Jump to content

RAMP 2024 - Newcomer-friendly community project!


Recommended Posts

Posted (edited)
46 minutes ago, Gez said:

Add 1024 to the sector type.

 

So if it's just a standard sector without anything special (type 0), make it type 1024.

 

https://zdoom.org/wiki/Secret

https://zdoom.org/wiki/Sector_specials

Where exactly?

1508950965_.png.7ea6f80658c4f53ffd1cfe05b28daa1a.png

In Other Properties there is a Secret, and you can even put a check mark/flag there, but it does not lead to anything.

 

Edited by NenapoMinayuChtchiyasya

Share this post


Link to post
Posted (edited)
40 minutes ago, NenapoMinayuChtchiyasya said:

Where exactly?

Can you open the Item Properties window? It should be in there I think. (Ctrl+1)15643089_Screenshot2024-06-13013246.png.5def51cd2ec3f9d21983f55a7e099197.png

Edited by JaySmithen
added picture

Share this post


Link to post
52 minutes ago, NenapoMinayuChtchiyasya said:

In Other Properties there is a Secret, and you can even put a check mark/flag there, but it does not lead to anything.

That should be it, though.

Share this post


Link to post
14 minutes ago, JaySmithen said:

Can you open the Item Properties window? It should be in there I think.

I tried to do as you showed. It changed to "1024: Unknown" and.. it worked! Yay!🎉🙌🥳
Thanks a lot! I would never have guessed!

Share this post


Link to post

Okay, I submitted a WIP (basically a corridor...)...hopefully this will motivate me to finish something off before the deadline. No big UDMF stuff this time - a vanilla Doom 1 map (well...a Doom 2 map only using Doom 1 stuff). BTW, I watched 2001 recently...

454206669_gzdoom2024-06-1503-41-07-728.png.9fd90644972c949a25b9cf8f1a500da2.png

Share this post


Link to post

For those who might want a playthrough of map 5, here is a max demo (with saves) of the map, not the best in some places (archvile pillar room, that one is cooked as shit lol) but I think it's ok. Along that you will find the map (slot 1) and 32-in 24 15.tex to get the textures.
Load it with DSDA-Doom 0.27.5 with the boom complevel (cl-9)

Ramp05 max.zip

Share this post


Link to post
Posted (edited)
5 hours ago, tonytheparrot said:

For those who might want a playthrough of map 5, here is a max demo (with saves) of the map, not the best in some places (archvile pillar room, that one is cooked as shit lol) but I think it's ok. Along that you will find the map (slot 1) and 32-in 24 15.tex to get the textures.
Load it with DSDA-Doom 0.27.5 with the boom complevel (cl-9)

Ramp05 max.zip

Thank you, I'm going to be so interested to watch this!

 

Update: Bloody hell D:

Edited by DavidN

Share this post


Link to post

I made a video of me mapping for RAMP 2024. This is an idea I had for a detailing guide for another project I'll lead, but I'm documenting it to help people who are new to mapping make their maps look more interesting. Here is part 1, where I laid down the basics. I think it could be useful here, even though I don't go a lot into the details of what I'm doing. 
 

 

Share this post


Link to post

Made more good progress wit my map, though at this rate I'm not sure I'll actually meet the deadline unless I focus entirely on it. I've already cut down some ideas I had, so it's boiled down to 2 big fights with some padding between, then a final fight.

 

27SWTb5.png

 

More screenies:

Spoiler

PgyeRVH.png

JIjilmv.pngefsNXdK.png

 

Still shooting for Sunder-style fights, just a bit easier to enjoy for the average player (like me).

 

BdcEmBQ.png

 

Share this post


Link to post

Finally managed to finish my contribution to this year's RAMP: MAP001 "Slipgate Adventure".

I have rated it very long and hard.

My map ended up being a chunky boi.

Base Profile Screenshot 2024.06.18 - 02.26.59.49.png

Share this post


Link to post
6 hours ago, Mapping noob said:

Enjoy if i'm allowed to submit anything this late. It's a Claus1024 map with 13 monsters, none of them easy.

