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Doom Rats [MBF21 Community Project] [Open slots]


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13 hours ago, Chariot Rider said:

Here is the full Dice lineup.  Dice come in white, red, yellow, blue, green, and pink varieties.  Unfortunately, there are a few limitations with the current implementation of the flats that stem from the nature of the Boom format.   Offset cannot be applied to flats in the boom format, meaning that if the dice aren't placed in a specific way the top texture can become misaligned.  This also means that rotating dice can cause the top to become misaligned, though this could be worked around with some clever placement, especially if the 1 side is on top because that side isn't as impacted by rotation as the others.  Regardless, I'd love to see how other people can work these textures into their maps.

 

DoomDice2.PNG.632d2e02a0225f6f2da5e01ac8f1ebe0.PNG

DiceTextures.zip

 

You should post it on the share your textures thread as well. I'll implement them into the pack and credit you when the wad is released.

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I changed my mind on the map title, we're going with "Hell's Half-Bath". Got some fun stuff coming together. The level is going to involve

Spoiler

fixing the toilet and then flushing the cyberdemon to kill it and also open the exit.

Screenshot_20231012_002143.png

Edited by Sikreci

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11 hours ago, Sikreci said:

I changed my mind on the map title, we're going with "Hell's Half-Bath". Got some fun stuff coming together. The level is going to involve

  Reveal hidden contents

fixing the toilet and then flushing the cyberdemon to kill it and also open the exit.

Screenshot_20231012_002143.png


This looks amazing, Sikreci! Love the concept of flushing the cyberdemon!

 

I've updated the CheeseTex file on the OP for those who want to use the cheese, cobweb and Dice textures. You can now enter the CheeseZone. 

 

Spoiler

20gkG28.jpg

 

CIZSQgt.jpg

 

FqOh6cX.jpg

 

TdkSWeP.jpg

 

image.png.b8795c87acb9794b5992e62209fea6b3.png

 

 

Edited by jo2ukegappy

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Just added a Google Drive submissions folder for mappers of this project. It's in the OP, but also here, in case you want to post your maps there. Cheers!

Edited by jo2ukegappy

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On 10/9/2023 at 12:28 PM, jo2ukegappy said:

I haven't updated anything about the project yet, but will do later. I want to thank the many people who have joined the project already. Hope many more come soon. Will finally finish my map with a twist version for this and also add some more textures for others to use. I'll also start making some mousehole textures using base doom textures, if you want a specific texture to have a mousehole, you can ask for it here. Meanwhile, have a Doom Rat.

 

57c.jpg.d2dcc235a12b4d8d1b5f5e8deff33610.jpg

DoomGuyHoldingRat.png.263b873612a8e91a2526ee4e7c084faf.png if you wanna use this old af shitpost sprite for something then go ahead, no idea what it could be used in tho lmao

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20 minutes ago, Craneo said:

DoomGuyHoldingRat.png.263b873612a8e91a2526ee4e7c084faf.png if you wanna use this old af shitpost sprite for something then go ahead, no idea what it could be used in tho lmao

 

Did you make this? Hahahahha. I don't want to dabble into weapon modding now, but I'll keep it in a safe place.

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yeah I edited it from the rat meme picture a long time ago, even posted it on Twitter back when I was active there, I was thinking we could either make it be the rocketlauncher (throwable rats?) or the BFG (rata kills everything on sight)

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4 hours ago, Craneo said:

yeah I edited it from the rat meme picture a long time ago, even posted it on Twitter back when I was active there, I was thinking we could either make it be the rocketlauncher (throwable rats?) or the BFG (rata kills everything on sight)

 

Are you able to do that? I have no weapon modding ability yet. 

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was thinking of them as reskins, not fully new weapons, I think I didn't clarify that, idk how to mod in new weapons with dehacked

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On 10/16/2023 at 10:13 PM, Craneo said:

was thinking of them as reskins, not fully new weapons, I think I didn't clarify that, idk how to mod in new weapons with dehacked

Hey, Craneo. Sorry, I thought I had answered you. I still don't feel comfortable tackling weapons, at least not for now. I still have a lot to learn about mapping and putting together a WAD. If someone else who knows how to do this stuff appears, we can do that. I might also try to change the original pucnh animation for that rat sprite and a nibbling sound as a test, but it's not a promise. Here's a heads up and some changes for this project.

  • Due to time constraints, I'll decrease the number of slots on this to 10. I'll probably need to change the format to MBF21 for this, but from what I understand, it builds upon Boom, using the same old syntax for actions. 
  • I'll also drop some of my slots and maps for now. I'm mapping for some other projects and it has been a lot to take in. I'm a bit overwhelmed by everything. I'll post details about what I thought for the other maps so others can pick them up if needed. Alternatively, I can just add them later when I have time, even after the project is finished, since I'm the head of it. 
  • I'll try to send mappers that have already sent me map files a video with my playthrough of them.

