TimeOfDeath666 Posted January 2, 2018 (edited) RELEASED: DMP2018.zip (mirror)DOOMWORLD MEGA PROJECT 2018 This year's project is a bit different from previous years, so READ THE RULES! The basic premise is still the same: trying to get as many mappers as possible to contribute. Any and all maps (any theme, any gameplay, any looks, etc.) will be accepted if they FOLLOW THE RULES. This is what mapping is like for some of us...SUBMISSIONS1. 2018/02/02 # Benjogami Warm Embrace (vanilla)2. 2018/02/13 # # Walter Confalonieri Toxic Tower (boom)3. 2018/03/27 # Zan-zan-zawa-veia Northern Powerhouse (boom)4. 2018/04/10 # # CarboxylicAcids Amide Linkage (boom)5. 2018/05/01 # DAZZER The Nephilim III (boom)6. 2018/07/09 # Roofi Messy bedroom (limit-removing)7. 2018/07/22 # Phobus Broundry 2 (limit-removing)8. 2018/07/28 # Garbage SPASE BASE (vanilla)9. 2018/08/21 # # riderr3 Heart of Monstrocity (boom)10. 2018/08/25 # Solmyr Transdimensional (limit-removing)11. 2018/10/09 # valkiriforce The Absolution (limit-removing)12. 2018/10/19 # Jaxxoon R horse (limit-removing)13. 2018/10/23 # Сhaingunner Defence (vanilla)14. 2018/10/30 # JadingTsunami timelord (boom)15. 2018/11/04 # cannonball Pillbox (limit-removing)16. 2018/11/09 # Philnemba Pathway of Rejection (vanilla)17. 2018/11/12 # DanielAlexander Carnage (boom)18. 2018/11/16 # Pcorf Brutana (limit-removing)19. 2018/11/22 # Scotty 147 (boom)20. 2018/11/25 # Killer5 Underhalls From Memory (limit-removing)21. 2018/11/29 # Netherstorm Cavern Complex (boom)22. 2018/12/06 # gaspe Okura Swamps (limit-removing)23. 2018/12/15 # JudgeDeadd Azazel Installation (limit-removing)24. 2018/12/19 # Pinchy The STUCC (boom)25. 2018/12/21 # TimeOfDeath Flaccid Beginnings (boom)26. 2018/12/22 # # Scypek2 Day of the Rope (boom)27. 2018/12/23 # Jthom Dark Terminal (limit-removing)28. 2018/12/31 # DMPhobos Caina (vanilla)29. 2018/12/31 # Ninehills42 Master Procrastination (boom)30. 2018/12/31 # RaphaelMode RM_SEGUE (vanilla)31. 2018/12/31 # # Pegleg Sludge Outpost (vanilla)32. 2018/12/31 # Jjp Doomed District (boom)RULES (frequently asked questions)1) Mappers must record a demo of themselves beating their own map on UV difficulty (-skill 4). The demo doesn't have to be fast or good in any way, it just has to show the mapper exiting their own map without cheats or saves.2) Mappers only get one chance to submit their map. Once a mapper submits their map, it is considered final and the map can't be edited again for any reason.3) Mappers must include their demo along with their map in a zip file. When you submit your map, don't forget to add your demo to the zip file. The demo must be recorded on the exact version of the wad in the zip file.Other Rules: --- One map per person (single player, doom 2, coop starts not required) --- Only these map formats and demo formats are allowed: vanilla, limit-removing, boom (no zdoom) --- NO new textures, flats, sprites, sounds, skies, dehacked, mapinfo, liquid falls, etc. NOTHING except... --- New music IS allowed (midi only) --- DON'T use map07 or map30 slots and DON'T use secret exit line actions --- When your map is done and your demo is recorded, upload the zip file to dropbox or something similar and post it in this thread with any information you want added to the final text fileDEADLINE IS DECEMBER 31st, 2018 AT 23:59 EASTERN TIMEHOW TO RECORD A DEMO --- Download a source port like prboom-plus that can record doom 2 format or boom format demos. --- Put doom2.wad and your wad into your prboom-plus folder. --- Change the default compatibility level of prboom-plus to match the compatibility level of your map by going into your prboom-plus folder, opening prboom-plus.cfg with a text editor like Notepad.exe, and changing the number "-1" beside default_compatibility_level (near the top, under # Misc settings). For vanilla and limit-removing maps use 2, for boom maps use 9. This ensures that you are testing your map with the proper behavior. --- Open a text editor like Notepad.exe and type in the text below:prboom-plus -iwad doom2.wad -skill 4 -complevel 2 -warp 1 -file yourwad.wad -record yourwad.lmp--- Save the file and replace the TXT file extension with BAT. This creates a batch file that you can double-click to automatically start recording a demo. --- Use -complevel 2 for vanilla and limit-removing maps, and -complevel 9 for boom maps.Doomworld Mega Project 2017Doomworld Mega Project 2016Doomworld Mega Project 2015Doomworld Mega Project 2014Doomworld Mega Project 2013Doomworld Mega Project 2012 Edited January 2, 2019 by TimeOfDeath666 28 Quote Share this post Link to post
antares031 Posted January 2, 2018 Thumbs up for the new rules. But not even a custom sky transfer for boom this time? 2 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 (edited) I'm in a game. We'll have to put the most out of the standard resources. This will be a good test. Edited January 2, 2018 by StormCatcher.77 0 Quote Share this post Link to post
