No-Man Baugh Posted September 20, 2023 @Halfblind Thank you for making this compilation of the contributions and the google form Got a question tho: Do I list my boxes on one form submission, or do I file an individual form for each box? (e.g. BOX 06, Box 27, BOX 52 vs. just Box 06.) Also can you give the room dimensions a type box option? one of my maps is 320x320 and another is 304x304, so it'd be nice to get some specificity I greatly appreciate the work you've done for this project, you're like a third project lead on this 0 Quote Share this post Link to post
Halfblind Posted September 20, 2023 (edited) 7 minutes ago, No-Man Baugh said: @Halfblind Do I list my boxes on one form submission, or do I file an individual form for each box? One form submission per box. This generates an itemized Google sheet that I can list numerically by box number. This will also help me keep organized when I give feedback when the project is past the initial submission deadline. I also added those box dimensions to the selections too. Edited September 20, 2023 by Halfblind 0 Quote Share this post Link to post
No-Man Baugh Posted September 20, 2023 @Halfblind also when you say to use "range values" for the number of tags used, do you mean tag actions, the actual number of tags used, or the numbers that I used when tagging? idk what range values mean 0 Quote Share this post Link to post
Halfblind Posted September 20, 2023 20 minutes ago, No-Man Baugh said: @Halfblind also when you say to use "range values" for the number of tags used, do you mean tag actions, the actual number of tags used, or the numbers that I used when tagging? Your boxes are 06, 27 and 52 so you should be using sector and line tags 61-70, 271-280, 521-230 respectively. This helps randomsounds01 with compiling the rooms better so that they don't have to re-assign your rooms tags. If you just type the tags that you already used in that field and if fits in a 'range' value I can edit it later. I have rooms 33 and 34, but I didn't use any tags, so I typed None in the field instead. 0 Quote Share this post Link to post
SmolGhost Posted September 21, 2023 On 9/17/2023 at 12:17 AM, Halfblind said: Two ways really 1. First method - Using any modern Doom editor: Open the wad in the editor and go to Tools and then go to Game Configurations. Finally select your OTEX WAD with the Add Resource button and add it via the From WAD File tab. Now you can just press play and run both files at the same time. 2. Second Method - Just drag and drop both files into your source port of choice and like magic it works. thanks for the help! 0 Quote Share this post Link to post
SmolGhost Posted September 21, 2023 i have finished my last room e.zip 1 Quote Share this post Link to post
Proxy-MIDI Posted September 22, 2023 Hello there ! Here comes my TRUE map for this project (for slot 04). Enjoy ! :P Title : What a Jerk ! Monsters : 5. Secret : 1. Troll map : maximum level ! Music : Earthbound OST Sanctuary Guardian (cover by ???). What a jerk.zip 1 Quote Share this post Link to post
Djoga Posted September 22, 2023 6 hours ago, Proxy-MIDI said: Hello there ! Here comes my TRUE map for this project (for slot 04). Enjoy ! :P Title : What a Jerk ! Monsters : 5. Secret : 1. Troll map : maximum level ! Music : Earthbound OST Sanctuary Guardian (cover by ???). What a jerk.zip Houston we have a problem 0 Quote Share this post Link to post
Proxy-MIDI Posted September 22, 2023 Better ? @Djoga What a jerk.zip 1 Quote Share this post Link to post
Djoga Posted September 22, 2023 26 minutes ago, Proxy-MIDI said: Better ? @Djoga What a jerk.zip Well yes the HOM effect is gone but the secret is still unobtainable. Is the floor tagged as secret supposed to lower as well? 0 Quote Share this post Link to post
Dragonfly Posted September 22, 2023 56 minutes ago, Proxy-MIDI said: Better ? @Djoga What a jerk.zip this is awful 0 Quote Share this post Link to post
DoomGappy Posted September 22, 2023 Thanks for the updated pic, @randomsounds01 0 Quote Share this post Link to post
Proxy-MIDI Posted September 22, 2023 (edited) 1 hour ago, Djoga said: Well yes the HOM effect is gone but the secret is still unobtainable. Is the floor tagged as secret supposed to lower as well? Ja. Indeed. As to me, it's working. I tested that several times. That's weird. :O @Dragonfly Talk better about my absolute masterpiece or I cut your wings, you insect. :evil: Edited September 22, 2023 by Proxy-MIDI I had to add a lil' joke. :P 0 Quote Share this post Link to post
