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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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Thanks - I've just been checking through the thread and the full resource and mapset to try and get a feel for the project and the map I'd have to be working with.

Think I've got a rough idea of what we're doing, but I'm not entirely certain about what Malinku has done with it so far. I don't want to remove his work or particularly alter it, but I think I'd need to in order to get the map in line with the project and keep it true to the original at the same time. The gameplay will definitely want some changes to be a MAP10 candidate, and there's a few new bugs to fix with the current version too.

Still, I'll see what I can do. You've said I have 3-4 weeks, but I'll aim for getting it done much quicker than that, as there's a lot on my plate at the moment.

As a note on the map name - I was reading through the text file and checking the map out. One part of me wants to stick with VAMPIRE 5 and ignore the text description that its meant to be a vampires castle, instead making it seem like a numbered VAMPIRE installation. The other part of me wants to call it INFINITY PLUS due to there being an "infinity room", and a "plus-sign room". Any thoughts?

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Build upon Malinku's version as you see fit. It's fair to say that these maps evolve more than get made (since we are all using a base).

Not fussed on name. I threw in a play on words option of "O Negative".

Grey Ghost is getting the intermission layout sorted. I've told him not to make the gfx just yet (until next week) to give some time for authors/anyone with a decent idea some time to see the map list and comment on map names and credit names. Then he can make the gfx because it should be easy to rename the lumps if map order changes rather redo gfx if some text needs changing.

So end of next week I'm looking to put out a "public test" like they have done in the plutonia revisited thread. I'll give it another 1-2 weeks on top of that for comments and then make changes as necessary and look to either put up a final test or post to idgames. So yeah, depending on that process you can work on that last map until then.

travers

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BTW - Snarboo.

I have modified icenite2 by masayan slightly. one is cosmetic the other is a shotgun at the start of the map, extra cell pack and a teleporter to get out of the first blood pool (oh and i knocked it down from 10-20 to 5-10 damage. map feels better from a pistol start now and still has the element of making the monsters do the work for you.

travers

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I'm so excited for this project. I've played countless `94 WADs, and always thought that it was a terrible shame they couldn't be salvaged by modern modders. My vision is coming to life without an ounce of my participation or involvement. :)

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traversd said:

BTW - Snarboo.

I have modified icenite2 by masayan slightly. one is cosmetic the other is a shotgun at the start of the map, extra cell pack and a teleporter to get out of the first blood pool (oh and i knocked it down from 10-20 to 5-10 damage. map feels better from a pistol start now and still has the element of making the monsters do the work for you.

Sounds good!

Man, I'm so glad to see this project picking up again. Thank you GreyGhost and traversd for handling the wad composition, and thank you Phobus for finishing Vampire5. :D Hopefully we can have this sucker done sometime in April.

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http://www.mediafire.com/?3428rdyeim9bm9m

Had today off so threw everything into the melting pot for people to look at over the weekend.

This is the first time I have "compiled" a wad like this so please point out any issues. There are no inter gfx yet as I said we'll wait for name and credit comments. The map order is as listed in this post --> http://www.doomworld.com/vb/post/953621

I've put in a dehacked lump for automap names and copied across some trans lumps (used by UNDERSEA) and a colormap (used by XENOMORPH).

I've ever so quickly warped to each map in glprboom+ to make sure they load. Authors may want to check that how the skies now look is OK.

Music and texures have been rolled into this wad as well.

Also - I hope its OK but I modified map01 (sweet.wad) the 2-3 chainhgunners teleporting in behind the player after a couple of seconds felt like it might put people off if we do that. So I put them still behind the player, in some windows and added a crate for cover and a green armour further into the map. Sing out if this is a bad move.

I'm off this w/e so full net access is not a given... but will have phone to check the forum etc.

Cheers!
travers

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Just realized the pack is missing map31. I'm away from my pc now so will fix that next week. It's only 2 rooms so no biggie ;o)

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Most maps from that time had strong layouts, but poor design decisions such as misaligned textures, bad texture choices, hidden doors and mandatory secrets to progress. The aim of this project is to fix those problems

And MAP02 is pretty much impossible without the secret radiation suit. :) At least, very hard.

And the door that leads to the second key on MAP09 is certainly a hidden door.

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traversd said:

Grey Ghost is getting the intermission layout sorted. I've told him not to make the gfx just yet (until next week) to give some time for authors/anyone with a decent idea some time to see the map list and comment on map names and credit names. Then he can make the gfx because it should be easy to rename the lumps if map order changes rather redo gfx if some text needs changing.

Progress report - I'm up to test layout number 4 and feel the time's right to post a sample for public comment.


(640x400 - 42k)

I realized yesterday that it'd be necessary to place some text under the Secrets score to keep it from looking cramped at the top of the screen and wondered what I could use to link the text on-screen - I initially settled on a 2/3 size screenshot of the map in it's original form, traversd suggested going full-screen (which doesn't appear to be practical) and I eventually settled on the compromise layout you see here.

Apart from adding some blur-o-vision eye candy to the project, I see the screenshots are a way of acknowledging the original author's work within the wad, something that's been discussed but I don't recall being resolved satisfactorily - correct me if I'm wrong.

Comments please.