pcorf Posted January 2, 2018 (edited) I think rule number 1 about recording a demo is should be just optional, as long as the mapper play tests his or her map to make sure it all plays well because remember we have a whole year to perfect our map. Also I'm not a great player in demo recording during challenging maps (like Richard Wiles-like difficulty) because I like to load and save my game. Everything else is fine. But if I was going to include a demo with my map, expect it to be easy like Twilight Zone 1. The project needs to be plain and simple and I like the idea about using standard textures, good choice for sure. Edited January 2, 2018 by pcorf 6 Quote Share this post Link to post
Spectre01 Posted January 2, 2018 Why have the demo requirement, and cut out GZDoom maps, if the project has always been about getting as many mappers participating as possible? Also, not being able to make changes based on feedback is a terrible idea. Not everybody has a team of playtesting pals willing to give behind-the-scenes advice. This will only result in lower overall submission quality. 21 Quote Share this post Link to post
Steve D Posted January 2, 2018 Should the demo be a zero-secret or full-secret run? 0 Quote Share this post Link to post
StormCatcher.77 Posted January 2, 2018 Exception G\ZDoom, this is a risky step, which can alienate authors from the project. As i understand, in this project not planned hub-map? Perhaps before release our maps we will have to contact each other for help with testing... 0 Quote Share this post Link to post
Doomkid Posted January 2, 2018 (edited) I really like the direction for this year, count me in. The only thing I would change is the inability to add fixes to your map after the fact. I'm sure it would be way easier for ToD to compile if there was only one version of every map rather than a million, but it would be kind of a shame for missed bugs/oopsies/etc to remain in the wad for this reason. I'm all for mappers having to provide a demo, but I feel like it maybe shouldn't be so stringent - For players who like to save/load if they die halfway through or need to take a piss break or something, it seems like a YouTube recording should be enough. This is only a very minor point though, I like the idea of the mappers having to 'prove' they can beat their own maps before foisting them onto the world, I just think "one sitting, no saves" OS style demos might be a bit too strict for many players. Regardless, I'm totally in. Most excited I've been for a DWMP since 2014. EDIT: I'm a fan of the proposed compatibility as the ZDaemon/Odamex players will actually get to enjoy the full product and only minor edits (adding co-op starts) will be necessary to host them on servers. Heck, some of the maps we've seen in previous DWMPs can't even run in Zandronum. It'll be nice to have the project run neatly in most any source port. Edited January 2, 2018 by Doomkid 6 Quote Share this post Link to post
Jaxxoon R Posted January 2, 2018 Ah, no GZDoom? Guess I'll sit this year out. 0 Quote Share this post Link to post
Doomkid Posted January 2, 2018 Then Jaxxoon R comes into the thread and opts out due to the compatibility, thus making me rethink my entire post :'( 0 Quote Share this post Link to post
42PercentHealth Posted January 2, 2018 I'll do a map. I'm cool with the maps requiring a demo, but requiring the mapper to demo his/her own map might be a bit stringent. Some mappers aren't the best players (of course, I'm not talking about myself at all -- why would you even think it?). I'd suggest that if a mapper gets anyone to do a legitimate, non-TAS demo, that should be good enough. Also, not allowing post-submission changes seems kinda strict. I understand why the rule is there, but surely there's a better way to prevent 10347 beta versions because of a couple of mappers... 4 Quote Share this post Link to post
Misty Posted January 2, 2018 Cries in STARTAN2 For the real, at least custom skies should be allowed to express creativity or generate custom palette to make things less bland, because, personally I slightly dislike traditional Doom textures. It's not like we already see tons of mapsets which use only default textures. 6 Quote Share this post Link to post
antares031 Posted January 2, 2018 I'm actually happy with the first rule, and the third one, since one of my personal principles in level designing is that the author should be able to beat his own level on UV-Max without saves and cheats. In fact, I wish more and more community projects accept this rule in the future. To me, making a level that you can't finish by your own feels like passing the buck to other people; After all, It's YOUR level, not by others. I'm concerning about restricting G/ZDoom from the submission, though. The goal of Doomworld Mega Project is to gather levels from as many level designers as possible, and restricting G/ZDoom will definitely cut the amount of potential participants. If you're worrying about the compatibility, try to separate the wad, based on the level's compatibility, like the DMP2015 did. And like I said earlier, allowing the custom sky for boom would be a good idea. 3 Quote Share this post Link to post
