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[Community project] π™‰π™ˆπ™’ - 𝙉𝙀𝙒𝙖𝙠𝙝`𝙨 π™ˆπ™–π™₯π™₯π™žπ™£π™œ 𝙒𝙀𝙧𝙠𝙨𝙝𝙀π™₯


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The concept is to create annually mappacks ("DBP-like"), which are play-tested by a Nomakh Thunder(Knowing him is not required)Β or just Nomakh.


The entire CP is divided into sub-projects (individual mods/mappacks). Initially the sub-project is selected during the test, but after the test you can ask for access to work on another sub-project if you want; The main sub-project is the annually mappack, all the other sub-projects are optional.Β 

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CP is Russian-English speaking. So here is a behavioral guide for understanding each other:

  • Respond to a member's message in the same language as the message was written, or in the language requested in the message
  • Always use at least twoΒ translators to understand a difficult situation (a list of good ones is Deepl, Reverso, Google, ranked in descending order)
  • When asked, always translate the word directly and synonymously to understand the context of the word.
  • Be polite to the other language.

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NMW 1 rules:

  • IWAD: Doom 2.
  • Port: GZDoom 4.8.0
  • Format: UDMF
  • Type: Total conversion
  • Lumps\Languages: Decorate(At least Medium-level), ZScript(At least Medium-level), ACS(At least Good-level) [For those who only know how to code]
  • Texture Style: photo-realistic or "ComTex-like" for locations such as cities, sewers, black mesa complexes, snow locations
  • Map count: 12
  • Deadline: End of August 2023

β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬
Recommendations for using UDMF features:

  • Multi-floor stuff makes via sector portals.
  • Make maps medium-highly detailed, switching between levels via hub, add sector lighting where needed.
  • BOOM format is disallowed, and unless you know how to make maps for UDMF,Β you can be tutored in the format here.
  • Recomended texture packs: ComTex, AVP2Tex, CS 1.6 Textures, HLΒ 1-2 Textures, Textures in Ultra 4k HD 8K Forbidden, even if the texture is large in resolution, the size should at least be conditioned by less repetition on #-Units. But even if there is something wrong with your map, the curators will almost always modify the map

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The main "communication center" or NMW forum is the Discord server. There you pass a test to determine your suitability for the subproject, although the test can be done in private messages to Doom World.

SHORT STORY NMW1:
    The mappaсk takes place in a CIS-like(Only by infrastructure) and snowy-mountainous region. For the entire mappack we go from the outskirts of the city to the caves, the neighboring large ISRC complexes, to the neighboring larger city from which the teleportation attack began.
Β  Β Β The main character is an ISRC guard, map beginning of his normal day(except for the end of the first map where a sector of the region is destroyed with bombs), his department is engaged in creating machines for more accurate chips with an accuracy of 1 molecule and the creation of artificial organics, Despite this complex is quite small (relative to the techno-scientific complexes), but ~ 15 km away from us is another large ISRC complex, dealing with teleportation, mutants, and weapons (fairly practical if there will be an attack from the inside, but in this case, the situation will not save).
Β  Β Β ISRC - International Scientific Research Corporation, essentially a kind of black mesa
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Subprojects in development:

  • Biohazard V 1.5 β€” global update
  • HFEG(𝘒𝘬𝘒 HFEW) β€” HFE Guns \ HFE Weaponpack (HFE 1.1Β ModDB\ HFE 1.0 Post)
  • NMW 1: ISRC Corp. β€” Main Mappack

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Links:

Edited by Il_Str

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Some screens of NMW 1 (Map 01, Map 09)

Spoiler

Screens

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Screenshot_Doom_20230420_202754.png

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Edited by Il_Str

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  • 4 weeks later...
  • 1 month later...

π™’π™š π™£π™šπ™šπ™™ 𝙨π™₯π™§π™žπ™©π™šπ™§π™¨ 𝙛𝙀𝙧 𝙃𝙁𝙀 𝙂π™ͺ𝙣𝙨!

Edited by Il_Str

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