SpaceCat_2001 Posted October 26, 2023 1 hour ago, Individualised said: Making this a Boom project seems weird. Vanilla would work much better for this type of thing. Its too late Marty, where we go we dont need vanilla 1 Share this post Link to post
DankMetal Posted October 26, 2023 It's easy to organize levels with Boom format; you don't need to make a dehacked patch to change level names, for example. Also, if someone wants to make a vanilla level for this megawad, go ahead,not just because boom based ports can run vanilla maps perfectly, but also converting vanilla maps to Boom format is easy as pressing a button in UDB. 1 Share this post Link to post
GermanPeter Posted October 26, 2023 Since when can we use Doom 2 textures? I could swear the last time I checked, only D1 textures were allowed, but also D2 enemies. I already made most of my map out of the few Doom 1 textures, this could have really made a lot of things easier. 0 Share this post Link to post
SpaceCat_2001 Posted October 26, 2023 4 minutes ago, GermanPeter said: Since when can we use Doom 2 textures? I could swear the last time I checked, only D1 textures were allowed, but also D2 enemies. I already made most of my map out of the few Doom 1 textures, this could have really made a lot of things easier. We could use doom2 textures from the start. 0 Share this post Link to post
GermanPeter Posted October 26, 2023 1 hour ago, SpaceCat_2001 said: We could use doom2 textures from the start. Oh yeah, my bad. To be fair, the rules were poorly described at the start. 2 Share this post Link to post
Cutman Posted October 26, 2023 (edited) 7 hours ago, DankMetal said: It's easy to organize levels with Boom format; you don't need to make a dehacked patch to change level names, for example. Also, if someone wants to make a vanilla level for this megawad, go ahead,not just because boom based ports can run vanilla maps perfectly, but also converting vanilla maps to Boom format is easy as pressing a button in UDB. My map could easily be converted to limit removing if wanted, I started it out as a vanilla level (because I too thought it made more sense given the premise of the project) but later thought screw it and used voodoo dolls. It just makes things a lot easier especially with scripting fights. 1 hour ago, GermanPeter said: Oh yeah, my bad. To be fair, the rules were poorly described at the start. I interpret it as, you can only use resources found in the two base maps of your level. So if neither map had a certain texture, monster, item, you could not use them in yours. Edited October 26, 2023 by Cutman 0 Share this post Link to post
DoomGappy Posted October 26, 2023 (edited) 8 minutes ago, Cutman said: My map could easily be converted to limit removing if wanted, I started it out as a vanilla level (because I too thought it made more sense given the premise of the project) but later thought screw it and used voodoo dolls. It just makes things a lot easier especially with scripting fights. I interpret it as, you can only use resources found in the two base maps of your level. So if neither map had a certain texture, monster, item, you could not use them in yours. We are trying to keep this guideline with general enemy type and placement, but keeping track of all textures used in both maps is asking too much, don't you think? It should be more of a recommendation than a rule. Edited October 26, 2023 by DoomGappy 2 Share this post Link to post
Cutman Posted October 26, 2023 That's up to the project leader I suppose. By pasting both Doom1 and Doom2 map in the same level while working (with the texture pack loaded), doombuilder gave me a "palette" of used textures to choose from. Also handy to get a quick reference of the maps in 3d mode. I'm weird and enjoy restrictions when it comes to making stuff so my map only uses textures seen in both maps. 1 Share this post Link to post
SpaceCat_2001 Posted October 26, 2023 10 minutes ago, Cutman said: That's up to the project leader I suppose. By pasting both Doom1 and Doom2 map in the same level while working (with the texture pack loaded), doombuilder gave me a "palette" of used textures to choose from. Also handy to get a quick reference of the maps in 3d mode. I'm weird and enjoy restrictions when it comes to making stuff so my map only uses textures seen in both maps. I did the same to both have all of the textures used in both of the maps, and being able replay the maps at any given time 1 Share this post Link to post
SpaceCat_2001 Posted October 26, 2023 Spoiler Some new screenshots of the Map10 1 Share this post Link to post
DoomGappy Posted October 26, 2023 (edited) After talking to @Johnny Cruelty, I've created a folder for everyone to submit their maps. There are two subfolders, maps and songs. Maps has three subfolders, 1 - WIP, finished and playtested. Players can post their levels in 1 - WIP for backup purposes, and then on 2- Finished when they finish it. The levels that are playtested and approved can go to 3 - Playtested so we can start building the WAD. Songs is self-explanatory, for the OST. Please name your levels using the following convention: MapXX - Map Name - Map Author - Status - Version (v1.0, v1.2, etc.) For instance: Map11 - Circle of Life (and Anomalies) - The Royal We and DoomGappy - Completed - v0.5.wad You can also add a txt file with details about the level if you feel like doing so. Edited October 26, 2023 by DoomGappy 4 Share this post Link to post