Philnemba Posted January 2, 2018 I'm totally game for this since it'll last til the end of the year ;) 0 Quote Share this post Link to post
Obsidian Posted January 2, 2018 Soooo....is demo compatibility the reason you don't wanna use ZDoom? Because considering it was officially finished last year you can record demos for it now... 0 Quote Share this post Link to post
NinjaLiquidator Posted January 2, 2018 Those are usually mixed bag of quality, arent they? 0 Quote Share this post Link to post
Dragonfly Posted January 2, 2018 Count me in! I like the idea of a demo being required, actually. It proves the map is beatable for slaughter-type submissions and also proves that there is indeed enough resources to beat the wad. I'd personally enforce more rules regarding demos: Get the max kills possible without visiting a secret area. :) 3 Quote Share this post Link to post
Wereknight Posted January 2, 2018 Wait wait wait, No ZDoom maps this time? O_O 0 Quote Share this post Link to post
AD_79 Posted January 2, 2018 (edited) Uh, fifth time's the charm? I'm in, I really like the demo rule and is actually something I do on my own every now and then. Don't really have a problem with the other rules, though custom skies would be very much appreciated. Edited January 2, 2018 by AD_79 5 Quote Share this post Link to post
Steve D Posted January 2, 2018 51 minutes ago, antares031 said: ... one of my personal principles in level designing is that the author should be able to beat his own level on UV-Max without saves and cheats. In fact, I wish more and more community projects accept this rule in the future. To me, making a level that you can't finish by your own feels like passing the buck to other people; After all, It's YOUR level, not by others. As you said, believing an author should be able to beat their map on UV is a personal principle, for you. There are many who'd agree with you, but I'm not one of them. I happen to enjoy dying in difficult fights, and I typically play as a savescummer. This is especially helpful in the bigger maps I design, since I don't want to start at the beginning again if I die 35 minutes into a 45-minute map. There are mappers who always play on HMP and, in some cases, never play their own maps on UV, but instead let other players test that difficulty setting. IIRC, death-destiny was one such mapper. Should they be forced into proving they can beat their maps on UV owing to some arbitrary belief by other mappers? In the case of DMP 2018, ToD set the demo rule and I'm happy to abide by it, because this is a big job and it's great that he does it. His house, his rules. Probably he wants to avoid people tossing in totally BS maps that are no fun to play for anyone. I'm just sticking up for those of us who do things in a different way and who have different beliefs and different joys in playing this game. Anyone can approach this hobby any way they want, but I guarantee that if I participate this year, my map will be more fun if, as @42PercentHealth suggested, it can have a demo by one of the excellent players/mappers who have graciously played my maps over the last few years, instead of by my incompetent self. It would be hard and nasty, but it wouldn't be BS. Otherwise, it will be a little easier than usual but maybe still kind of alright for an early slot. 4 Quote Share this post Link to post
bonnie Posted January 2, 2018 (edited) thoughts: Spoiler 4 hours ago, TimeOfDeath666 said: Mappers must record a demo of themselves beating their own map. i like 4 hours ago, TimeOfDeath666 said: Mappers must include their demo along with their map in a zip file. i like 4 hours ago, TimeOfDeath666 said: Only these map formats and demo formats are allowed: vanilla, limit-removing, boom (no zdoom) i really like 4 hours ago, TimeOfDeath666 said: One map per person (single player, doom 2, coop starts not required) what 4 hours ago, TimeOfDeath666 said: Mappers only get one chance to submit their map. the 4 hours ago, TimeOfDeath666 said: NO new textures, flats, sprites, sounds, skies, dehacked, mapinfo, liquid falls, etc. HECK suggestions: Spoiler I strongly recommend adding instructions/links for recording demos using a launcher like ZDL or something, as they're pretty useful. Like in general. Just for general dooming they're very helpful, and they'll definitely both alleviate some of the... stress of recording a demo and getting