Ultimately, there is still a lot of time until the due date, I just feel like updating people semi-frequently is good practice. Thanks again for staying tuned. 

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I have a bit of a small update on my map.  I have been working on quite a few other projects atm, including other Doom maps, but I figured I would show off some of the work I have done.  Ultimately, I decided to lean into the big small divide.  The player will actually start on a realistic version of the island of Catan, and can explore its vistas hunting for keys and weapons.  Then, once they find the keys and weapons they will be transported to the real version of the board.  Naturally, this design idea has a lot of potential, but it also will take a lot more work.  However, I have started fleshing out the island a bit, and here are some screenshots of what I have currently built, as well as a map of where the roads, villages, and cities will be.  

 

Dock.PNG.7fe205b1d1640ed38e1a6ac7a512199f.PNG

Lumberjack.PNG.a5f7eacde347d39a6e24575eb5a99b0f.PNG

Oasis.png.10b9081ac6f5a1d9183a0d56555073c4.png

CatanBoardPlan.png.41259fcdaee60c70dd24bbbdbaf0c7b0.png

 

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10 hours ago, Chariot Rider said:

I have a bit of a small update on my map.  I have been working on quite a few other projects atm, including other Doom maps, but I figured I would show off some of the work I have done.  Ultimately, I decided to lean into the big small divide.  The player will actually start on a realistic version of the island of Catan, and can explore its vistas hunting for keys and weapons.  Then, once they find the keys and weapons they will be transported to the real version of the board.  Naturally, this design idea has a lot of potential, but it also will take a lot more work.  However, I have started fleshing out the island a bit, and here are some screenshots of what I have currently built, as well as a map of where the roads, villages, and cities will be.  

 

Dock.PNG.7fe205b1d1640ed38e1a6ac7a512199f.PNG

Lumberjack.PNG.a5f7eacde347d39a6e24575eb5a99b0f.PNG

Oasis.png.10b9081ac6f5a1d9183a0d56555073c4.png

CatanBoardPlan.png.41259fcdaee60c70dd24bbbdbaf0c7b0.png

 


Thanks for reporting in, @Chariot Rider. I can't wait to play this, holy damn! Are the barriers with c the way keys will be organized? Blu,e yellow, red and all keys?

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So, the Cs are the cities that players can build and the normal squares are the villages.  Not every city will have a key, but I want to have something interesting in every city and village.  I roughly simulated a game to build the board, placing pieces in a manner that makes sense for the board game.  Now that I have a more full layout, it should be a lot easier to build out the island because I roughly know where everything will be going.

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2 hours ago, Chariot Rider said:

So, the Cs are the cities that players can build and the normal squares are the villages.  Not every city will have a key, but I want to have something interesting in every city and village.  I roughly simulated a game to build the board, placing pieces in a manner that makes sense for the board game.  Now that I have a more full layout, it should be a lot easier to build out the island because I roughly know where everything will be going.

Having that first draft of the map's loop is so satisfying. I think this will be a good map. 

 

Changing this to MBF21 as per @Xaser's suggestion, and also decreasing the number of maps as a consequence. We can focus more on the quality than the content this way and it's better than to churn out bad maps just to fill a number.

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No need to limit the project to an exact number of maps either -- having a rough target goal is good, but if a few more (or less) people show interest than planned, you've got the freedom to expand/contract the project as needed.

 

[If that's indeed already the plan, it may be worth putting a sentence to that effect next to the map list, or at least a "hey if this list is full you can still contribute and we'll slot it in", so people don't see a "full" project and turn away at the door.]

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2 hours ago, Xaser said:

No need to limit the project to an exact number of maps either -- having a rough target goal is good, but if a few more (or less) people show interest than planned, you've got the freedom to expand/contract the project as needed.

 

[If that's indeed already the plan, it may be worth putting a sentence to that effect next to the map list, or at least a "hey if this list is full you can still contribute and we'll slot it in", so people don't see a "full" project and turn away at the door.]


I'll alter it in a bit, been busy. Went to a rock show today and had fun. 

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I've been playing Going Down over the past few days, and map 3, Crawl Space, seems like it could be good inspiration for a Doom rat map.  It's all about sneaking through crawl spaces and vents, which feels right at home in a rat wad.

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2 hours ago, Chariot Rider said:

I've been playing Going Down over the past few days, and map 3, Crawl Space, seems like it could be good inspiration for a Doom rat map.  It's all about sneaking through crawl spaces and vents, which feels right at home in a rat wad.