Cutman Posted October 26, 2023 (edited) Should we add anything else in the wad such as UMAPINFO or is it safe to assume anything extra will be stripped out? Assuming we don't have a choice of sky and are just going to use the default for the episode, I think the only thing I added in mine was par time. Edit: Uploaded mine without the extra lumps. Here it is again if others want to test it. Map20 - Et Tu! - CutmanMike - Completed - v1.4.zip Edited October 26, 2023 by Cutman 2 Share this post Link to post
Johnny Cruelty Posted October 27, 2023 9 hours ago, DoomGappy said: After talking to @Johnny Cruelty, I've created a folder for everyone to submit their maps. There are two subfolders, maps and songs. Maps has three subfolders, 1 - WIP, finished and playtested. Players can post their levels in 1 - WIP for backup purposes, and then on 2- Finished when they finish it. The levels that are playtested and approved can go to 3 - Playtested so we can start building the WAD. Songs is self-explanatory, for the OST. Please name your levels using the following convention: MapXX - Map Name - Map Author - Status - Version (v1.0, v1.2, etc.) For instance: Map11 - Circle of Life (and Anomalies) - The Royal We and DoomGappy - Completed - v0.5.wad You can also add a txt file with details about the level if you feel like doing so. @SpaceCat_2001 @EagerBeaver @RileyXY1 @Kasgen @Biz! @Rorix @Track Federal @DankMetal @HEXWALKER @glue_sniffer @JustAthel @GermanPeter @Max-ko-khan @mr-around @DynamiteKaitorn @PinkKittyRose @Heretic926 @Mystic 256 @Walter confettithis is a new google drive for better organization, when you have maps or songs ready, put em in the drive so when we assemble the wad, it's more easier to compile it 3 Share this post Link to post
JustAthel Posted October 27, 2023 Will do, currently trying to hammer away at finishing my nanowadmo map but after that I can turn my focus fully on my map for this. I have not forgotten yall! I think I also want to try composing a midi for my map but not too sure yet, we'll see. 2 Share this post Link to post
EagerBeaver Posted October 27, 2023 DoomWorlders, I would like to know your opinion. After some brainstorming and rejecting several map concepts I've decided to make a Metroidvania-style level, consisting of two parts - one representing Command Center and the other representing Industrial Zone. Two reasons: 1. Both e2m5 and Map15 are big levels, which require some exploration (and Command Center can be a bit confusing with all its identical switch-doors and narrow corridors). 2. I always wanted to create a level like this. Also, since the overall theme of the hybrid level is "Construction Yard", I'll give it an "unfinished" look of some sorts. Let it be something like... the demons are trying to build Tower of Babel v 2.0. 1 Share this post Link to post
SpaceCat_2001 Posted October 27, 2023 (edited) 2 minutes ago, EagerBeaver said: DoomWorlders, I would like to know your opinion. After some brainstorming and rejecting several map concepts I've decided to make a Metroidvania-style level, consisting of two parts - one representing Command Center and the other representing Industrial Zone. Two reasons: 1. Both e2m5 and Map15 are big levels, which require some exploration (and Command Center can be a bit confusing with all its identical switch-doors and narrow corridors). 2. I always wanted to create a level like this. Also, since the overall theme of the hybrid level is "Construction Yard", I'll give it an "unfinished" look of some sorts. Let it be something like... the demons are trying to build Tower of Babel v 2.0. That sounds really cool! Keep up with this idea, i would love to see this Edited October 27, 2023 by SpaceCat_2001 1 Share this post Link to post
DoomGappy Posted October 27, 2023 Me and @The Royal We are almost finished with polishing our map to be playtested. It turned out pretty cool, IMO. Hope you guys enjoy it. 2 Share this post Link to post
Johnny Cruelty Posted October 27, 2023 5 hours ago, EagerBeaver said: DoomWorlders, I would like to know your opinion. After some brainstorming and rejecting several map concepts I've decided to make a Metroidvania-style level, consisting of two parts - one representing Command Center and the other representing Industrial Zone. Two reasons: 1. Both e2m5 and Map15 are big levels, which require some exploration (and Command Center can be a bit confusing with all its identical switch-doors and narrow corridors). 2. I always wanted to create a level like this. Also, since the overall theme of the hybrid level is "Construction Yard", I'll give it an "unfinished" look of some sorts. Let it be something like... the demons are trying to build Tower of Babel v 2.0. Go 4 It 0 Share this post Link to post
Johnny Cruelty Posted October 27, 2023 2 hours ago, DoomGappy said: Me and @The Royal We are almost finished with polishing our map to be playtested. It turned out pretty cool, IMO. Hope you guys enjoy it. Fuck man I wish it was the weekend, busy with stuff but I can't wait to play it 0 Share this post Link to post
