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PRAGMATICON [COMMUNITY MEGAWAD]


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LOOK! A NEW MEGAWAD WITH ARBITRARY RULES!

 

Welcome to Pragmaticon, a community megawad for Doom 2 targeting the GzDoom engine (4.x) and UDMF format. Freelook, jump, and crouch are expected to be compatible with your map, but they are not required - just know some people might be playing it with those gameplay options on (something to keep in mind). 

 

The idea of Pragmaticon is to be practical and efficient.

 

For the first release, the "gimmick"special feature is adding the use of an one enemy type to every other map (the last two maps are the exception, where 31 adds the cyberdemon and *spider mastermind, and 32 adds the icon of sin). To go with this, a SPECIAL RULE was added. See Rule #8.

 

This megawad is for novice and new community map makers and players alike, though veterans are welcome.

 

Mappers will be given slots on a first-come, first-serve basis!

 

Rules:

  1. Maps should not be extremely difficult; maps should have a casual focus first and foremost.
  2. Maps should be able to run on lower end hardware.
  3. Can only build within a maximum map size of 4096x4096 and a minimum map size of 1024x1024.
  4. Each map may only have 5 secrets maximum.
  5. Use your choice of MIDI track for your map. 
  6. Can only use Doom II textures.
  7. OBLIGE and/or procedural generation maps NOT allowed.
  8. You are only allowed 2 8 maps maximum, and they must have different enemy sets. Doing less than 8 maps is okay, too.  

 

Notes: Maps are either in pre-production, production, or post-production. 

 

Removing Freedoom/Freedoom Phase 2 textures for now; can't remember if it's possible to combine those AND the OG Doom II textures into a single, streamlined megawad for GzDoom 4.x.

 

Spoiler

 

MAP01 - (hexSlater) (play-testing)
Enemies: Zombiemen.

 

MAP02 - (volleyvalley) (complete)
Enemies: Zombiemen.

 

MAP03 - (volleyvalley) (pre-production)
Enemies: Zombiemen, shotgunners. 

 

MAP04 - (Amaruq) (pre-production)
Enemies: Zombiemen, shotgunners.

 

MAP05 - (DoctorNuriel) (pre-production)
Enemies: Zombiemen, shotgunners, imps.

 

MAP06 - (senpaigru) (pre-production)
Enemies: Zombiemen, shotgunners, imps.

 

MAP07 - (hexSlater) (pre-production)
Enemies: Zombiemen, shotgunners, imps, cacodemons.

 

MAP08 - (volleyvalley) (pre-production)
Enemies: Zombiemen, shotgunners, imps, cacodemons. 

 

MAP09 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies. 

 

MAP10 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies.

 

MAP11 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls.

 

MAP12 - (hexSlater) (pre-production)
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls.

 

MAP13 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters.

 

MAP14 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters.

 

MAP15 - (dmh094) (pre-production)
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners.

 

MAP16 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners.

 

MAP17 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights.

 

MAP18 - (hexSlater) (pre-production)
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights.

 

MAP19 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants.

 

MAP20 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants.

 

MAP21 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus.

 

MAP22 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus.

 

MAP23 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons.

 

MAP24 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons.

 

MAP25 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals.

 

MAP26 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals

 

MAP27 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals, barrons of hell.

 

MAP28 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals, barrons of hell.

 

MAP29 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals, barrons of hell, archvile.

 

MAP30 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals, barrons of hell, archvile.

 

MAP31 - 
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals, barrons of hell, cyberdemon, spider mastermind.

 

MAP32 - (Novaseer) (pre-production)
Enemies: Zombiemen, shotgunners, imps, cacodemons, pinkies, lost souls, specters, chaingunners, hellknights, revenants, mancubus, arachnatrons, pain elementals, barrons of hell, cyberdemon, spider mastermind, icon of sin.

 

* If you can figure out how to add the spider mastermind to Doom II, go for it. I can't remember if it's possible or not.

 

Deadline to Submit: October 31st, 2024.

 

HELP WANTED!

Listing myself as a dev for each of these because I will be overseeing/assisting. I can do these on my own, it will just likely go faster the more help I have. Not a requirement, but might be cool to leave your name on a possibly big community project.

 

  • Additional devs to help stitch everything together.
    • Devs: hexSlater
  • Custom art for title screen. 
    • Devs: hexSlater
  • Custom art with credits.
    • Devs: hexSlater

 

DISCORD: https://discord.gg/7mGBe8kW3u

Edit: I might also create a git repo. Not sure if I'd host on Github or Gitlab, etc. 

