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Doomworld Mega Project 2015 - Now on /idgames


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New content is ALLOWED, as long as it doesn't replace any original stuff in Doom 2


In that aspect, are custom sounds for like switches alowed? The problem is that I would like to add a custom sound for the gargoil-like switches (SWLION, ETC...) but I'm afraid that If I do that, it will replace it for every other map. So should we do it only for custom switch textures? (if we were to do it)

OR, maybe there is a way to have the sound play only on your map? I wouldn't know how to do that though.

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It's simple: If you achieve adding custom sounds in a way that they won't replace any stock sounds, they will be accepted, otherwise they will be removed when the project will be eventually compiled.

I read in your previous post that you're mapping for ZDoom. In that case, give your sound an unique lump name and a unique logical name in SNDINFO, define a unique-named custom switch texture in ANIMDEFS to play this sound, and use this texture in your map. This is the only way to make your sound play only in your map.

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I finished my map but I'm not sure how to properly compile it with new textures to work with the other ports(I use zdoom). Is there someone who's willing to explain to me how to properly compile texture so it would work for prboom?

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Your TEXTURE1 should contain not only your own custom texture definitions, but also the original stock texture definitions from Doom2.wad (at least those used in your map, plus skies and switches which are hardcoded). It's because in non-advanced ports, TEXTURE1 lumps are not cumulative, so that only the last loaded one takes effect - in this case, your custom TEXTURE1 completely overrides Doom2's original TEXTURE1.

I recommend you to copy TEXTURE1 and PNAMES from Doom2.wad, insert them into your wad, only then add all your custom textures into them.

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Open your map with slade3 and then add your textures, if you haven't do already, if the texture pack(s) contains a TX_START / TX_END prefix and uses PNG format, for make them work you need to change them to PP_START / PP_END and then select your textures with PNG format and then right-click --> Graphic --> Convert to...

It appears this window, do in this way:

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Well... the original level I was making, "kiddie grinder", I didn't like so I abandoned the level. Though recently a Wad I was (re)making got corrupted for some reason, so I'm submitting one of the levels from that wad. (no it's not corrupted too)

Here's "Fortress of Solitude"
it's limit removing, and uses only stock textures. It also has the track "The Demons From Adrian's Pen".
http://www.mediafire.com/download/7hqm6qhsy7lijd5/Solitude.wad

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This map was designed in UDMF.
This one was designed on vanilla format.
Any feedback? They are cool maps. They must enter this project!
They use only stock textures.

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The vanilla format one. mountainbase.wad. It's alot better. But it needs to have nodes built, it's GZDoom builder's fault, when I ask him nodes for my limit-removing compat maps, he just put GL nodes or nothing at all!

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Choose a different nodebuilder then. And make sure (playtest) that your "vanilla" map actually runs in vanilla or Chocolate Doom, otherwise it can't be considered vanilla. It can still be submitted as "ZDoom-compatible", though, in case that its ZDoomisms prevented actual vanilla compatibility.

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Gustavo6046 said:

GZDoom Builder should build the nodes for me!

Yes it should. If it doesn't do it properly, you can go to "Tools -> Game Configurations -> Node Building" and choose a different node builder utility. Choose one that does build a REJECT lump if you aim for potential vanilla/non-ZDoom compatibility.

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While you have the map open, set "Zennode (normal)" as both "Configuration for saving map" and "Configuration for testing". Then move one vertice in the map to a different position, and then back to its original position (manually, not using "Undo") and save the map. The nodes should get built.

EDIT: I have just downloaded "mountainbase.wad" and opened it in SLADE3. It already has nodes built. It also contains lots of redundant map lumps above the MAP01 marker. I will delete them.

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"Mountainbase2.wad" still contains many redundant map lumps above the MAP01 marker, better to be removed.

The trap problem happens because the monsters are stuck in ceiling, as the sector height (distance between floor and ceiling) is 0. ZDoom tolerates it, vanilla doesn't and thus the monsters block the sector from possibly moving. You also have a secret Berserk in a sector with height 0, it may be the same case.

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The map works in Chocolate Doom now. I've also added it to the OP list. Still, there are 2 unclosed sectors in the map (22 and 66), easily findable through Map Analysis mode (aka check for errors). I haven't noticed any visual glitch in their place, nevertheless they'd better be fixed by going to "Make Sector" mode and clicking sectors adjanced to the glitched places.

What's the map name (I suppose "Mountain Base") and music credits?

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I closed the sectors. Download still not released. Those sectors didn't caused problems to me!
Yes, the map name is Mountain Base.
Actually I composed the music myself in Anvil Studio. Just ask sunmadcat.

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Okay - what is the music track's name, then? :)

Also, what does SunMadCat have to do with a midi that you composed by yourself, and why should he be able to confirm it or something?

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Bertha Down. :D
EDIT: Sunmadcat made a bat monster for me and reviewed the song before I put it in the WAD. He also playtested the WAD. Currently he's on Zandronum forums and IRC.

