NaturalTvventy Posted January 13, 2011 iori said:http://teamhellspawn.com/iori/dtwid/iori_e1m5.zip Updated for that HOM fix, thanks DoomHero, and better pacing. Thumbs up from me man :) I've played it twice. Still can't hardly find any secrets though.... that's not very e1 at all! Not that I'm complaining. Awesome work. NT 0 Share this post Link to post
Devalaous Posted January 13, 2011 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..) 0 Share this post Link to post
NaturalTvventy Posted January 13, 2011 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. 0 Share this post Link to post
iori Posted January 13, 2011 Thanks, it's already been removed. I noticed that as well. 0 Share this post Link to post
Alfonzo Posted January 13, 2011 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. 0 Share this post Link to post
printz Posted January 13, 2011 I'm asking it here: isn't "the way Id did" more about their limitations, than about their design themes? 0 Share this post Link to post
Gez Posted January 13, 2011 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. 0 Share this post Link to post
printz Posted January 13, 2011 Shouldn't the limitations be of "Doom operating system" level? Where can I get the Doom 1.0 shareware executable? 0 Share this post Link to post
Gez Posted January 13, 2011 printz said:Where can I get the Doom 1.0 shareware executable? Have you tried the Doom 1.0 shareware? I'm pretty sure the executable is included. :p 0 Share this post Link to post
printz Posted January 13, 2011 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. 0 Share this post Link to post
Dragonsbrethren Posted January 13, 2011 Yeah, what Gez said, but make sure you use the 1.1 or 1.2 iwad (grab the Ultimate to 1.1 downgrade patch) since 1.666 on use two graphics for the status bar instead of three. 0 Share this post Link to post
Mr. Freeze Posted January 13, 2011 There will never be a community project as involved, collaborative, or unique as this ever again. ;_; 0 Share this post Link to post
ellmo Posted January 13, 2011 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 ;) 0 Share this post Link to post
printz Posted January 13, 2011 ellmo said:We can make round two.For Doom 2? 0 Share this post Link to post
Mr. Freeze Posted January 13, 2011 printz said:For Doom 2? Doom II The Way Id Did December 2013 0 Share this post Link to post
Lorenzo Posted January 13, 2011 Heretic the way Raven did December 2023 0 Share this post Link to post
C30N9 Posted January 13, 2011 Doom 64 the way MIDWAY did. Mappers wanted! 2012 0 Share this post Link to post
Lorenzo Posted January 13, 2011 DTWID the way Hellbent did. December 2093. 0 Share this post Link to post
Lorenzo Posted January 13, 2011 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... 0 Share this post Link to post
Walter confetti Posted January 13, 2011 Lorenzo said:Heretic the way Raven did December 2023 LOL nice idea 0 Share this post Link to post
The_MártonJános Posted January 13, 2011 Final DooM The Way Anyone Would Do? 0 Share this post Link to post
Devalaous Posted January 13, 2011 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. 0 Share this post Link to post
Hellbent Posted January 13, 2011 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. 0 Share this post Link to post
Marnetmar Posted January 14, 2011 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. 0 Share this post Link to post
hervoheebo Posted January 14, 2011 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. 0 Share this post Link to post
Devalaous Posted January 14, 2011 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... 0 Share this post Link to post
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