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Community Chest 3?


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Linguica said:

The way I might do it is to arrange the levels from most "normal" to most scripted and insane, so the megawad starts off with normal Doomy gameplay with normal textures and then slowly morphs into something crazy and scripted out the butt.


Yeah, I think that makes some sense. Maybe even have episodes. But I still think you will end up with far more classic-style maps than stuff that's heavily scripted (CC2 allowed Boom features but there weren't that many maps that really used them).

I just think if another CC is to be done it needs to have better thought out progression (in terms of level size/difficulty/Zdoom features etc.) than the previous two.

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The theme of communityprojects is that there is no theme, or so I have been understanding it.

Either way, I can make slige maps like lightining.

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I guess a better question then would be to ask who is willing / able to make a ZDoom map that would actually be something different than just a normal level, be it from custom textures, or new enemies, or heavy scripting, or whatever.

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Linguica said:

who is willing / able to make a ZDoom map that would actually be something different than just a normal level


Cyb,UD?

A Hell/Chordg style map with scripting that makes the level fall apart* as you play could be awesome.

*eg slowly sinking into lava

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m0l0t0v said:

He didn't really die, did he??

He left the community due to religious reasons. Same difference. Oh wait...I mean he wrapped his car around a tree.

Anyway, I think the project could be separated into episodes. Let everyone contribute something, no matter how mediocre/n00bish to some extent, and then have an episode for "plain/mediocre/sucky maps", "ZDoom with some scripting", "ZDoom with camera scripting 90% of the time" and so on. That way you can have a crapload of maps, no need for a launcher to sort them (if you're that lazy) and a project where everyone gets to participate which'll take a month to wade through in SP.

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Job said:

Anyway, I think the project could be separated into episodes. Let everyone contribute something, no matter how mediocre/n00bish to some extent

wtf no

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I would have to choose the heavy scripting side then. Custom Monsters suck; those damn rudimentary Black Imps that shoot those screaming yellow medusa heads or the Disappearing Pinky are just lame and used far too often.

Anyway, I think there should be more emphasis on better level design than on utilizing zdoom features. I would rather play a map that was actually a map than a 'Doomworld Community Techdemo', which is what this is sounding like :/

Anyway, we shall see...

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iori said:

Anyway, I think there should be more emphasis on better level design than on utilizing zdoom features. I would rather play a map that was actually a map than a 'Doomworld Community Techdemo', which is what this is sounding like :/

Is there some reason why it has to be one or the other? I'm not saying people ought to be making turd looking maps and spending all their time on complex ACS, but with the timeframe for a single map that we're talking about here, there's plenty of time to make everything nice.

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Ahh yeah, I guess we are going to have a really long time to do this. Fair enough then. It was just best to get any concerns out at the beginning.

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Lutrov71 said:

I want map01. :)


Hell no, I've been in all CCs and I want map1 this time.

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Well if this one is a zdoom project, why not make hubs and each hub can have a hub master that oversees the developement of that hub only, and some people make levels for that hub.

The hub master can compile the final version of that hub and adds it to the final project.

Each hub can have a unique name that is shared by the levels like.

Hub:
Mars Base
Levels:
Base01
Base02
...

Hud:
Hell Shore:
Levels:
Shore01
Shore02
...

The hub masters can communicate with each other to share their needs of resources for their level developers, like textures and music and new monsters and items (DECORATE) and so on...

And ofcource some shared Script_Experts and Advanced_Feature_Experts (3d elevators and so on...) can help any level developer when needed.

This way we can make better use of ZDoom powers.

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Lutrov71 said:

We can make a big megamap!


yeah, like deus vult... who's gonna play it?

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Sphagne said:

Well if this one is a zdoom project, why not make hubs and each hub can have a hub master that oversees the developement of that hub only, and some people make levels for that hub.

...


I dunno if that would work out very well in the end. That would require a lot of teamwork, which I know some people probably wouldn't be willing to do. I think just normal Doom maps enhanced by ZDoom's features is good enough, IMO.

Where have you been, anyway? :P

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Why is everyone fighting over map slots? Helloooo....

boris said:

Fuck map slots. It's for ZDoom, there can be a lolzillion maps.

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Linguica said:

Hell I could make a start map where you choose what map you want to play. Big whoop.


make it a maze!

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Okay, I'm thinking about joining this one, since it's Zdoom and stuff. And about the no-cutscene rule: Thank you. I'm pretty sure that cutscenes would be abused so badly it wouldn't even be fun to play or anything. :P

Anyway, if I were to make a map, I was thinking about something that is physically small in size, but has a whole lot of passageways, and changing environments (walls move around, changing the layout of the place), and stuff like that. Okay, I know this description sucks, but oh well.


Also, a dumb question, but would it be allowed to have a script at the beginning of the map that takes away all weapons except for fist/pistol? It would be kind of hard to balance the maps with each other without doing this.



And about map slots, is map08 free?

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Well, it looks like it's going to take off :)

I think I'll put my name down but without taking a slot, as I'm not sure if I can map for it yet, given that I'm now mapping for RTC (w00t!). But with it being ZDoom (flexible slots) I should be ok to fill a slot late on if someone drops out, or there aren't enough people etc. (plus I have no ideas for a map yet :p)


btw can I post the set of rules I thought up? (they are similar, but with some differences)

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