 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 Ok, from what I can gather, the problems would probably start if we exceed 65536 of something, which leaves us about 1820 of everything per segment. Let's try and stick to that. I'll add this to the OP post. 1 Quote Share this post Link to post
DynamiteKaitorn Posted March 10, 2023 I SO wanna do E1M9! Military base is an AWESOME episode 1 map! 1 Quote Share this post Link to post
Amiga Angel Posted March 10, 2023 (edited) just a few more "rooms" left (will likely continue tomorrow): Edited March 10, 2023 by Amiga Angel 0 Quote Share this post Link to post
slowfade Posted March 10, 2023 I was too hasty with my map choice. I'd like to switch to E1M2 instead, please. 1 Quote Share this post Link to post
Faceman2000 Posted March 10, 2023 (edited) Alright, had some free time and inspiration so I popped this puppy out. I may sign up for some other slots if you make them available later, this was fun! https://drive.google.com/file/d/1U-RwA4D-Q4qn1AzHaL-r_M6-Z8F0w4U3/view?usp=sharing Masters of Vanilla out there, I originally had a bunch of Action 71 (Floor Lower to 8 Above Highest Floor) in here but the floors wouldn't move at all so I had to swap them out to Floor to Lowest. I can't imagine why this would be as they only border single sector so Lowest Floor and Highest Floor should be the same! If someone can explain what's going on I'll switch it back to 71 so the player doesn't have to wait as long for the floors to lower. Note for @ViolentBeetle - I gave the player all weapons except the BFG at the start, but it can be beat with just a shotgun and chaingun. You can put it wherever you see fit and it'll play just fine with whatever weapons the player has. Edited March 10, 2023 by Faceman2000 1 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 9 minutes ago, Faceman2000 said: Alright, had some free time and inspiration so I popped this puppy out. I may sign up for some other slots if you make them available later, this was fun! https://drive.google.com/file/d/1U-RwA4D-Q4qn1AzHaL-r_M6-Z8F0w4U3/view?usp=sharing Masters of Vanilla out there, I originally had a bunch of Action 71 (Floor Lower to 8 Above Highest Floor) in here but the floors wouldn't move at all so I had to swap them out to Floor to Lowest. I can't imagine why this would be as they only border single sector so Lowest Floor and Highest Floor should be the same! If someone can explain what's going on I'll switch it back to 71 so the player doesn't have to wait as long for the floors to lower. Note for @ViolentBeetle - I gave the player all weapons except the BFG at the start, but it can be beat with just a shotgun and chaingun. You can put it wherever you see fit and it'll play just fine with whatever weapons the player has. That's an unholy cathedral, alrite. The thing about action 71 is that internal lines makes it think the sector is adjacent to itself. If I guess correctly where you were trying to use it. Doesn't seem like it could be fixed here, though. But if you can think of a way to fix it with this knowledge, feel free. The teleport puzzle definitely makes more sense here than what I remember. 1 Quote Share this post Link to post
ViolentBeetle Posted March 10, 2023 @nue Ok, so this project is clearly not dead on arrival, so do you think you can make a parody of doom cover, but instead of shooting, doomguy is sewing an actual quilt? 2 Quote Share this post Link to post
mr-around Posted March 10, 2023 i'd like to join grabbing the loose E3M1 1 Quote Share this post Link to post
Faceman2000 Posted March 10, 2023 Some potential midis - if no one volunteers to compose - could be Doomguy and His Angry Band by Ivan Stanton (https://ivanastan.bandcamp.com/album/ultimate-midi-pack?t=1) or the E1M2 track from Double Impact (https://youtu.be/PUhYfFuWvGA). Both of them are really fun mashups of classic Doom songs. 0 Quote Share this post Link to post
Amiga Angel Posted March 10, 2023 OK really need to sleep now... but I got this now.. 1 Quote Share this post Link to post
nrofl Posted March 10, 2023 (edited) 1 hour ago, ViolentBeetle said: @nue Ok, so this project is clearly not dead on arrival, so do you think you can make a parody of doom cover, but instead of shooting, doomguy is sewing an actual quilt? I’ll see what I can do Can you message me your discord tag? I’m much more active on there that dw. Edited March 10, 2023 by nue 0 Quote Share this post Link to post
SCF Posted March 10, 2023 Seems like a fun idea. I'm not actually a fan of the Doom 1 maps and don't even know most of them well, and I wouldn't want to take away someone's favorite map, so I'll pick E2M9, a map that's guaranteed not to be anyone's favorite. 1 Quote Share this post Link to post
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