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Freedoom need better maps


Voros

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Now that's what I'm talking about! Feel free to make it in Boom (vanilla format would be appreciated though).

Post screenshots soon, eh?

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Angry Saint said:

Isn't Freedoom supposed to be Vanilla only?


IT wasn't originally, then it was for a while, and now it isn't again.

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Angry Saint said:

Isn't Freedoom supposed to be Vanilla only?

Why, you want to map in vanilla? Be my guest.
I did say a vanilla map would be appreciated. But if you want to map in Boom, then fine.
Just don't go overboard with the Boom features 'k?

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Jon said:

IT wasn't originally, then it was for a while, and now it isn't again.


I think I missed the step where boom came back.

So all the work I did to make my previous boom map vanilla has been useless? Ok, never mind...

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Freedoom needs better organisation, communication and accessibility to the average user\contributor. Basically it needs to be ran like any other community project.

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Marcaek said:

Basically it needs to be ran like any other community project.


I definitely agree with all the points you made, but if it really needs to be ran like "any other community project", it needs to have proper quality control as well.

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Blastfrog said:

Damn it, I was really hoping we'd stick to the vanilla compat goal.

If it's vanilla compatible, it's compatible with any port.

Honest question: if freedoom did go for Boom 2.02 (perhaps strictly boom 2.02), what ports would be excluded?

There's chocolate and its variants, but that's about it, unless I'm overlooking something big

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Erm... we didn't drop the vanilla goal.

InsanityBringer said:

Honest question: if freedoom did go for Boom 2.02 (perhaps strictly boom 2.02), what ports would be excluded?

Hypothetically, any port that doesn't state it supports Boom extensions. Such as Doomsday or Chocolate Doom. In reality, quite a lot more, because "Boom support" in many ports (such as ZDoom, Odamex, Doom Retro, ReMooD) is not as complete as you might like, and Freedoom has ran into issues resulting from such.

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Blastfrog said:

If it's vanilla compatible, it's compatible with any port.

Blastfrog said:

If it's vanilla compatible, it's compatible with any port.

Blastfrog said:

If it's vanilla compatible, it's compatible with any port.


*cough*

If the aim with FreeDoom is to have a free IWAD that can be used by players who don't own Doom but want to sample community-made content (as was one of the original goals, I do believe) "compatible with any port" is an absolute must IMO. Said user may not be aware of "what a Boom is" or whatever, and let's say they go for Chocolate Doom and just play the IWAD to have some detail-filled map bomb on them as soon as they open the first door. Or the current 3DGE and are tripped up by a map with Boom's generalised linedefs. This wouldn't be conducive to letting them experience any Doom at all, let alone the free one.

Vanilla compatibility would mean everything from somehow pulling the original executable to the newest GZDoom is supported (with the caveat that certain sector tricks aren't employed, here's looking at YOU deep water...).

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  • 2 weeks later...
Voros said:

Post screenshots soon, eh?


Well, I gave it a shot but couldn't come up with any exciting architecture. Sorry Voros. Too many projects, not enough time.

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Freedoom was made with idea to be used as IWAD (resources, textures exactly the same substitutes as in official IWADS) for any PWAD, megawads, episodes and such be it strict vanilla or limit removing while the maps themselves were made in limit removing with boom features so they aren't playable in Chocolate-Doom. However it would be cool idea if someone made megawad or just bunch of episode especially made for Freedoom in vanilla format instead of using that iwad as resource pack to run any other be it MM, AV etc.

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