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GreyGhost said:

Apart from adding some blur-o-vision eye candy to the project, I see the screenshots are a way of acknowledging the original author's work within the wad, something that's been discussed but I don't recall being resolved satisfactorily - correct me if I'm wrong.

Comments please.


Assuming you can get each intermission to have the relevent screenshot, I think that's a fantastic idea.

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GreyGhost said:

Comments please.

I think this looks fantastic! It works well with the stated intent of the project, too. If it's possible to have an intermission graphic for every stage, please do so. :)

I ran through the current release last night. A few maps need some further tweaking, but I'd say most of the maps are solid! I'll try and get SLADE v1 setup to start working on some of the maps, starting with my own.

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played until map08 in proper way on prboom 2.5.0, then i just give a brief look to the maps... megawad is incredible, there's no ugly map here, really! All the maps, in some way or other, are great looking...

BUT i don't found the map31, although we have the title lump... as first i think traversd make a copypasta of map31 for some reason, and then you reach the map remake somewhere... but the second try i've did the iddt cheat and i recognized the original layout... but i read now traversd will fix this problem... anyway good job! I was impressed...

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Phobus said:

I think that's a fantastic idea.

Snarboo said:

I think this looks fantastic!

Thanks, nice to know my efforts haven't been wasted.

If it's possible to have an intermission graphic for every stage, please do so. :)

That's the general idea, what you're looking at in that picture is a 300x180 pixel map name lump superimposed on the interpic lump - which serves as a picture frame. I'm open to suggestions from the mappers and testers - preferably with screenshots - as to what view of the original maps to use at the intermission screen.

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MAP21 music is awful. I'm familiar with Youtube Poop, so I already know what earrape is... I thought so.

On MAP22 sector 580 shouldn't be damaging.

And what's the song at MAP23? Sounds lovely :)

On MAP24 you can leave blue key room without taking the key. Then you are stuck.

-----------------------------

Demos for maps21-29: http://www.doomworld.com/vb/post/954086
Sorry, I don't play boss-spawner levels.

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GreyGhost said:

I'm open to suggestions from the mappers and testers - preferably with screenshots - as to what view of the original maps to use at the intermission screen.

When I was working on Helipad I took some screenshots from the original map for comparison. I'll dig through them and post the one I'd like to represent my map.

I'm considering changing out the menu and intermission music, but I haven't decided yet what will replace them.

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Awesome job GreyGhost! I'm surprised something like that has never been done before (to my knowledge, anyway), it really looks great. Next best thing to Doom 1-style intermissions.

For Undersea, I think the most iconic screenshot you could get would be reentering the starting area, with the walls rising. That was supposed to be the wad's defining feature, based on the text file.

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Memfis said:

MAP21 music is awful. I'm familiar with Youtube Poop, so I already know what earrape is... I thought so.


You're the second person told me to change the music of nefarious chateau remake after MegaDoomer on testing stage, so i'll see to find a candidate for the new midi... but personally, i don't find it so bad... it got some sense of epic quest, as like the map suggested from the very first time i played it... btw don't you like iron maiden? The song in the midi is from them.

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Just reaffirming that the screenshots of the original levels in the intermission screen is an incredibly good idea.

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walter confalonieri said:

it got some sense of epic quest, as like the map suggested from the very first time i played it

I agree with this and the midi itself is good, but the problem is those high-pitched sounds. They're starting to get really annoying after 5-10 minutes of playing.
Maybe that's because I set the music and sound volume to the same level.

Also: lol at caramelldansen map.

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You've put my map at Level 26? OK, but here's a thing. The original map textfile states that "Staring through a hole in the wall in front of you it, looks like episode 3 on the other side" and I replaced the cardboard SKY3 walls with genuine sky-transfer displacements. The problem is that by being level 26, SKY3 will be shown everywhere now, not just beyond the cracks.

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Keep in mind that map placement is not final yet, printz. However, given the number of monsters in your map, it's probably best kept near the end. The sky issue can easily be fixed by referencing SKY1 or SKY2 and then applying it to the rest of the level.

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Nah. I'm afraid changing the linedefs and tags around may break the map, so no need to reference all the other skies.

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Simplest solution I can think of would be to change the sky transfer texture and imagine yourself on the other side of that wall.

Snarboo said:

When I was working on Helipad I took some screenshots from the original map for comparison. I'll dig through them and post the one I'd like to represent my map.

Thanks, that'll help.

Dragonsbrethren said:

Awesome job GreyGhost! I'm surprised something like that has never been done before (to my knowledge, anyway), it really looks great.

Thanks, it's an experiment that worked. They're not vanilla compatible so there's no way the early mappers and modders could have used them, fortunately whatever size restriction applied to map name lumps appears to be ignored by most ports.

For Undersea, I think the most iconic screenshot you could get would be reentering the starting area, with the walls rising. That was supposed to be the wad's defining feature, based on the text file.

OK, I'll take a few shots with the walls rising and see which one looks best.

EDIT - This may sound churlish but I'd like to know what DoomHero85 fixed in Xenomorph apart from adding a midi track?

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Thought that might have been the case when I found the 3D mode thing where I'd left it. I'll remove that and some unfinished additions while we're still at the alpha/beta stage.

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