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NO POCKETS DOOM - COMMUNITY PROJECT FOCUSED ON SHORT MAPS WITH A FUN GIMMICK [COMMISIONS SLOT CLOSED]


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The only problem I see here is that you are locking people out of using shotgunners and chaingunners for the most part (I know you can put em out of reach but it still heavily limits their usage).

Maybe someone could attach a mod to this that makes it so they just drop ammo rather then the guns so you can actually use them.

Can I get SSG and Rocket Launcher?

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1 minute ago, Raith138 said:

The only problem I see here is that you are locking people out of using shotgunners and chaingunners for the most part (I know you can put em out of reach but it still heavily limits their usage).

Maybe someone could attach a mod to this that makes it so they just drop ammo rather then the guns so you can actually use them.

Can I get SSG and Rocket Launcher?

Yes I was actually thinking about setting up a way that chaingunners and shotgunners would only drop ammo, but right now I decided to just leave it be as it is.

 

Also yeah you can have SSG and Rocket Launcher

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47 minutes ago, SteveTheSpaceJanitor said:

 

 

-All maps must be made to run in GZDOOM using complevel 4 with no issues.

 

 

So this is a mapset using final doom comp or what? I don't get it

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37 minutes ago, Raith138 said:

The only problem I see here is that you are locking people out of using shotgunners and chaingunners for the most part (I know you can put em out of reach but it still heavily limits their usage).

Maybe someone could attach a mod to this that makes it so they just drop ammo rather then the guns so you can actually use them.

Can I get SSG and Rocket Launcher?

What if the SSG was a  "FREE SPACE"

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25 minutes ago, Tangra666 said:

Make each map end with a death exit, because the whole gimmick will be killed in continuous play.

Well, the post says that it needs to run in GzDoom, so i'm pretty sure there is a way to make an obligatory pistol start without making a death exit using gameinfo iirc.

 

Edit: i was right, you can use gameinfo to force a pistol start:

defaultmap {

    resetinventory

    resethealth

    resetitems

}

 

 

Edited by DankMetal

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This sounds very interesting is there a deadline or is this open ended? I only ask because i don't want to jump on board and then leave in case something happens. Also what about midis? Can we use custom midis or stock?

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6 hours ago, SteveTheSpaceJanitor said:

-All maps must be made to run in GZDOOM using complevel 4 with no issues.

 

You might want to clarify this because GZDOOM doesn't have "complevel 4" and prB/DSDA-Doom's complevel 4 is the Final Doom iwad, and it's not clear what you're typo-ing :P

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This is a cool idea! Some pointers to include in the OP to avoid confusion from participants and readers:
- There is no deadline for the submissions. I suppose it's fine given you did say a deadline is TBD.

- Berserk is not counted as a weapon. Considering the usefulness and the damage output I feel like it is worth it to include in the pool. Up to you.

- Difficulty. I think it's noble to want to be able to playtest everything submitted to a community pack, but I do not think it is particularly inviting for some to have to limit their maps to the skill level of a certain player. There are plenty of peeps around in this community who are capable of playing these balls hard maps, so perhaps if you are not able to play them, try contacting some of them in such a scenario!

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Some extra notes on top of riktoi's: 

 

- The posting limit only lasts for an account's first day. It's just very rare for people to start community projects on their first day of being a member.

- If you want to roll with the difficulty limit, it's very important to mention the upper limit of what you can beat. Use some wads as a rough example of "the hardest I can handle." Because even among wads that are not for "Doom gods," there's a very wide range of difficulty possible. 

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Hey everyone,

 

I would like to start by apologizing for disappearing yesterday, I was not expecting the project to attract this much attention in so little time, so the posting limit thingy kind of got off guard here...

 

Anyways, after reading A LOT of very helpful feedback from several users, I have decided to edit some of the previous restrictions, as well as add/clarify some others. I would like to say thank you for everyone who was willing to send me some feedback and remind everyone to feel free to send me some more feedback if you so want to :).

The original post will be edited shortly to contain these new changes, as well as a few new edits.*

 

-First off, a deadline has been decided for January of 2024, but this can still be changed if people think this is too close of a date.

 

-The IWAD needs to be DOOM 2 and must be able to run on the GZDOOM source port.

 

-Regarding the berserk power up, I have decided that it would be better to add it into the weapon choice, as an available replacement to the chainsaw. (I‘ve decided to go this way instead of just adding it into the weapons choice, as I know some mapmakers will want to make maps using only the chainsaw and something else).