Johnny Cruelty Posted October 27, 2023 (edited) 5 hours ago, EagerBeaver said: DoomWorlders, I would like to know your opinion. After some brainstorming and rejecting several map concepts I've decided to make a Metroidvania-style level, consisting of two parts - one representing Command Center and the other representing Industrial Zone. Two reasons: 1. Both e2m5 and Map15 are big levels, which require some exploration (and Command Center can be a bit confusing with all its identical switch-doors and narrow corridors). 2. I always wanted to create a level like this. Also, since the overall theme of the hybrid level is "Construction Yard", I'll give it an "unfinished" look of some sorts. Let it be something like... the demons are trying to build Tower of Babel v 2.0. Yeah what if there is doom cute, like wooden wall frames, panels on the floor, and a secret room has a UDB monitor as a joke and maybe some makeshift poker tables (for the construction workers) Edited October 27, 2023 by Johnny Cruelty 0 Share this post Link to post
Johnny Cruelty Posted October 27, 2023 6 hours ago, DoomGappy said: Me and @The Royal We are almost finished with polishing our map to be playtested. It turned out pretty cool, IMO. Hope you guys enjoy it. Will it be finished today? 0 Share this post Link to post
DoomGappy Posted October 27, 2023 1 hour ago, Johnny Cruelty said: Will it be finished today? No, not today. But not that far if things go smoothly. 1 Share this post Link to post
Johnny Cruelty Posted October 27, 2023 Just now, DoomGappy said: No, not today. But not that far if things go smoothly. Well good luck 0 Share this post Link to post
Johnny Cruelty Posted October 27, 2023 On 10/26/2023 at 9:16 AM, DoomGappy said: After talking to @Johnny Cruelty, I've created a folder for everyone to submit their maps. There are two subfolders, maps and songs. Maps has three subfolders, 1 - WIP, finished and playtested. Players can post their levels in 1 - WIP for backup purposes, and then on 2- Finished when they finish it. The levels that are playtested and approved can go to 3 - Playtested so we can start building the WAD. Songs is self-explanatory, for the OST. Please name your levels using the following convention: MapXX - Map Name - Map Author - Status - Version (v1.0, v1.2, etc.) For instance: Map11 - Circle of Life (and Anomalies) - The Royal We and DoomGappy - Completed - v0.5.wad You can also add a txt file with details about the level if you feel like doing so. Guys, please remember, if hyou have finished maps, please submit them into the drive 2 Share this post Link to post
Individualised Posted October 28, 2023 It's too late now but it's a shame that MAP31 and MAP32 weren't mixed with The Mansion and Club Doom. Those seem much more fitting as they're the replacements for the Wolfenstein levels in PSX Doom. Plus it would mean there is no repeats if a sequel project is done with Final Doom (which unlike Doom 1 and Doom 2, TNT and Plutonia both have the same amount of maps so you wouldn't otherwise need to do any re-arranging or levels based on things not from TNT or Plutonia), unless you decide to mix TNT's secret levels with something else. 3 Share this post Link to post
SpaceCat_2001 Posted October 28, 2023 21 minutes ago, Individualised said: It's too late now but it's a shame that MAP31 and MAP32 weren't mixed with The Mansion and Club Doom. Those seem much more fitting as they're the replacements for the Wolfenstein levels in PSX Doom. Plus it would mean there is no repeats if a sequel project is done with Final Doom (which unlike Doom 1 and Doom 2, TNT and Plutonia both have the same amount of maps so you wouldn't otherwise need to do any re-arranging or levels based on things not from TNT or Plutonia), unless you decide to mix TNT's secret levels with something else. Maybe we could change that, and I don't remember any progress being made on the secret maps so far 1 Share this post Link to post
Johnny Cruelty Posted October 28, 2023 24 minutes ago, SpaceCat_2001 said: 25 minutes ago, SpaceCat_2001 said: Maybe we could change that, and I don't remember any progress being made on the secret maps so far @JustAthel @glue_sniffer thoughts on this? 0 Share this post Link to post
SpaceCat_2001 Posted October 28, 2023 (edited) Spoiler SpaceCat_2001Map10_v0.1.rar @Johnny Cruelty WHEW, i finally finished it. Its a hard map, i would suggest saving periodically. People, I need your feedback on it, i want to know if this thing a slog or fun. @DoomGappy i dont want to be intrusive but that would be cool if you make a videocommentary on it, if you want to of course Edited October 28, 2023 by SpaceCat_2001 1 Share this post Link to post
DoomGappy Posted October 28, 2023 3 minutes ago, SpaceCat_2001 said: Reveal hidden contents SpaceCat_2001Map10_v0.1.rar @Johnny Cruelty WHEW, i finally finished it. Its a hard map, i would suggest saving periodically. I need your feedback on it, i want to now if this thing a slog or fun. @DoomGappy i dont want to be intrusive but that would be cool if you make a videocommentary on it, if you want to of course Alright, as soon as I get back home from work I'll record it. 2 Share this post Link to post
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