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1994 tune-up challenge (*updated /idgames link*)


Is this a good idea?  

216 members have voted

  1. 1. Is this a good idea?

    • Yay
      195
    • Nay
      21


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Snarboo said:

I'm adding you to the slot preemptively so I can easily update the entry when you've found a map.


I got a map to do.

Office.wad
Map by : Joe Kontrad

http://www.doomworld.com/idgames/index.php?id=260

It was made in 1994, it has got a lot of potential but lacks detail, and that's why I want to do it. I would to fix most of the map badly as well as detail it. It also needs new texture choices badly, but the game play is pretty fun too. I just would like to add detail and put more on basically. It looks terrible as it is.

I can also switch it to Doom 2 if necessary.

EDIT : I also need to edit the annoying elevators and switch ALOT of textures since most are missing for some reason, the map is made for Doom 1 but has the need of textures from Doom 2.

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You will need to make your map for Doom 2 since the final wad will be composed for it. There is a texture wad I will reupload sometime in the week that has textures from Doom not found in Doom 2 using equivalents found in Freedoom.

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Snarboo said:

You will need to make your map for Doom 2 since the final wad will be composed for it. There is a texture wad I will reupload sometime in the week that has textures from Doom not found in Doom 2 using equivalents found in Freedoom.


Alright, thats no problem. I'm getting to work right now.

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Sorry to double post.

Ok, I'll tell you what I found out I need to do, and what I have done.

I guess since this map was designed for original Vanilla Doom (obviously) this WAD contains some weird triggers, elevators and stuff like that. Basically, what I've done, is gut the inside of the map and started fixing things and making them work in different ways.

- The final room now has four walls blocking the exit rather then one linked to 4 switches (I dont know how that worked.) so every time you pull a switch on each floor, one panel of the walls comes down until all are removed. Then, you can proceed to the exit.

- Removed the Cyberdemon at the end room, since it was too close quarters and (way) too easy to die.

- Fixing textures, doors, adding furniture, and decoration is obviously happening too.

- Detailing elevator arrows.

- Fixing that annoying elevator thing that was going on.

And probably a lot more.

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avery1555 said:

- The final room now has four walls blocking the exit rather then one linked to 4 switches (I dont know how that worked.) so every time you pull a switch on each floor, one panel of the walls comes down until all are removed. Then, you can proceed to the exit.

- Detailing elevator arrows.


The wall at the exit is lowered by a switch behind a wall on another floor, which is further lowered by a switch on another floor. I'm surprised it only took those two-ish floors though. I went through the level quickly and didn't fight the spider mastermind nor get the BFG before finding the exit room WITH the wall down =/

And ... thinking of making elevator arrow textures? Would definitely be better than using 1 unit deep insets.

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ArmouredBlood said:

The wall at the exit is lowered by a switch behind a wall on another floor, which is further lowered by a switch on another floor. I'm surprised it only took those two-ish floors though. I went through the level quickly and didn't fight the spider mastermind nor get the BFG before finding the exit room WITH the wall down =/

And ... thinking of making elevator arrow textures? Would definitely be better than using 1 unit deep insets.


With my modification it requires you to go to all the floors before leaving, but enemies are tweaked to actually be possible in the space. I fixed everything to be challenging and longer then the original and am fixing bugs and obviously detail.

You'll see when I'm done. : D

Wait, am I allowed to make arrow textures?

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Only textures from Doom and Doom 2 are allowed, sorry. Also, keep in mind that this is for Boom compatible ports. You may use a custom sky so long as you use the MBF transfer sky special.

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Snarboo said:

Only textures from Doom and Doom 2 are allowed, sorry. Also, keep in mind that this is for Boom compatible ports. You may use a custom sky so long as you use the MBF transfer sky special.


Is PrBoom ok?

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So I fixed some missing textures in Betray and before I knew it, found myself doing what I asked if you guys could do. I have much more understanding for this project now and would help if I hadnt just started out editing.

I just keep exploding with ideas about how to enhance the damn thing, and find myself doing what I can about those ideas.

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No reason you can't submit your map to the project assuming it meets the guidelines. Just because we have 32 slots filled doesn't mean we will have 32 maps. People sometimes drop out of big projects like this, so having a few extra wouldn't hurt.

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Just posting so the thread doesn't fall off the first page.
I've been lazy lately, so no real work done on COMCON. The ideas are there, but haven't made them happen.

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Thanks for bumping this. I'm going to upload the texture wad that I promised to a week ago tonight. Sorry about that!

I've fully recovered from my surgery and should be back to mapping within the coming weeks.

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Snarboo said:

I've fully recovered from my surgery and should be back to mapping within the coming weeks.

Good to hear (read, as a matter of fact) that, boss-man. Did everything turned out ok?

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That's looking good, maggot!

Unfortunately, I have some bad news: the hard drive with my Doom data on it died last night. Fortunately I was smart enough to backup any active projects, such as my finished map, but I lost all the submissions and the texture wad I had made for the project.

I'm looking to get a new drive, but don't let this stop you from working on the project. If any of you have the texture wad I uploaded with the Freedoom replacement textures, please upload it!

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And I finally linked to your wad in the the first post, too, Lareman. :p If you can fix the problem, I'll be sure to add your map to the first post.

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Snarboo said:

If any of you have the texture wad I uploaded with the Freedoom replacement textures, please upload it!

Found it amongst the other junk on my digital dumpster hard drive.

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maggot202 said:

Please note that some of the "after" images are kinda dark. I don't know why this happened, in GZdoom (the port i use to test my map) the light levels were just fine.

In the GL options, set the lighting mode to "Doom" rather than "Dark", "Standard", "Legacy" or "Bright".

Also, do test from time to time with other engines, just to catch some problems that ZDoom or the OpenGL renderer hide.

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Welcome back. :)

I've uploaded the current version of the texture pack to a slightly more permanent location here. Let me know if there are any problems. Sorry this took so long.

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