 

-To clarify and remind everyone of the secret weapon rule, mapmakers are allowed to add a third weapon of any choice, as long as it is hidden in a secret.

 

-Custom MIDIS are allowed, as long as they are not copyright restricted.

 

-Custom skyboxes are allowed. (But please, if possible, send it to me prior to making the map).

 

-We will be using vanilla walls, floor, etc textures only, as I believe this will make it more accessible for newer mappers as well as just making it simpler for everyone.

 

-All maps must be completable on any difficulty (though this is mostly just so people don’t intentionally put 30 cybers at the end of a map with just a chainsaw and a shotgun) but that doesn’t mean hard maps aren’t allowed. *Edit: I will also no longer be using my skills as a parameter, as I am, dare I say, a scrub at doom.

 

-Every map must be made as if using pistol start, as we will be using commands to force a pistol start.

 

-Mindless slaughter-like maps will likely not be accepted, as those tend to become very repetitive, and I believe that would be against the spirit of the project.

 

-Also, long maps are unlikely to be accepted, so short 5 to 15 minutes maps are preferable (Though there can be exceptions).

 

EDIT: Oops forgot to make a submission format :P

 

For submissions, please use this format:

Title:
Artist:

Music and Author:

Sky:

Mapping format:

Notes/Comments:

Screenshots:

 

 

If you would like to be a part of this project and submit a map, send me a message here and/or privately and I will add you to it. I will also be adding anyone who has already said something here to the team.

Edited by SteveTheSpaceJanitor

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8 hours ago, SteveTheSpaceJanitor said:

I would also like to mention that anyone is allowed to pick any weapon combo they want, so just because you’ve seen someone already pick that same combo, doesn’t mean you can’t choose it too. Just keep in mind that only one map per weapon combo will be chosen for the final release (You will still be credited for participating of course :D).

 

Competing over a mapslot is pretty much unheard of in projects and for good reason*. Imagine you're making a map and then someone else comes in and takes a combo and you know they make better, more fun maps than you, and you're guaranteed not to outdo them. Pretty demotivating, and rather than some survival of the fittest encouraging people to make better maps, you're probably way more likely to get people hedging their bets and not trying as hard in case they face unwinnable competition.

 

Also, the competition could get very wonky. Say one specific weapon pairing gets two of the best submissions the project gets. You're going to have to turn one away. Or one weapon pairing is unpopular and only gets one submission and it's mid and you had to "reject" many better maps in the other submissions. So not only is there competition but people have no control of outcomes even if they do their best.  

 

Another thing is it's an incredibly important guideline that you don't want to slip into a big post where possible participants can miss it. (Imo it's actually more significant than the core project gimmick. :P)


*

Spoiler

 

The closest comparison is that in the past, projects in some formats that got well over a megawad worth of submissions have sometimes had an A-side release and a B-side release. But that's less competition and more compromise because until recently megawad size was capped in many formats. (Now there's UMAPINFO.) And still, even B-sides were technically 'accepted' (as long as they reached basic minimal quality bars like "not a troll submission"). 

 

 

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Hey everyone!

 

First off, once again I'd like to thank you for all the feedback, I've already updated the original post to include some new changes (and extra stuff that I had forgotten to add) as well as reserved the spots people have asked for!

 

I recommend everyone give it a good look, and once again feel free to ask any questions you may have :D.

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On 8/30/2023 at 12:42 AM, Cutman 999 said:

So this is a mapset using final doom comp or what? I don't get it

It's DOOM2! Sorry I had a massive smooth brain moment, but I'm still trying my best to remember what all the technical stuff means...

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5 minutes ago, Demonic Meatball said:

Made this little dehacked for the project. Just in case, tho, is everyone fine with not using wolfenstein SS ?

 

The Dehacked

Hi there, if I understand this correctly, it means that you've chaingun drop to just the ammo by switching the chaingunner with a dehacked SS right?

 

Sorry I still don't really know how Dehacked works yet lol

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27 minutes ago, Demonic Meatball said:

Yeah essentially that's it. I could possibly change it again if you want the SS to be usable.

Well we'll see if anyone wants to, for now we'll leave it as it is. Also thanks for sending it in the first place, was having a lot of problems figuring that out earlier :D!!

 

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