EraserheadBaby Posted April 24 (edited) Thanks for checking the thread. I heard that doing a community project is a good way to get better at mapping, but I couldn't find a GZ community project. So here we go. Heavy focus on moody lighting and a tense vibe. Start on Mars, go to Hell, fight your way back to Earth. 7-14 levels. Make 2-3 if you'd like. A learning project. I know I'm not an awesome mapper and am trying out a lot of new stuff with these maps to expand my skills. No deadlines set yet. Since this is largely a learning project, I thought we could pace ourselves, test each other's maps, give each other feedback, maybe even tinker around in each others maps. I don't know. Take your time. We can set a deadline later once things start to gel. July at the earliest so the maps can get some polish, but whatever. We don't have shareholders. 3 levels currently in development Intros for the SSG, Rocket Launcher, Plasma Gun, and BFG are still available. And the chainsaw, but, ya know... General guidelines for the project. GZ DOOM DOOM 2 WAD Ultimate DOOM Builder. I do not know if you can put different maps from different editors into a miniwad. If you can, use whatever map editor you like. Bring DOOM up to Quakish levels of interactivity. 3d floors, liquids, dynamic lighting, and other GZ features. Free look, jump, and crouch encouraged. Dynamic lighting is important. Take advantage of GZ's lighting capabilities. It can really breath life into a scene. Dark, spooky, visceral look. I've been changing the sector light to a dark grey, kicking the brightness down to 70, and then relighting with dynamic lighting objects. I use sector lighting sparingly to highlight doors and such. But most of the lighting is coming from objects, not sectors. 3 difficulties. HNTR, HMP, UV I would like weapon progression through the wad, so the maps don't have to be pistol start maps. We will need to communicate with each other to keep that in line so ammo doesn't get weird. Introduce 1 weapon per level (unless we wind up with <7 levels). Maybe even skip a few levels between weapons. Also, having a weapon introduced in a super secret before it's "official" introduction in a later level would be great. Vanilla DOOM textures. A texture exception for breakable glass and walls like the ones in Auger Zenith. (amazing megawad, check it out) Gimmick levels are cool. Like "Gotcha" and "The Crusher". Puzzle levels are good too. No joke or meme maps, plz. ya know, a secret joke level where the object is to avoid picking up the chainsaw would be kind of fun for this. A platforming challenge over a sea of chainsaws. idk If you wanna make a slaughter map, that could be the secret FINAL final level. Try to give maps a natural ending instead of pressing a button. For instance, the first level ends in a pitfall down a vent that leads to level 2. Another map, "Welcome to Hell", ends when you reach an opening to the surface with blinding light coming through it. Almost like we could take every map and stitch them together end to end to make one gigantic level. (not that we're actually doing THAT) Keep the levels short-medium. About 5-20 minute play times. (putting this here mostly to remind myself). An early berserk on every map. DOOMguy should always be able to beat the crap out of demons. Please post your maps as you're working on them. I was hoping we could learn from each other, play test, and communicate so the wad has a cohesive feel like an episode of DOOM. Update: Map 1 v 0.87. It's roughed out and functional with some detailing. Still need to change the music (sorry about that, I just have not learned how to yet. Won't update again until that's fixed). A short map (5 min playtime) to introduce the darker mood of the wad, game play, and some of the GZ elements. Doors opening with gun triggers, using vents, swimming, a mild combat puzzle, slopes, etc... The shotgun is introduced. GZ DOOM DOOM 2 wad Dynamic lighting lights.pk3 recommended DOOM or Dark sector lighting. Updates have been made since these pics Play test of version 0.82 Spoiler Thanks to Fernito for their "bad" play through. My baked potato can't handle recording and playing without starting to chug a bit. Your help is appreciated. Another map This is "Welcome to Hell". I was working on this when I had the idea for the community project. Probably gonna use it for the 4th or 5th level. It has a few Mancubi and Revenants, so the rocket launcher should be introduced by now. There are 2 rocket launchers in this level, but it would be nice if someone else got to introduce the RL in their level, since I've already had my weapon intro. This is probably about as long as a map should be for this wad. It's about a 20-30 minute play judging from other peoples play tests. I might trim out a section. Spoiler Thanks for reading all that. Edited May 13 by EraserheadBaby 8 Quote Share this post Link to post
Baron T. Mueriach Posted April 28 Hope this gets more attention, nice map btw. I'd be lying if I said this is my kinda thing though, I have a hard time working with the GZ features, plus I got some stuff in the works atm. I hope it catches on because it sounds like it could potentially be really awesome. 1 Quote Share this post Link to post
Walter confetti Posted April 28 Interesting project, but i'm doing too many other Doom stuff in these months, but i wish good luck with this to all! 1 Quote Share this post Link to post
