iddq_tea Posted May 15 (edited) Original thread by bobstremglav Discord server -- (Not even UDB was ready for this!) How far can Doom mapping be pushed? In this project, one sector is all you get to work with, so put your knowledge to a test and make the most of it! The idea of this project is to keep the limitations very strict to encourage creative solutions. You will get lots of use out of middle textures, which allow for fake elevations, hidden passageways, and more! Screenshots: Spoiler author: Quin author: iddq_tea author: Plerb Screenshots taken in Woof! Restrictions: - CL9 (Boom v2.02) - Texture pack to use freely: onesectortex (Contents: Patched up Textures, Doom 1 textures for Doom 2) - Custom textures outside the linked packs are allowed, but avoid over-usage so your map does not feel too out of place (secret maps are an exception) - Joined sectors are allowed, since the engine counts them as one - Vanilla monsters and decorations only - Custom midi is allowed: if you do not include a track with your map, one will be picked or created for you (feel free to make suggestions!) - Max. 4 maps per person - Test your maps in software mode before submitting to ensure compatibility - UMAPINFO is up for discussion (defaults will exist for backwards compatibility with older sourceports)- Any possible exceptions to these rules can be discussed here or on the Discord server Important notice: Due to an engine quirk, the game does not properly initialize the reject table in a map with only one sector, which causes a rather odd line of sight bug where the player is invisible to all monsters. I recommend using the ZDBSP nodebuilder to avoid this issue. Deadline for submissions is August 1st. Participants/slots taken: Spoiler List of slots ordered by the way they appear in-game rather than internally. Let me know if you'd like your map moved to another slot! Slots may be re-arranged based on difficulty: harder maps will generally appear towards the end. Level 1 - @DuckyCart Level 2 - @Pistoolkip Level 3 - @Quin Level 4 - @Proxy-MIDI Level 5 - @RED77 Level 6 - @DynamiteKaitorn Level 7 - @wasdbee Level 8 - @iddq_tea Level 9 - @Plerb Level 10 - @Korni27 Level 11 - @wasdbee Level 12 - @Grizzly Old B (secret exit 1) Level 13 - @DuckyCart Level 14 - @NinthBurn Level 15 - @Hebonky Level 16 - @plums Level 17 - @URROVA Level 18 - @Scorpius Level 19 - @BFGandorf Level 20 - @Chainie Level 21 - @Kras Level 22 - @The Almighty Egg Level 23 - @Walter confetti Level 24 - @stridertech (secret exit 2) Level 25 - @ivymagnapinna Level 26 - @LSC Lasico Level 27 - @Doomy__Doom Level 28 - @AnArchaicApparatus Level 29 - @DuckyCart Level 30 - @stochastic Level 31 - @Pancrasio Level 32 - @iddq_tea Level 33 - @Korni27 Level 34 - @Forgotten Soul Level 35 - @Scionox Level 36 - @JackDBS (secret exit 3) Level 37 - @Spectere Level 38 - @AnArchaicApparatus Level 39 - @JackDBS Level 40 - @Pistoolkip Level 41 - @Grizzly Old B (secret map 1) Level 42 - @Korni27 (secret map 2) Level 43 - @Phoenyx (secret map 3) To make the wad work with Boom, a few changes will be made internally, such as re-routing a few exits to different map slots. None of this will impact gameplay on the surface and the list above shows the maps in the chronological order, with the changes taken into account. What happened to the original thread? Spoiler This project was started privately between me and Bobby, but misunderstandings on the original thread made him step down from the project as it proved to be too stressful for him. He gave me permission to take over and preserve the progress that's been made. The rules were made clearer, but if there are any further questions, feel free to ask! Edited June 21 by iddq_tea 31 Quote Share this post Link to post
NinthBurn Posted May 15 Same question as before: is sector joining allowed? If so, I'd like slot 14. 0 Quote Share this post Link to post
BeachThunder Posted May 15 Might be a bit before I get to it, but sign me up for a Fibonacci-numbered slot. 0 Quote Share this post Link to post
iddq_tea Posted May 15 @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. 1 Quote Share this post Link to post
Pistoolkip Posted May 15 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. 0 Quote Share this post Link to post
plums Posted May 15 (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 May 15 by plums 2 Quote Share this post Link to post
Clippy Posted May 15 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 2 Quote Share this post Link to post
Pistoolkip Posted May 15 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 1 Quote Share this post Link to post
iddq_tea Posted May 15 @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. 1 Quote Share this post Link to post
Astar Posted May 15 Again, thank you so much for taking this on @iddq_tea 1 Quote Share this post Link to post
Raith138 Posted May 15 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 0 Quote Share this post Link to post
plums Posted May 15 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. 2 Quote Share this post Link to post
iddq_tea Posted May 15 @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 :) 0 Quote Share this post Link to post
plums Posted May 15 (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 May 15 by plums 2 Quote Share this post Link to post
iddq_tea Posted May 15 @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. 1 Quote Share this post Link to post
DuckyCart Posted May 15 That's a pretty cool community project you got going. 1 sector? That's gonna be fun! Can I have map01? 0 Quote Share this post Link to post
iddq_tea Posted May 15 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? 1 Quote Share this post Link to post
Grizzly Old B Posted May 15 Hej there, I'd like to sign up for map 7. 0 Quote Share this post Link to post
iddq_tea Posted May 15 @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? 0 Quote Share this post Link to post
Grizzly Old B Posted May 15 Then I'd like to claim map 15. Especially if it comes with the duty to provide an additional secret exit. 0 Quote Share this post Link to post
iddq_tea Posted May 15 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? 0 Quote Share this post Link to post
BeachThunder Posted May 15 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 1 Quote Share this post Link to post
Scionox Posted May 15 Ill take late or secret slot if any available 0 Quote Share this post Link to post
Grizzly Old B Posted May 15 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. 😁 1 Quote Share this post Link to post
NinthBurn Posted May 15 (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 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 May 15 by NinthBurn typo 5 Quote Share this post Link to post
Spectere Posted May 15 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. 3 Quote Share this post Link to post
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