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1 Sector Community Project


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@NinthBurn

 

If that's to avoid the line of sight bug, it does not prevent that, I checked, but if you have other tricks in mind, I'd be curious to see what you've got so sure, go ahead.

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I would like map02, if it's still open. 

 

Does anyone know if the Icon of Sin / Monster Spawner has additional issues? Otherwise, I'll take MAP30 as well.

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Posted (edited)
5 hours ago, iddq_tea said:

- CL9 (Boom v2.02)

- Custom textures are allowed, but avoid over-usage

I would like to change my claimed slot to MAP16. The map I was making was based on custom textures, that are also too tall for original Boom, so I am going to withdraw it. However I have another idea for a map that should be fine with these clearer limitations. No hard feelings against you or Bobstremglav.

 

I'd appreciate a harder guideline about what "over-usage" of custom textures is, though it's not urgent. One option you might want to consider is providing a texture pack and limiting new textures to that pack; possibly Gothic's PatchTex which is new textures based on existing patches, and which @Quin's map already used.

https://www.doomworld.com/forum/post/2016811

 

 

edit: @Pistoolkip

The only relevant bug I know of with the IoS is that you can't have spawn spots that are exactly east or west of the spawner.

https://doomwiki.org/w/index.php?title=Spawn_cubes_miss_east_and_west_targets

Edited by plums

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35 minutes ago, Pistoolkip said:

I would like map02, if it's still open. 

 

Does anyone know if the Icon of Sin / Monster Spawner has additional issues? Otherwise, I'll take MAP30 as well.

You're like addicted to map 30s

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3 minutes ago, Clippy said:

You're like addicted to map 30s

 

A one-sector Icon of Sin is going to be pretty interesting. No idea what exactly I'm going to do yet, though 

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@plums

 

Good suggestion! Doom 1 textures for Doom 2 should also be among the permitted texture packs. I will link both on the main thread.

 

The guideline is a bit unclear, I'll reword that too, but the idea is to not overuse non-vanilla (also the vanilla patches and Doom 1) textures as they would make the map look like it was taken out of a completely different project. This was what I'd originally written but then I decided to shorten it, in hindsight not a good idea.

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If someone could tell me what is going on here that would be great.

On GZdoom the midtextures appear but the sky transfer doesn't and on other ports it is the opposite.

1sector.zip

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48 minutes ago, iddq_tea said:

Good suggestion! Doom 1 textures for Doom 2 should also be among the permitted texture packs. I will link both on the main thread.

 

Here's a texture pack that compiles both Doom 1 textures and Gothic's Patchedv2.wad, plus animated waterfall, mudfall, and lavafall textures, into one wad. Hopefully this is all OK to use.

https://user.fm/files/v2-95d4684367e57e29f09afc11ade7031b/onesectortex.wad

 

Make sure to credit @Gothic in the release.

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@plums

 

Nice find, but I'm afraid the extra animated fall textures will break backwards compatibility which I was hoping to preserve in this wad (for example, if someone uses sky transfers in their map, there would still be default agreed upon sky textures that will appear in sourceports with no sky transfer support). Or is there a way to add new animated textures into Boom maps that I'm unaware of?

 

Gothic is already credited in my personal notes alongside the midi artists :)

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Posted (edited)
5 minutes ago, iddq_tea said:

Or is there a way to add new animated textures into Boom maps that I'm unaware of?

Yes, Boom introduced an ANIMATED lump for that purpose, and that wad uses one.

https://doomwiki.org/wiki/ANIMATED

 

I compiled the wad by myself btw, though I don't need any credit for it.

Edited by plums

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@plums

 

Oh, that's very nice, thanks for the info! I think it's worth replacing the two linked wads with the combined wad then.

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That's a pretty cool community project you got going. 1 sector? That's gonna be fun! Can I have map01?

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6 hours ago, BeachThunder said:

Might be a bit before I get to it, but sign me up for a Fibonacci-numbered slot.

Seems like all are taken, I could have someone pick another slot or you can pick a non-Fibonacci number. I'm curious though, why such a seemingly random preference?

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@Grizzly Old B

 

I actually had a person already snatch that one, but they are in the middle of creating a Doomworld account so I didn't get to close up the slot yet. My bad for not reserving it anyway :p Are you maybe interested in a different one?

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Only secret map slot 31 is remaining. If there are more people interested in contributing, I will increase the total slot count for this project, which is fine because the maps are mostly 1-3 minutes long, but it will break backwards compatibility with the older and more faithful sourceports which was something I planned to preserve originally. What would you guys think?

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1 hour ago, iddq_tea said:

Seems like all are taken, I could have someone pick another slot or you can pick a non-Fibonacci number. I'm curious though, why such a seemingly random preference?

Honestly, because I thought it'd be amusing to ask for something weirdly specific. But then I started actually thinking about a Fibonacci number-related map...

 

We were going to go beyond 32, right? Because 34 is a Fibonacci number

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5 minutes ago, iddq_tea said:

Only secret map slot 31 is remaining. If there are more people interested in contributing, I will increase the total slot count for this project, which is fine because the maps are mostly 1-3 minutes long, but it will break backwards compatibility with the older and more faithful sourceports which was something I planned to preserve originally. What would you guys think?

As an old guy (I turned 50 last month) I have an oldschool opinion on this. Keep it to 30+2 maps. Gather further applications for another one and release both wads simultaneously as “1 Sector Community Project Vol. I & II”, just like Guns'n'Roses did with their “Use Your Illusion” double album. 😁

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Posted (edited)

Let's go for a walk, shall we?

 

Info

Spoiler

Map Name: Go Outside
Slot: 14
Format: Boom
Textures: included
MIDI: Sigil II E6M2, "Sleep of Reason" by James Paddock
Sectors: 1 :P
Tested with GZDoom, PRBoom+, Woof! & DSDA-Doom using complevel 9
Difficulty settings are implemented, and it does have coop spawns.


Download link.

 

Screenshots

Spoiler

7ZUnf0r.png

 

There are some textures included, but I only use half of them. I used the others in order to create the TEXTURE1 lump. I have added a marker inside the WAD to indicate the textures that I have used, there are not that many(some, like LAVAFAL and WFALL seem to be included in the resources mentioned by others).

Edited by NinthBurn
typo

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44 minutes ago, iddq_tea said:

Only secret map slot 31 is remaining. If there are more people interested in contributing, I will increase the total slot count for this project, which is fine because the maps are mostly 1-3 minutes long, but it will break backwards compatibility with the older and more faithful sourceports which was something I planned to preserve originally. What would you guys think?

 

Personally, I'm sick to death of the rigid 30+2 formula. I think opening up more slots would be fantastic.

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