Djoga Posted September 22, 2023 9 minutes ago, Proxy-MIDI said: Ja. Indeed. As to me, it's working. I tested that several times. That's weird. :O @Dragonfly Talk better about my absolute masterpiece or I cut your wings, you insect. :evil: Maybe do something like this so it'll work 100% 0 Quote Share this post Link to post
Djoga Posted September 22, 2023 And of course I HAVE to fix room 14 0 Quote Share this post Link to post
stochastic Posted September 22, 2023 (edited) Here's my final submission for my three rooms: stochastic-bd-57-71-72.zip Room 57 - "Vile Luxury" Spoiler Assumes player doesn't have PG or BFG Room 71 - "The Blue Room Spoiler Assumes player doesn't have BFG Room 72 - "The Red Room" Spoiler Some notes: Changed the tags to the discussed numbering conventions in order to avoid conflicts during integration. Added additional detailing, texture alignment fixes, and added entrance/exit doors to each room via generalized door action 15631 All difficulties are implemented. All the rooms are 512 x 512, with 57 having some nooks that extend outside of this (by about 16 px). If this is a problem, I can change it. Tested with GZDoom, GLBoom+/PRBoom+ and DSDA Doom. Submitted each room as a Google form per @Halfblind for easier organization later on. Really excited to see everyone's rooms and play through the finished product! Edit for @Halfblind: I've attached my latest submissions, implementing the clean up tips and fixes you suggested in your post, namely removing unnecessary/joining sectors. Please include this in your next submission bundle to the dev lead. Thanks! Edited November 3, 2023 by stochastic Resolved WFALL1-4 texture issues 0 Quote Share this post Link to post
DoomGappy Posted September 22, 2023 (edited) @randomsounds01 Resubmitting my maps again. I think this will be the last update. Here is a changelog: - Adapted all tags to the new guidelines so it's easier for you to add them to the final map. - Added a teleporter trap in the fountain of youth room since I only recently learned how to do that and the rules allowed for it. Balanced it around difficulty too. - Removed some sector tags from the Mosh Pit room, since I changed how the cacodemon is raised. You can put an item here depending on progression. - Tested all the rooms in GZDoom and DSDA Doom. - Submitted details to @Halfblind's google form Jo2uke Gappy - Trial by fire - mosh pit - the fountain of youth (final).7z Edited September 22, 2023 by jo2ukegappy 1 Quote Share this post Link to post
Slaughter Posted September 22, 2023 (edited) I'm submitting a new box for the project. Candidate for spot 25. It's called "Hell Hole". Size 320 x 320. The sector tags for this entry follows the new defined guidelines. I'll submit all the information to @Halfblind's form as I already did for my first map. HellHole.zip Edited September 22, 2023 by Slaughter typo 2 Quote Share this post Link to post
Djoga Posted September 23, 2023 (edited) Alright, all 3 rooms in 1 file. I REALLY hope I don't have to fix them multiple times again. Room 13 - Hazardous Spoiler 512x512 room with 5 monsters. Midi - "Become the Hunted" by James Paddock. Relies on the blue armor and a shotgun obtained from previous rooms. Has a voodoo script that raises and lowers the platforms. Room 14 - Drop Dead Spoiler 384x384 room with 6 monsters. Plays the same midi from Room 13. The music will change back to default once you enter the next room. Both Rooms 13 and 14 are in MAP01. Room 38 - Queuerockshow Spoiler 512x512 rooms with 10 monsters Midi - "Besieged City" by James Paddock. The music will change back to default once you enter the next room. Shotgun-start. Is in MAP02. All difficulties are implemented. Tested with PrBoom+, DSDA-Doom and GZDoom. The red circles with question marks you will see in DoomBuilder are music changers. They work in PrBoom+ and other advanced ports and will only work if the wad has MUSINFO in it. I'll have to resubmit the rooms in Google forms. Djoga 13-14-38.zip Edited September 23, 2023 by Djoga 1 Quote Share this post Link to post
