ViolentBeetle Posted June 3 (edited) Previously on... >>>GET YOUR BETA HERE<<< Most recent update: June 19th TODO: Automap name Credit lump Intermission backgroun Probably better titlepic too Probably intermission music Likely sector author names Get feedback, improve balance further Rules for submissions that are no longer relevant, but worth keeping for reference: Spoiler So yes, let's do this. Our goal is to make 32 1024x1024 segments. I will then stitch the segments together into a single big map. The slots assignment work on first come, first served principle. To avoid collisions announce your claim. From that point on you will have 7 days to turn in the finished submissions. Here's the spreadsheet to track progress. Right now one submission per person will be accepted. This will be amended if we run out of participants. Your submission should be made from scratch and based on a map you claimed. This can re-create one or more iconic areas, possibly even mini-recreation of a level, and/or the vibe of it. The more diversity of ideas we have, the more fun there'll be. The goal is to make something you can walk in and think "Yup, this is [map name]" We are making map for complevel 2. Test it in the correct port that isn't gzDoom. IWAD is Doom 2 obviously. The map needs to fit into 1024x1024 segments. It must not have any geometry extend beyond the boundaries and it must not have any lines along the boundaries. Vertices can be placed there, but preferably not; to help stitching. Consult samplemap to help you understand layout. Make sure not to move it to not disrupt flats alignment. Each map needs connectors with nearby segments, as samplemap shows. You need to retain at least 2, preferably 3 or 4. We won't have much use for segments that have 2 exists on the opposite end of the segment, so don't do that. You can adjust the height of connectors - but the ceiling must be at least at height 80 and floor between -8 and +16 (So they would all be walkable) Difficulty should be about what to expect from Doom 2; not necessary the map you are basing it though - I want to mix them up for non-linear experience. Place whatever resources you think player might need. Remember though that player will likely show up with guns, so those won't be enticing. If possible, place a yellow skull key on hardest to reach segment of the map. This will represent the place for "treasure", the prize for clearing the segment that would set after assembling. Set up difficulty levels. Clean up your geometry. Don't use zero-height sectors as walls unless they are meant to open later. Anticipate that player might approach from any entrance. You can use tags that start with the number of your map, for example Entryway can use tags 10-19; Nirvana 210-219 You can have teleport closets off-map if the original map used them. MAP30 will be final and end with Icon of Sin. Romero's head can extrude out of geometry if necessary. We would not use monster spawner, but you are allowed to use teleport closets here too. Keep the map with under 1000 of everything - lines, vertices, sidedefs, things etc. You shouldn't come close to reaching this limit anyway; that's just in case to avoid possible overflows. Things not allowed: Free placed lost souls - pain elementals have limit on lost souls imposed on them in vanilla; and we will likely trip it otherwise. Boss monsters unless the map actually contains them. They aren't mandatory if they do. Locked doors and keys - this will be set up on assembly. Unannounced teleporters. You can have player teleport in the middle of the map if necessary, but use actual teleport pads. You should also open the connection to the entrance afterwards, connectivity is very important. Tag 666 on Dead Simple will not work, obviously. Keens should not be placed outside MAP32 Edited June 19 by ViolentBeetle 31 Quote Share this post Link to post
Walter confetti Posted June 3 Yeah, let's do this again. I like to claim MAP20! 1 Quote Share this post Link to post
DankMetal Posted June 3 Oh, another one of this! I would like to claim map 13 please. 1 Quote Share this post Link to post
ViolentBeetle Posted June 3 So I will be reacting to your claim posts, that means I saw them; I will also add them to table (You can see it, right?). I won't individually reply to claims. 1 Quote Share this post Link to post
Pistoolkip Posted June 3 Map11, O Circle of Death and Destruction, please 1 Quote Share this post Link to post
Demonic Meatball Posted June 3 If the deadline is not too soon I’d love to claim MAP06. 0 Quote Share this post Link to post
ViolentBeetle Posted June 3 Just now, Demonic Meatball said: If the deadline is not too soon The deadline is individually a week since the claim. It should be enough to to make a tiny map based off existing one, it's mainly to prevent people from taking it and forgetting. 0 Quote Share this post Link to post
Demonic Meatball Posted June 3 Ok, si I shouldn’t claim it now. Wanted to do it once my exams were done. 1 Quote Share this post Link to post
