Jump to content

DTWID: Project is done, check the release thread


Recommended Posts

Bloodskull said:

Any slots for E1 still open?


*suggests Biosphere* *gets shot*

Seriously though, I don't think any slots have actually been confirmed yet, and I believe there was a request for more E1 style maps, as E2 was getting over-repped. (Strange, E1 is the most copied style in Doom history, its normally the other way around..)

Share this post


Link to post

Hey Iori, it seems the rl secret is impossible to get, at least via zdoom (and I'm pretty sure vanilla) because you never can get the center of the player in the sector tagged secret - you step up to the next step before it activates.

Share this post


Link to post

As Hellbent previously mentioned, I am currently working on a rough guide on how to best go about the construction of an id software level, using primarily material gathered from the IWAD. The guide features an in-depth introduction covering several points which are to be remembered during the creation process, a mapping limitations section, a list of mapping techniques to be followed while mapping, a guide detailing the more technical aspects and points specific to each contributor of the original '93 mapping team, as well as a somewhat superfluous section regarding music.

Here's a current list of points featured in the 'guidelines' and 'technicalities' sections of the document respectively. If you can think of anything else to be included in the list that couldn't fit into an existing category (I'm bound to have missed a few) give me a shout and I'll integrate it in:

Layout and structure
- Doors
- Connectivity
Gameplay
- Monster placement / usage
- Item Placement / usage
Spatiality
Texture usage
- Textures
- Flats
Lighting
Decorations
Navigation & flow
Automap
Linedefs
Sector effects
Secrets
Progression
Induction and Visual presentation

Height
Alignment
Units
Scale

The guide is roughly 40% done. I'll probably format it as both a word document and a pdf.

Share this post


Link to post

I'm asking it here: isn't "the way Id did" more about their limitations, than about their design themes?

Share this post


Link to post
printz said:

I'm asking it here: isn't "the way Id did" more about their limitations, than about their design themes?

Both, but putting the emphasis on the latter. Just going with the limitations can give you a lot of decidedly un-id-like levels, ranging from the better to the worse.

Share this post


Link to post

Shouldn't the limitations be of "Doom operating system" level? Where can I get the Doom 1.0 shareware executable?

Share this post


Link to post

Unfortunately sorry for asking. It doesn't seem to read Doom.wad if placed in the same folder, even with Doom1.wad renamed to something else.

Share this post


Link to post

There will never be a community project as involved, collaborative, or unique as this ever again.
;_;

Share this post


Link to post
Mr. Freeze said:

There will never be a community project as involved, collaborative, or unique as this ever again.
;_;

We can make round two. Oh wait, that would make BOTH the projects not unique ;)

Share this post


Link to post
C30N9 said:

We are going way "DID"ING.


You're right. It's better to stop here.

@Xaser: thank you for you feedback.

I'm still waiting to know from Ellmo which rooms are redundant...

Share this post


Link to post

Strife the way Rogue did

3012

Seriously though, there hasn't even been a definite Episode 4 addon confirmed or not yet, no point planning too much ahead. I agree with Mr Freeze though, this project is the most unique ive yet seen.

Share this post


Link to post

Couple issues I want to address courtesy of Lorenzo and Xaser:

1.

Xaser said in PM:Hey there -- I was reading through all of the DTWID thread again (to check out all the submissions I've missed -- quite a few great ones I didn't pick up before somehow ;) and noticed you brought up the idea of Skype conferences. I really like the idea of putting together a Skype session and seeing who all might be interested. Just for random chat and inspirations, if nothing else. ;)


2. We will need an effective method of playtesting. Here is what I was thinking. Have a checklist of things to playtest the level for.

  • Appropriate thing use/placement
  • How the level looks in the automap
  • Difficulty
  • Atmosphere
  • Appropriate texture use
  • Appropriate scale: room/area size.
  • Sector height variations
  • Appropriate monster placement and usage
  • Lighting/use of contrast
  • use of linedef and sector types.
  • door usage
  • lift usage
  • layout: (openness, connectivity)
Focus only on a couple items on the checklist at a time while playtesting the levels and then write up a brief report. I don't think we should just have anyone playtest the levels. It should be people who have played doom 1 a lot and are very familiar with it. And people who understand all the details and nuances of what this project is about.

I still don't have a mic for skyping, but if you have skype (or would be willing to download it) it'd be a good way to communicate about these ideas and other issues. Le me know what y'all think.

Share this post


Link to post

Doomguy's face was based off of someone at id software right? If that's true, something I think would be funny is if we replaced the doomface with a cartoon/doom-style face of one of the mappers in this thread...Or hellbent since he started it.

Share this post


Link to post

Alrite so I'm a bit confused.. are Biosphere, UAC (something) Grounds and Sheol's Spiraling Descent episode or map names?

Also what seems unclear is the state of map slots and the status of maps underway. I don't think the OP has been updated in quite a while regarding those.. if it has, the way the info is presented is a bit unclear.

Another thing that will most likely be focused on later: in order for the package to feel like a coherent set of maps the difficulty and monster + item usage need to follow a somewhat linear curve.. I understand if everyone wants to make a solid map with all weapons and monsters but the occasional start from scratch and the steady progression thereafter is a very Doomlike feature that I'd like to see included.

Share this post


Link to post
hervoheebo said:

Alrite so I'm a bit confused.. are Biosphere, UAC (something) Grounds and Sheol's Spiraling Descent episode or map names?


Biosphere (E1), UAC Receiving (E2) and Sheol's Spiraling Descent (E3) are what John Romero would have made for EXM10 or equivalent levels if each episode was originally 10 levels. This is why there's a lot of discussion on these; their a little special...

Share this post


Link to post
Guest
This topic is now closed to further replies.
×
×
  • Create New...