Edited by hexSlater
Update progress

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4 minutes ago, hexSlater said:

* If you can figure out how to add the spider mastermind to Doom II, go for it. I can't remember if it's possible or not.

actually you can!, it's part of the regular roster: you see it in map06 of the iwad

also, interesting project idea; hope it goes well

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6 minutes ago, bsharp said:

actually you can!, it's part of the regular roster: you see it in map06 of the iwad

also, interesting project idea; hope it goes well

 

Thanks! Tweaked the rules a little bit. Hopefully things are clearer. I'll set up a Discord tomorrow.

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@OP, you should probably show something of your own first -- you just signed up to the boards today and have 3 posts, and no other social media presence that I can see -- how do we know you're capable of successfully running a community project? It's way tougher than it looks.

 

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I'll take map 15! :) also, is there a deadline? 

 

EDIT: NVM just found it xD October next year :)

Edited by dmh094

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10 hours ago, Love Shovel said:

This sounds like a fun and approachable project! Any rules on custom skies or anything like that?

 

Were you planning on using a custom skybox? Only ask because I forgot to put a skybox rule in the list. Might be cool to have custom skyboxes. 

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As the guy who once started a CP where every map had an Icon (which I might be tempted to revive at some point tbh), I guess it's in-character if I try my hand at a MAP32.

 

Question, though: do I need to include the Romero head and/or ZZZFACE textures, or is a spawn shooter on its own enough?

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12 hours ago, hexSlater said:

HELP WANTED!

  • Additional devs to stitch everything together.

 

On top of what Xaser said, the idea/thread is one of the very easy parts of being a project lead, and "stitching it together" is one of the hard parts and something the project lead should be doing themselves. So while it might feel like you're asking for help with a supporting role, you're really asking for someone to do the main gig. People would have a lot more trust in a project by a first-day member if they committed to figuring that out and doing it themselves -- which involves asking for help, but not asking for someone to do it. The bottom half of this post has a very simple roadmap. 

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Discord is LIVE! https://discord.gg/H3bWRFnZCw

 

Could use some extra mods on Discord if anyone is interested. Still thinking about Gitlab and Github repos, not sure yet.

 

MAP01 progress. This is just the entryway and I think one of the trees is kind of in the way of things. 

 

Spoiler

Hf42asy.png

 

 

9 hours ago, Novaseer said:

As the guy who once started a CP where every map had an Icon (which I might be tempted to revive at some point tbh), I guess it's in-character if I try my hand at a MAP32.

 

Question, though: do I need to include the Romero head and/or ZZZFACE textures, or is a spawn shooter on its own enough?

 

Romero head not needed, but the ZZZFACE texture would be cool if possible. Added.

 

19 hours ago, dmh094 said:

I'll take map 15! :) also, is there a deadline? 

 

EDIT: NVM just found it xD October next year :)

 

Added.

 

15 hours ago, volleyvalley said:

Would like to take MAP08, sounds interesting.

 

Added.

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Added a Trello board for those who want to see progress, what's being worked on, and what is done so far.
 

PRAGMATICON | Trello 

 

I will probably add git repo at some point, but I'm still not 100% sure on it. Also, update on MAP01. I think this is a good starting point for MAP01. Looks vanilla, but could use some polish. Lighting could use work and possibly a few more line defs.

 

Spoiler

RWh5IEH.png


Added volleyvalley to MAP02 and MAP03.

Edited by hexSlater

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  • 2 weeks later...

MAP01 is in the play-testing stage. The only thing I haven't done is pick my MIDI track and change the name.

 

I attached the RC for MAP01.

 

To Do:

  • MIDI track
  • Change name
  • Balance difficulty (need player feedback for this)

 

 

MAP01 - RC1.zip

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Cool concept! I'd like to grab MAP04, please :)

 

Is there a specific theme for the wad's episodes or does it roughly follow Doom 2's visual style (spaceport -> city -> hell)?

Edited by DoctorNuriel

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3 minutes ago, DoctorNuriel said:

Cool concept! I'd like to grab MAP04, please :)

 

Is there a specific theme for the wad's episodes or does it roughly follow Doom 2's visual style (spaceport -> city -> hell)?


Basically, follow DOOM 2's style, but you can make it more detailed and complex.

You just barely missed MAP04, I forgot to update it, so it's taken. The map list is now accurate. MAP05 is open and a bunch of others, though. 

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1 minute ago, hexSlater said:


Basically, follow DOOM 2's style, but you can make it more detailed and complex.

You just barely missed MAP04, I forgot to update it, so it's taken. The map list is now accurate. MAP05 is open and a bunch of others, though. 

Cool! I'll go for 05 then!

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  • 3 weeks later...
  • 2 weeks later...
On 1/9/2024 at 12:59 PM, senpaigru said:

could i get the map 6 slot, please?

 

Done.

 

Sorry I've been awake for a month, I get really, really sick and dealing with other things. Back now. You've got slot 6. 

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  • 2 months later...

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