used to playing in prboom+ for zdoom-exclusive users. I also suggest reassuring people in just how extremely easy prboom+ and most other source ports are to set up compared to zdoom, which I suspect a lot of zdoom-users are probably unaware of, which may be part of why they never make the switch. Lastly, and this is a long shot, but could you maybe recommend this to people to use for recording demos? It would be really neato if this got more attention. P.S. Here's a sort of prboom+ starter pack that I think could also really help with the process of setting up prboom+ and recording/playing demos. I made it just now: https://www.dropbox.com/s/b5frws4ekcdg3g1/prboom-plus-2.5.1.5-starterpack.zip?dl=1 Essentially, it's a copy of pr/glboom+ 2.5.1.5 that I set up myself to be essentially vanilla except for being on -complevel 9 by default I believe. I added a test wad as well as instructions and 3 .bat files to get players started. The instructions have notes on the configuration and the .bat files. It even has a corrected automap!!! thoughts? :o Maybe with some work, I could fix it up and you could even put it in the OP? :D Edited January 2, 2018 by bonnie 1 Quote Share this post Link to post
yakfak Posted January 2, 2018 good ruleset, I'll try and make something for sure! expect a confusing crap map with berserk fighting and fake exits everywhere 0 Quote Share this post Link to post
scifista42 Posted January 2, 2018 4 hours ago, TimeOfDeath666 said: --- NO new textures, flats... And so I won't be able to use the map I have in progress from 2017, since its main unique concept essentially relies on custom textures and flats. 5 Quote Share this post Link to post
BigDickBzzrak Posted January 2, 2018 (edited) What if your port does not support demos at all? Hahaha got ya there ayy lmao Edit: no i didn't, in fact i pretty much got myself there Edited January 2, 2018 by bzzrak Can't read 2 Quote Share this post Link to post
Spectre01 Posted January 2, 2018 36 minutes ago, Steve D said: Should they be forced into proving they can beat their maps on UV owing to some arbitrary belief by other mappers? I don't see anything about the demo having to be on UV. :P Just do a quick run of the easiest difficulty. If it has to be on UV, flip the settings upside down and have UV be HNTR and vice versa. 1 Quote Share this post Link to post
Steve D Posted January 2, 2018 20 minutes ago, Spectre01 said: I don't see anything about the demo having to be on UV. :P Just do a quick run of the easiest difficulty. If it has to be on UV, flip the settings upside down and have UV be HNTR and vice versa. - Skill 4 is in the example script. ;) This is ToD, after all. ToD plays for keeps. As you said, you can game the system and make a UV that's hardly any different from HMP, so you get the easy demo, and then go full-on crazeballs in HNTR and include a comment such as, "If you want blood, the real UV is on HNTR." You'd probably upset only 1 or 2 people since hardly anyone plays that setting. ;) But would ToD allow it? 1 Quote Share this post Link to post
Crunchynut44 Posted January 2, 2018 Would like to make 3 years in a row of contributions. I'm in! I dig the new rules too. 1 Quote Share this post Link to post
Phobus Posted January 2, 2018 I actually quite like the imposition of order on the usual chaos here. Particularly the stipulation that the mapper has to be able to beat their own map, as I feel like a fair few community projects have submissions that are unnecessarily difficult, which rather detracts from the fun, in my opinion. I'm also content with the IWAD resources being in use and I'm even happy that a single compatability is being targeted. The one map per mapper and all submissions are final rules, to me, should enforce that people put solid work into it and produce to the best of their abilities. Good job, ToD, I'm feeling inclined to contribute to this one. 6 Quote Share this post Link to post
riderr3 Posted January 2, 2018 (edited) Count me in, I'm also making a map (Boom-format) Thoughts about rules... What are you still complaining about, people? Each year the rules can change. I'm generally glad that DWMP2018 has finally started! One attempt of WAD uploading is because you includes the demo file and show other people that your map is playable. The only one attempt to WAD uploading will exclude those who do not test their maps properly and hope that others will do it. As well as lazy people who do not add additional levels of skill. As well as the demo playtroughs - do such maps in which you yourself are able to play and finish! At least this year. Unlike Doom1, Doom2 has a wide choice of stock textures with which you can create eg a library, sewer, city, mansion, etc.. Edited January 2, 2018 by riderr3 0 Quote Share this post Link to post
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