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nxGangrel said:

Here's "Fortress of Solitude"
it's limit removing, and uses only stock textures. It also has the track "The Demons From Adrian's Pen".
http://www.mediafire.com/download/7hqm6qhsy7lijd5/Solitude.wad

FDA, but I'm pretty sure that I've already played this map some time ago. Simple, kinda amateurish (orthogonality, lots of doors and corridors, non-distinct texturing, basic fight setups), but OK, well playable and actually enjoyable.

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I would like to submit a map if there is space.

This is the first map i ever completed properly, entitled Deimos Quarry.

Limit removing - tested in zDoom and GLBoom+ and works (crashes in Vanilla).

http://www.mediafire.com/download/7v1w7w6asnsgewh/deimosquarryv2.wad

Of course, feedback is welcome, good or bad. In advance, yes, i do realise the combat is pretty standard 'run and gun' but it should still pose a challenge especially on UV.

If the map isn't anyway near being up to scratch i may create something new instead as i have already spent SO much time staring at it in DoomBuilder, heh. Either way i do not wish to 'officially' publish anything deemed to be rubbish.

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scotty said:

I would like to submit a map if there is space.

If the map isn't anyway near being up to scratch i may create something new instead as i have already spent SO much time staring at it in DoomBuilder, heh. Either way i do not wish to 'officially' publish anything deemed to be rubbish.

There is infinite space and no quality control in this project. :)

scotty said:

This is the first map i ever completed properly, entitled Deimos Quarry.

Limit removing - tested in zDoom and GLBoom+ and works (crashes in Vanilla).

http://www.mediafire.com/download/7v1w7w6asnsgewh/deimosquarryv2.wad

Here is my FDA, recorded in PrBoom-plus -complevel 9. My mistake, I've seen "GLBoom+" in your post and missed the "limit-removing" statement, I should have played/tested it in -complevel 2 instead - but I already did it afterwards, and the map worked fine, so it's all good.

I actually liked the map! The usage of Revenants and Archviles was challenging while non-obnoxious, and other monsters too. Layout / visuals were more than OK too. A single thing that bugged me was the wood-metal lift on the east from the exit area (with Mancubi on top and nukage tunnel behind), it was quite unclear that the player is supposed to press that wood-metal wall manually, I didn't know what to do for a while. Thanks for the contribution!

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i'm agree, very good for a first map!

my only complaint is the switch behind the yellow skull bars can somehow be activated at the edges of the left and right corner of the bars... add more space between bars and the switch and could avoid this... but if you want to keep it for speedrunning purpose, that's ok...

Also, personally i don't find the music pretty fitting to the map...

Take a fast shot at Solitude by mxAngrel too... short and kinda easy map, but is cool... i like it.

EDIT; We reached the 30 maps now, weeeeee!

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scifista42 said:

There is infinite space and no quality control in this project. :)
Here is my FDA, recorded in PrBoom-plus -complevel 9. My mistake, I've seen "GLBoom+" in your post and missed the "limit-removing" statement, I should have played/tested it in -complevel 2 instead - but I already did it afterwards, and the map worked fine, so it's all good.

I actually liked the map! The usage of Revenants and Archviles was challenging while non-obnoxious, and other monsters too. Layout / visuals were more than OK too. A single thing that bugged me was the wood-metal lift on the east from the exit area (with Mancubi on top and nukage tunnel behind), it was quite unclear that the player is supposed to press that wood-metal wall manually, I didn't know what to do for a while. Thanks for the contribution!


Ok... i will make a couple of tweaks based on what i saw in your FDA and resubmit a final version. I still have my own personal QC for my maps regardless of what anyone else does! :P

walter confalonieri said:

i'm agree, very good for a first map!

my only complaint is the switch behind the yellow skull bars can somehow be activated at the edges of the left and right corner of the bars... add more space between bars and the switch and could avoid this... but if you want to keep it for speedrunning purpose, that's ok...

Also, personally i don't find the music pretty fitting to the map...

Take a fast shot at Solitude by mxAngrel too... short and kinda easy map, but is cool... i like it.

EDIT; We reached the 30 maps now, weeeeee!


Well, i did notice that lift exploit myself in testing, not sure whether to leave it in or not - but i figure if someone is insane enough to take on the final area with no BFG or Rocket Launcher then they can go for it... ;)

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http://www.mediafire.com/download/847zc123alj82x1/hg.wad

minor fixes version of my map, includes:

- ANIMDEFS lump instead of SWITCHES
- Fixed the lift in the bridge with the blue door
- Fixed a switch that appear after you get the lift after the said room
- Made "player blocking" the lines above the purple antenna at the final section

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@scotty:

1. Is it alright that the switch behind yellow bars can still be pressed while the bars are up, both from the left side and the right side? (player's press use distance is 64 map units, which your distance is apparently slightly under)
2. Is it alright that some switches call a slow lift action, while other switches call a fast lift action, on the very same sector? (the wood-metal bridges again)
3. Is it alright that the further wood-metal bridge can be activated both via switches and via pressing the lift sector itself from any side?

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