Wo0p Posted April 28 I loved the map :D I especially appreciate the abundance of dynamic traps (I'm thinking specifically about placement and sightlines of enemies that makes you think strategically) as opposed to SURPRISE BUTT-... SURPRISE MONSTER CLOSET IN YOUR FACE DEAL WITH IT NYAH! I'd like to submit a map since I've never participated in a community mapping event before :) If you'd have me of course. Is there a set deadline? Can I make a mars themed map? Should the map be designed with pistol start only in mind? And I assume it should be designed with the 5 difficulty settings in mind? 1 Quote Share this post Link to post
EraserheadBaby Posted April 28 (edited) 12 minutes ago, Wo0p said: Can I make a mars themed map? Sure, it can be the second level. I just slapped together a starting map for the project. It's a small, dark, berserker map set in a base. Only the shotgun and chainsaw get introduced, so there will still be a lot of space to expand. Your map could be the one with the teleport to hell. Here's the map I started yesterday. https://www.dropbox.com/scl/fi/dun260zhmta9iq3uq5oud/Tiny-Berserk-Starting-Map.wad?rlkey=ns2ffsuqam92v1p6fgtr0jfrj&st=aw0hpc3a&dl=0 Edited April 28 by EraserheadBaby 0 Quote Share this post Link to post
EraserheadBaby Posted April 28 14 minutes ago, Wo0p said: I loved the map :D I especially appreciate the abundance of dynamic traps (I'm thinking specifically about placement and sightlines of enemies that makes you think strategically) as opposed to SURPRISE BUTT-... SURPRISE MONSTER CLOSET IN YOUR FACE DEAL WITH IT NYAH! Thanks, I put a lot of thought into that. It's how I do most of my monster placement. I use teleporters a decent amount, but almost never use monster closets. They don't feel right. 1 Quote Share this post Link to post
Wo0p Posted April 28 1 hour ago, EraserheadBaby said: Sure, it can be the second level. I just slapped together a starting map for the project. It's a small, dark, berserker map set in a base. Only the shotgun and chainsaw get introduced, so there will still be a lot of space to expand. Your map could be the one with the teleport to hell. Here's the map I started yesterday. https://www.dropbox.com/scl/fi/dun260zhmta9iq3uq5oud/Tiny-Berserk-Starting-Map.wad?rlkey=ns2ffsuqam92v1p6fgtr0jfrj&st=aw0hpc3a&dl=0 Alright :) Also I just ran through the first map and I know it's a work in progress, but it's a player-friendly convention not to put mid-textures in front of spaces that you are meant to pass through because fences and grids are typically impassable. It needs to be a VERY large gap between the bars to suggest to players you can walk through it, if you want to keep the bars over the vents for aesthetic purposes. But yeah, it's your map but I suggest we don't do that going forward :) 1 Quote Share this post Link to post
EraserheadBaby Posted April 28 (edited) 52 minutes ago, Wo0p said: Alright :) Also I just ran through the first map and I know it's a work in progress, but it's a player-friendly convention not to put mid-textures in front of spaces that you are meant to pass through because fences and grids are typically impassable. It needs to be a VERY large gap between the bars to suggest to players you can walk through it, if you want to keep the bars over the vents for aesthetic purposes. But yeah, it's your map but I suggest we don't do that going forward :) Thanks for the playtest and the feedback. I just started that map. I have a couple days off, so I'm going to try to finish the beta by Tuesday. I'm wanting this project to be DOOM brought up to Half-life/Quake(ish) conventions. We will let people know up front in the wad description about bents and other game play elements. Without the midtexture, the vent is just a hole in the wall, and it messes with the atmosphere. Now that I'm writing all this out, I suppose a dark atmosphere would be something good for the miniwad because the lighting options in GZ are just crazy and it would set it apart. This first level is setting the tone for the direction I had in mind for the miniwad. I'm introducing the idea that vents can be used, doors open with gunshots, and swimming is a thing, as well as some other game play mechanics. This way the player knows about them moving forward. I have faith that people will figure out to use the vents. The lights and key placement force it and the map gives it away. You figured it out. Did it feel satisfying when you figured that out? Thanks for the feedback, as it's helping me consider things I had not thought of. Edited April 28 by EraserheadBaby 0 Quote Share this post Link to post
Wo0p Posted April 28 Of course, it's a process and talking about things help bring out the details and fulfill a certain vision. :) I'll keep in mind to go for spoopy atmosphere as well! And you're right, items and lights do indeed guide the player or give hints to them. And providing some useful information in the accompanying readme is a good idea, it might help mitigate certain confusing elements that don't necessarily conform to 30 years of doom mapping. Wow that sounds passive aggressive when I type it out haha but I don't mean it that way. I've been very careful in my own mapping thus far not to be too experimental, as I dont want to confuse players more than necessary, but perhaps I've been TOO careful in that effort as well. I'll follow your vision and what happens, happens. On a related note, can I introduce the Chaingun in map 2? 1 Quote Share this post Link to post