Oooh, that's a nice one. I haven't played going down yet, but it's my friend @The Royal We's favorite. I'll take a look at it when I find the time. It could be used with the idea of overwhelming enemies and lower tier weapons I mentioned in the beginning, more of a puzzle map than a combat map. 

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So. Here's the first draft of my map (still in "real" size), but I'm having an unprecedented problem, as I show at the end of the video.
It's never happened to me before and I'm like WTF?

Here is the vídeo:
https://youtu.be/SymgEyVW6yk

Here's the wad for those who want to dig in:
Surprises at Grandma's House 0.01.rar

Here is the WTF herror:
2034881375_SemTtulo-1.png.049f78c17e352ade18450685e7148cdc.png

 

Edited by The Royal We

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53 minutes ago, The Royal We said:

So. Here's the first draft of my map (still in "real" size), but I'm having an unprecedented problem, as I show at the end of the video.
It's never happened to me before and I'm like WTF?

Here is the vídeo:
https://youtu.be/SymgEyVW6yk

Here's the wad for those who want to dig in:
Surprises at Grandma's House 0.01.rar

Here is the WTF herror:
2034881375_SemTtulo-1.png.049f78c17e352ade18450685e7148cdc.png

 


I renamed your file and it opened here. Before, it was also buggy and not working. It seems like your keyboard or system language is not currently fully supported by slade. You should definitely report it to their github. Here is the fixed file.

 

SAGH v0.01.wad.7z
 

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23 minutes ago, DoomGappy said:


I renamed your file and it opened here. Before, it was also buggy and not working. It seems like your keyboard or system language is not currently fully supported by slade. You should definitely report it to their github. Here is the fixed file.

 

SAGH v0.01.wad.7z
 


他の言語のドゥームはまだ混乱しますね。。。

Edited by The Royal We

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18 minutes ago, Serathis said:

This takes me back to the Counter Strike days.

Would you be willing to contribute? I actually wanted someone to create de_rats for this. 

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22 hours ago, DoomGappy said:

Would you be willing to contribute? I actually wanted someone to create de_rats for this. 

Sorry I'm not a mapper, I don't know anything about mapping.

 

de_rats wouldn't be a good map for Doom, it has HUGE open areas, none of the intricate inside furniture stuff that would make it interesting in Doom. The level pack USS Dark Star for Half-Life had a section where you got shrunk down, that was cool, but that bit of the game was mostly puzzles and those don't fit Doom maps either.

Edited by Serathis

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7 minutes ago, Serathis said:

Sorry I'm not a mapper, I don't know anything about mapping :(

Hey, I have a cool thread if you want to give mapping a try. Here is the link. Mappers of all levels, but specially beginners are welcome there, that's exactly waht it's for.

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1 hour ago, Serathis said:

Sorry I'm not a mapper, I don't know anything about mapping.

 

de_rats wouldn't be a good map for Doom, it has HUGE open areas, none of the intricate inside furniture stuff that would make it interesting in Doom. The level pack USS Dark Star for Half-Life had a section where you got shrunk down, that was cool, but that bit of the game was mostly puzzles and those don't fit Doom maps either.

Just saw your edit. If you think that none of that stuff is fit for doom, I'm sorry, but you're wrong. Have you ever played cyber dreams? I think you should, as soon as possible. It will change your mind about what is Doom and what isn't. I even mention it in the OP and I say that puzzle maps would be cool. If you think you can contribute something like that, I'd gladly help you. Even if you don't, take a look at my mapping workshop. We never know.

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Hey! Quick update about this. I'm thinking of starting the new map for the project when I finish other stuff. Currently I'm thinking of making a kitchen themed map full of cyberdemons. This will probably be the puzzle map where you have to escape them without being able to fight a lot, maybe with many teleporter telefrags. I'll have to iron the idea out a bit. One thing I've been constantly thinking of is that it would be pretty funny if the cybies wore a chef's hat and an apron and were cooks who hunt Doomguy, who is the rat. I think it would be incredibly hard to implement that on a full spritesheet scale, though. Still, we have a lot of time ahead of us, and this is a cool, light and fun mapping project. We shall see what we'll make of it.

Edited by DoomGappy

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I've been pretty busy with a few other projects, but I have started work on some of the city structures, such as this city spire.  I also have been working on some of the natural features, like the mountains.  I'm still pinning down the textures I want to use on those though.  I just figured I'd give a brief update since it had been awhile since I had posted my progress.  

 

760993520_CitySpire.PNG.d13dfc583de4c9f91b56cc5144235408.PNG1954905858_CatanMountainShot2.PNG.51eb17298c78152023e7588a310c4ba3.PNG

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