stonedbaroness Posted May 14 (edited) Discord Server Link https://discord.gg/fV3StTfZut Story Spoiler After the events of Final Doom, UAC executives sought after the best minds in the field of quantum physics to create an immersive recruit training experience in preparation of the “Doomsday Protocol”; A predicted Solar System-wide interdimensional breach by the Prophets of Sin, utilizing technology from the Plutonia and Evilution campaigns to unleash hell in previously unheard magnitudes to avenge the Icon. What they ended up finding was that already-existing methods of arsenal transportation could be retrofitted to not only teleport weaponry, but whole squads! Entire armies can now be translocated anywhere in the blink of an eye through an artificial dimension known as the Cybervoid. The distance of this technology is only limited by the diameter of our inhabited planetary system. While the consequences of teleportation through the Cybervoid remain unresearched, the untold piles of legal documentation and signatures void the UAC of any responsibility for the safety of its employees. This ensures that the focus on repelling the threat of annihilation is not interrupted by any trivial affairs, such as long-term health concerns of personnel. As you finish your last day of training in the UAC’s State-of-the-art Genesis: Tactical Cyber-Simulations program, alarm bells begin to ring as reports from several traffic controllers around the Solar system cite multiple instances of wormholes appearing and unleashing destructive hordes. It seems they’ve arrived early again, just like the supply ship. With the infamous Doom Marine seemingly missing in action, it is up to you and your entire division of highly-trained soldiers to make up for his absence and fulfill your roles as humanity's last guard. Screenshots Spoiler Overall Gameplay Goals Bring Quake-influenced gameplay and environments to the big 3 multiplayer source ports Make use of jumping as a gameplay element in all map formats Allow space for ACS functions to be utilized in multiplayer maps. [Not a requirement, but available to those who want to utilize the creative functions offered by the ZDoom 1.22 codebase for Odamex] Bring a variety of gameplay styles through each map submission to make cooperative playthroughs more engaging - akin to Sven Co-op Mapping Guidelines IWAD: Doom 2 Resources: 32in24-15_tex_v2.wad (https://drive.google.com/file/d/1K-OrFAWKQ9XO7cMvaP03P6Or4152_yPR/view?usp=sharing), sdb_quake1_ambience.wad (sdb_quake1_ambience.zip , replaces ZDoom ambient thing sounds from #1 to #21!) Sourceport(s): Odamex 10.5.0, ZDaemon 1.10.24, and Zandronum 3.1 Note: While we may be targeting these source ports, all maps must be fully compatible with Odamex to ensure consistency between all ports as it is based on the “oldest” version of ZDoom of the 3. Game Mode(s): Survival-Cooperative [No Respawning items!] Map Format(s): Limit-removing, Boom [complevel 9], ZDoom (In Doom 2 and Hexen formats)* *Some features not fully implemented within all three multiplayer ports Exclusions: UDMF, MBF 21 - Not reliably compatible with all three Sourceports --> Level Requirements At least one secret in any map submission must be obtainable through jumping! [This is to ensure that jumping is not overlooked in gameplay and is consistent throughout the wad.] Map should not be breakable through jumping. Maps should be reasonably completable in singleplayer at a minimum skill level of Hurt Me Plenty. Maps in multiplayer should have more bosses, minibosses, and ammo-feeding enemies [Zombieman/Sergeant] than in singleplayer. See the TNT/Plutonia sections of decino’s “Enemy Placement Unique to Multiplayer” for an idea of how I’d like enemy placement in this project in multiplayer vs singleplayer. Ensure that major areas of the map have more than 1 route to get to. Multiple paths are encouraged to give players more options in how they can approach a situation. --> There can be exceptions, but keep it to a minimum as it can be hard to navigate with 8+ players through one 64-128 unit wide hallway with a horde of pinkys and imps demons on the other side. Any level functions that need keys to activate should remain activated without needing to regrab the key after respawning in co-op. --> Example 1: Door that requires a red key stays open once a player with a red key activates it. If that player dies and respawns without keys, they will still have access to avoid needless backtracking All levels must have 8 player starts! --> Things to avoid Any additional actors via DECORATE. I want to maintain full mod compatibility, so ACS is ok, but specific new actors or actor-specific functions are not allowed [Besides ThingCount or general player functions, but no TID on any enemies or players specifically]. Dummy sectors as certain dummy functions can misbehave in a multiplayer environment, sometimes not even guaranteeing that the dummy will exist. Areas that can’t be accessed once a player dies. You need to ensure that a respawning player may still access said area without softlocking the playthrough. Submission Guidelines Submission format: Spoiler File: Author(s): Map Name: Map Format: MIDI Used: Map Description [Read below about Map Desc. details I’m looking for]: Tested Ports [Bare minimum is Odamex 10.4.0]: Difficulty Settings: Author's Comments: There are no limit to submissions, just as long as you submit your finished map by the deadline! --> Map order will not be strict, but if you have a preference for where your level should be, like either beginning, middle, or end, I can fulfill that! Maps must be submitted in the ‘map01’ slot, they will sorted according to preferred order when the project is finished File naming convention: “username_mapname_version” --> Example: stonedbaroness_shoresofheck_v0.1 Your first submission must be labeled as v0.1, even if the map is in a complete state. Myself and other players will want to give input to make improvements State the name of a celestial body within the solar system where your map takes place in the description of your submission. The look of your map doesn’t have to match the actual IRL physical characteristics of said-planet/moon/asteroid. UAC has very good terraforming technology and I want to create storyline that ties all levels together regardless of aesthetic and continuity. Maplist: Spoiler stonedbaroness - Shores Beyond the Oceanic Veil [WIP] stonedbaroness - Hues of Pain [Playable state, needs more adjustments and polish] Submission Deadline --> For all map entries, May 3rd, 2025 - 11:00 PM [US Pacific Daylight Time] <-- Additional Help/Resources Spoiler https://docs.google.com/document/d/1UX1qdc1BUWSUiwJ-g7PQC0t3vChRpVs8vFHQBrcu6I4/edit?usp=sharing --> This is my unofficial guide for co-op mapping, including anecdotes from various doomworld users as well as my own breakdown of enemies by tiers for cooperative play Enemy Placement Unique to Multiplayer [Specifically the Plutonia and TNT sections] by decino Credits Eevee - Doom Text Generator website! Esselfortium and TheGreenHerring - original 32in24-15_tex.wad 40oz, Foxpup, ZeMystic, TheMagicMushroomMan, Doom_user, EarthQuake - Various helpful tips for co-op mapping that I included in my guide because I found them rather helpful for a project like this. Edited May 22 by stonedbaroness Updated resource link for 32in24-15 v2 and screenshots 9 Quote Share this post Link to post
stonedbaroness Posted May 19 Bumping this topic as I've set up a discord server for this project! 1 Quote Share this post Link to post
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