ViolentBeetle Posted June 3 6 minutes ago, Demonic Meatball said: Ok, si I shouldn’t claim it now. Wanted to do it once my exams were done. Very well. Hopefully there will be openings for you in the future. 0 Quote Share this post Link to post
BeachThunder Posted June 3 (edited) I'll take Barrels o' Fun (MAP23) :) Edited June 3 by BeachThunder 2 Quote Share this post Link to post
Grizzly Old B Posted June 3 (edited) Industrial Zone (map15) for me, please. Edited June 3 by Grizzly Old B changed my mind from 24 to 15 0 Quote Share this post Link to post
Grizzly Old B Posted June 3 Hmmm ... Will secret maps be part of the quilt map or separate via secret exit? If the former, I'd like to change my claim to The Chasm (map24). If the latter, I'll stick to Industrial Zone. (Sorry in advance for every confusion this might cause.) 1 Quote Share this post Link to post
ViolentBeetle Posted June 3 22 minutes ago, Grizzly Old B said: Hmmm ... Will secret maps be part of the quilt map or separate via secret exit? If the former, I'd like to change my claim to The Chasm (map24). If the latter, I'll stick to Industrial Zone. (Sorry in advance for every confusion this might cause.) Will be part of Quilt map. So MAP24 for you it is. While we at it, please don't make inescapeable pits. I know Chasm had them but they are no fun at all. 1 Quote Share this post Link to post
Grizzly Old B Posted June 3 28 minutes ago, ViolentBeetle said: Will be part of Quilt map. So MAP24 for you it is. While we at it, please don't make inescapeable pits. I know Chasm had them but they are no fun at all. Wasn't planning on that! 😅 0 Quote Share this post Link to post
Patrick_Plays_Doom Posted June 3 (edited) 5 hours ago, ViolentBeetle said: The map needs to fit into 1024x1024 segments. It must not have any geometry extend beyond the boundaries and it must not have any lines along the boundaries. Vertices can be placed there, but preferably not; to help stitching. Consult samplemap to help you understand layout. Make sure not to move it to not disrupt flats alignment. Each map needs connectors with nearby segments, as samplemap shows. You need to retain at least 2, preferably 3 or 4. We won't have much use for segments that have 2 exists on the opposite end of the segment, so don't do that. You can adjust the height of connectors - but the ceiling must be at least at height 80 and floor between -8 and +16 (So they would all be walkable) Im sorry but i dont exactly understand this? i understand the 1024 x 1024 part, i suppose it just means the map you make must fit in an 1024 by 1024 square, but what is this about connectors exactly? i dont mean to bother anyone but i dont exactly understand, samplemap doesn't help either i gotta ask this before i say i want to take a slot, so i understand the premise entirely Edited June 3 by Patrick_Plays_Doom 0 Quote Share this post Link to post
ViolentBeetle Posted June 3 34 minutes ago, Patrick_Plays_Doom said: Im sorry but i dont exactly understand this? i understand the 1024 x 1024 part, i suppose it just means the map you make must fit in an 1024 by 1024 square, but what is this about connectors exactly? I'm not sure which part is unclear. On a sample map there's 4 FIREBLU walls - this is where other segments will start. Your submission must be confined to a square and not ineract/share geometry/open to with other parts. When we have all the submissione, I'll stitch them together to form 1 map. Heights are given to ensure all connections are walkable. 1 Quote Share this post Link to post
Grizzly Old B Posted June 3 Are monster closets/voodoo dolls allowed outside the 1024² square? 0 Quote Share this post Link to post
ViolentBeetle Posted June 3 1 minute ago, Grizzly Old B said: Are monster closets/voodoo dolls allowed outside the 1024² square? If there were teleporting monsters in the original, they would be allowed, but I don't remember any in Chasm. I'm also not sure what you expect to do with Voodoo dolls on complevel 2. 0 Quote Share this post Link to post
Grizzly Old B Posted June 3 31 minutes ago, ViolentBeetle said: If there were teleporting monsters in the original, they would be allowed, but I don't remember any in Chasm. I'm also not sure what you expect to do with Voodoo dolls on complevel 2. Seems I suck at reading instructions. 0 Quote Share this post Link to post
DJVCardMaster Posted June 3 (edited) Done.Download Edited June 3 by DJVCardMaster 1 Quote Share this post Link to post
VICE Posted June 3 (edited) That map piece looks like it was dead simple to make. :) Edited June 3 by VICE 5 Quote Share this post Link to post
stochastic Posted June 3 (edited) MAP28, please. Edited June 3 by stochastic 1 Quote Share this post Link to post
FEDEX Posted June 3 1 hour ago, DJVCardMaster said: Done.Download Querido, mepa que el download esta restringido.. 1 Quote Share this post Link to post
DJVCardMaster Posted June 3 15 minutes ago, FEDEX said: Querido, mepa que el download esta restringido.. Fixed 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.