EraserheadBaby Posted April 28 Just now, Wo0p said: Of course, it's a process and talking about things help bring out the details and fulfill a certain vision. :) I'll keep in mind to go for spoopy atmosphere as well! And you're right, items and lights do indeed guide the player or give hints to them. And providing some useful information in the accompanying readme is a good idea, it might help mitigate certain confusing elements that don't necessarily conform to 30 years of doom mapping. Wow that sounds passive aggressive when I type it out haha but I don't mean it that way. I've been very careful in my own mapping thus far not to be too experimental, as I dont want to confuse players more than necessary, but perhaps I've been TOO careful in that effort as well. I'll follow your vision and what happens, happens. On a related note, can I introduce the Chaingun in map 2? I didn't view that as passive aggressive and you can be direct with me, if you like. I prefer crisp, to the point communication. I want this wad to be a little experimental. A little different, but not so different that it isn't DOOM anymore. This is DOOM after doing a good job in summer school so it didn't get left back a grade. There will be a few things that set it apart, due to the GZ nature of it; freelook, jump, crouch, dynamic lighting, slopes, and water all change things dramatically without changing it so much that it doesn't look like DOOM anymore. There will be things the player has to figure out. That's part of the fun, but they need to know that up front. I really hope someone makes a puzzle level, and if they don't then I probably will. already have an idea for one. Chaingun sounds perfect for the second level. The mind jumps right to SSG, but I think chaingun would pace things for a slower build. And, personally, I want a berserk pack early in every level just so the player always has that option. I feel like doomguy should always be able to just beat the shit out of monsters. This also allows for a stricter ammo choke to add to the spoopy vibe. 1 Quote Share this post Link to post
Wo0p Posted April 29 Just a few pics to show I'm not slacking 8D Spoiler I have to say its challenging to rely solely on base vanilla textures, but a good one! Gets the brain juices flowing to get the result you're looking for. Enjoying this project so far :) 2 Quote Share this post Link to post
EraserheadBaby Posted April 30 I just gave Map 1 a play through loading it the normal way instead of testing it within UDB. I found out that none of the floor lamps or items are emitting light. Same holds true on my other map. I haven't been able to figure out why, so if anyone has an answer to this, please let me know. 0 Quote Share this post Link to post
Wo0p Posted May 1 23 hours ago, EraserheadBaby said: I just gave Map 1 a play through loading it the normal way instead of testing it within UDB. I found out that none of the floor lamps or items are emitting light. Same holds true on my other map. I haven't been able to figure out why, so if anyone has an answer to this, please let me know. Did you load it up with the Lights.pk3? Along with GZDoom. 1 Quote Share this post Link to post
EraserheadBaby Posted May 2 (edited) 18 hours ago, Wo0p said: Did you load it up with the Lights.pk3? Along with GZDoom. If that's the issue then I might just ditch those objects or add lights to them. I don't want the players to have to load up anything more than just the regular files. I think destructible walls might be the only worthwhile exception to that. I just want it to be fairly easy for people to boot up and play. (translation: I'm an ignorant fraud who doesn't understand what you just said. For real, I'm not even using a mod launcher or anything. I just like making maps, I'm just now learning about the under the hood, files and scripting stuff) Edit: Just tried that out. IT WORKED!!! Edited May 2 by EraserheadBaby 1 Quote Share this post Link to post
Wo0p Posted May 2 1 hour ago, EraserheadBaby said: If that's the issue then I might just ditch those objects or add lights to them. I don't want the players to have to load up anything more than just the regular files. I think destructible walls might be the only worthwhile exception to that. I just want it to be fairly easy for people to boot up and play. (translation: I'm an ignorant fraud who doesn't understand what you just said. For real, I'm not even using a mod launcher or anything. I just like making maps, I'm just now learning about the under the hood, files and scripting stuff) Edit: Just tried that out. IT WORKED!!! Great ^_^ and no worries, we all have something to learn. But yeah as I understand it the lights.pk3 and the other ones that come with gzdoom are optional for performance reasons, so people can pick and choose for themselves what's smooth sailing for their computer :) 1 Quote Share this post Link to post
Xaser Posted May 2 (edited) You can instruct GZDoom to always load lights.pk3 by putting LOADLIGHTS = 1 into a GAMEINFO lump in your wad -- there's a similar option for brightmaps.pk3 too, if you need it. Edited May 2 by Xaser 3 Quote Share this post Link to post
Wo0p Posted May 4 Just here to shamelessly bump the project to the front page with some progress screenshots :^) "Another soul battered and broken, cast aside like a spent torch" Big Brother's watching: 4 Quote Share this post Link to post
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