Absolutely_nuts.zip

 

Map submissions are done on the RAMP website (in the op)

Share this post


Link to post
On 6/16/2024 at 12:35 PM, DoomGappy said:

I made a video of me mapping for RAMP 2024. This is an idea I had for a detailing guide for another project I'll lead, but I'm documenting it to help people who are new to mapping make their maps look more interesting. Here is part 1, where I laid down the basics. I think it could be useful here, even though I don't go a lot into the details of what I'm doing. 


Part 2 is here!
 

 

Share this post


Link to post
Posted (edited)

A bit long overdue, but here's a video of me playing through my submitted map.

 

 

After watching through the video a couple times and playtesting the map a bit more, I ended up updating the map once more. I added in some more minor details here and there throughout the level, updated the RAMPSHOT image and added an extra step in the control room so you can observe the gates opening up more easily when you hit the buttons.

Edited by Lizardcommando

Share this post


Link to post

Hm well in an attempt to go back to my in-progress map pack and build a secret map, I went into a bit of a zone and made what seems a potentially entertaining RAMP submission, with another day or two to polish.

 

Short Tyson map, tried to consciously apply the Romero Rules, nothing fancy, but I think it's fun. Bit too minimal an aesthetic perhaps but you're not meant to stick around for long.


Hopefully it ports to GZDoom format smoothly, one or two generalised linedef actions...


All goes well, will submit by the weekend so there's a decent timeframe 'til deadline for refinement.

Also question, does a mid from Bitmidi of Eye of the Tiger count as too close to the copyright sun? I'm considering alternative tracks but it just fits so well...

Share this post


Link to post

I have qustion as well (to David himself speciafilly)

 

I saw that you started doing playthroughs already and i have qustion about maps that are still WIP like mine. Let me quess first ready map go and those WIP will be at very end right? I ask not only i want videos of my maps asap but out of curiosity.

 

 

Share this post


Link to post

ok, time for me to stop slacking off, I gotta finish my maps! 

Share this post


Link to post
5 hours ago, Lizardcommando said:

I just got this error while trying to play the latest RAMP snapshot build.

 

ramp2024-fatalerror.png.5b89028f26ee5fe650f833ae48d7c88d.png

 

Try the latest GZdoom (4.12.2 I think). If not then give it a day or so and someone will probably fix it XD

Share this post


Link to post

yay, I finally completed library of hell after all these months. 

Share this post


Link to post

Are we allowed to submit a map that has been previously released as part of another wad?

Share this post


Link to post
Posted (edited)
7 hours ago, NeilForshaw said:

 

Try the latest GZdoom (4.12.2 I think). If not then give it a day or so and someone will probably fix it XD

 

I did download the latest version of GZDoom after making that reply, but I still got that error.

 

It seems to be working now. I had to download the latest snapshot (Snapshot 784 as of this post).

Edited by Lizardcommando

Share this post


Link to post
Posted (edited)
5 hours ago, Woody101 said:

Are we allowed to submit a map that has been previously released as part of another wad?

 

From the Rules page on the RAMP website 🙂

image.png.c88556048647e3d6b744aa8681ab4bca.png

Edited by CravenCoyote

Share this post


Link to post

Thanks David and everyone for RAMP!

 

Just a little heads-up, Sygaeon Outpost is around 98~9% done with a few bits that I need to finalise. The map is playable and completable, 'though buggy in places and needing polish. I'll upload the map after this post; any and all feedback is welcome and insight regarding the difficulty is greatly appreciated.

 

Spoiler

Adding a list of points that I need to do for the purpose of some transparency:

  • Polish off the half-baked door texture (and apply them to the remaining doors).
  • Finalise some texture work (I'm embarrassed that I missed some of it to be fair).
  • Fix some of the spot lighting (for some reason, static spot lights don’t seem to work, but dynamic ones do. If anyone knows why, please do share).
  • Try to understand why the Cyberdemon can’t enter the final area...
  • Some difficulty balancing.
  • Some final sounds for a polyobject door and a conveyor-belt.

Thanks again.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...