BlazedMaps Posted September 25, 2023 (edited) Can I make a submission? I made two rooms, not exactly sure what specific room numbers I want though. Any room where the rooms fit is fine. I'm sort of a new mapper, I assume it's open to all skill levels but if not, you can just ignore this. I also feel like maybe "Spiders Den" could use some improvement, if I make an updated version of the room before the deadline, will I be able to replace the old room? I'm very excited to see this project come to light, there's definitely going to be a lot of variety with every mapmaker's different style. Edit: 59 and 62 would probably work (if im reading the diagram correctly) Edit 2: I made a third room inspired by Dead Simple, I'm thinking maybe this could be Room 70. Hopefully I used the archvile right according to the rules. TheBoxWads.zip Edited September 25, 2023 by BlazedMaps 0 Quote Share this post Link to post
stochastic Posted September 25, 2023 12 hours ago, BlazedMaps said: I'm sort of a new mapper, I assume it's open to all skill levels but if not, you can just ignore this. Hey BlazedMaps! I believe this project is open to all skill levels (I'm a bit of a new mapper, myself). 13 hours ago, BlazedMaps said: if I make an updated version of the room before the deadline, will I be able to replace the old room? Yeah, definitely. Most of us have posted multiple iterations of our maps as we've made improvements/bug fixes. Not sure when the project leads are going to evaluate the submissions, but I reckon you have some time to refine your maps as needed. 0 Quote Share this post Link to post
Chariot Rider Posted September 25, 2023 Contributors are still needed for this right? I might consider throwing something together for this since its a fun idea 0 Quote Share this post Link to post
Chariot Rider Posted September 25, 2023 Since I didn't specify it earlier, I'll take spot 60. I'll try to get that in as soon as possible 0 Quote Share this post Link to post
SmolGhost Posted September 25, 2023 here are all of the boxes that i have (poorly) made, enjoy all_of_my_boxes.zip 0 Quote Share this post Link to post
Slaughter Posted September 25, 2023 I've revised my first submission (CELL666.wad). What changed: - Tag numbering now complies to the project standards; - Small texture alignment adjustments; - Difficulty levels fully implemented; - Minor changes for greater compatibility with other ports such as DSDA-Doom; CELL666.zip 0 Quote Share this post Link to post
BlazedMaps Posted September 26, 2023 Updated the rooms to be compatible with difficulty settings. Couldn't think of any changes to make to Spider's Den, even though I feel that room probably could be better. BoxWads2.zip 0 Quote Share this post Link to post
Lizardcommando Posted September 26, 2023 Is there room for another participant? I'd like to try my hand on making a map for this. 0 Quote Share this post Link to post
randomsounds01 Posted September 28, 2023 On 9/19/2023 at 9:58 PM, Djoga said: @randomsounds01 In case you missed the slot 14 sumbission I'll send it again 14 'Drop Dead'.zip The exit isn't in the right direction. 0 Quote Share this post Link to post
Djoga Posted September 28, 2023 1 hour ago, randomsounds01 said: The exit isn't in the right direction. On 9/23/2023 at 12:55 PM, Djoga said: Alright, all 3 rooms in 1 file. I REALLY hope I don't have to fix them multiple times again. Room 13 - Hazardous Reveal hidden contents 512x512 room with 5 monsters. Midi - "Become the Hunted" by James Paddock. Relies on the blue armor and a shotgun obtained from previous rooms. Has a voodoo script that raises and lowers the platforms. Room 14 - Drop Dead Reveal hidden contents 384x384 room with 6 monsters. Plays the same midi from Room 13. The music will change back to default once you enter the next room. Both Rooms 13 and 14 are in MAP01. Room 38 - Queuerockshow Reveal hidden contents 512x512 rooms with 10 monsters Midi - "Besieged City" by James Paddock. The music will change back to default once you enter the next room. Shotgun-start. Is in MAP02. All difficulties are implemented. Tested with PrBoom+, DSDA-Doom and GZDoom. The red circles with question marks you will see in DoomBuilder are music changers. They work in PrBoom+ and other advanced ports and will only work if the wad has MUSINFO in it. I'll have to resubmit the rooms in Google forms. Djoga 13-14-38.zip I already changed everything 0 Quote Share this post Link to post
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