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Death-Destiny
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Shadow Dweller said:
I'll take slot 23. if you could please PM me the rules and regulations and what not i'd appreciate it, if not don't worry about it. I haven't been on here in a while so i have a bit of catching up to do as far as word on CC4.


Again, I remind everyone that this is the *preliminary* sign-up thread intended to get an idea of how many people plan to map for CC4. You are not expected to be mapping yet at this point unless you want a head-start. The official rules and official sign-up thread will be posted most likely when Dr. Zin's texture resource is finished, which is currently expected to be in June.

Old Post 05-13-08 04:22 #
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Use3D
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I guess I'll take map6. I'll regret it if I don't. And no I'm not really happy about the whole thing.

Old Post 05-13-08 17:01 #
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The Green Herring
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One thing I should note: If anybody wants to be credited by a different name than their Doomworld username, like their more well-known online name or their real name, post it here.

For example, Searcher was credited as "Gene Bird" in the first two CCs, and Kid Airbag was credited as "Will Hackney" in CC3 at his request. Also, pcorf is better known as Paul Corfiatis, as in CC3. I assume those will be repeated for this CC...

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Old Post 05-13-08 18:21 #
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Patrick
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I'd prefer my real name to "Janitor." Call me Patrick Pineda

Old Post 05-13-08 20:30 #
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ler
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I'd go with my real name (Luke Ellis Rester). It looks tons cooler when you put it online because it looks like you're doing something professionally instead of hobbling it together ;).

Old Post 05-13-08 23:27 #
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Butts
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Butts is probably one of the most improfessional and goofy names ever.

heh, might as well have it as the name that shows up. i might change my mind last minute, you never know.

Old Post 05-13-08 23:56 #
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Dutch Doomer
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I stick with my goofy nickname :p Morbid Doomer would do fine as well.

Old Post 05-14-08 01:07 #
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Searcher
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I'd like to use my real name.

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Old Post 05-14-08 03:03 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


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Yeah, since this seems to be the place to do it, I'll use my real name (Will Hackney), as I did last time.

Old Post 05-15-08 01:21 #
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Mechadon
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I use my real name as well as my online alias on most of the projects I work on...so "Brett 'Mechadon' Harrell" is just fine.

Old Post 05-15-08 04:09 #
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alterworldruler
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Hey guys, i have kind of bad news for you, i'm moving out this summer to
bigger apartment, so yeah, i hope i get the resource wad before i move out so i can work on mine map (map04), i'll give a signal when i'll be moving out, don't worry :P i'll try to be as active as i can before moving out. There's big possibility that i won't have net for a few weeks in new apartment

Last edited by alterworldruler on 05-15-08 at 08:06

Old Post 05-15-08 07:52 #
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Shadow Dweller
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I'll stick to my alias. I'll know who I am.

Old Post 05-15-08 20:24 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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I would go by "Paul Hiebert" in the credits except that nobody would know that's me. "Creaphis" is fine for in-game credits but my name could be mentioned in the txt.

Old Post 05-15-08 21:40 #
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Nebula-Kristian
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I'll take map24 :) It's about time I contributed something to a CC.

Last edited by Nebula-Kristian on 05-15-08 at 22:03

Old Post 05-15-08 21:58 #
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Macro11_1
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I would like to map for MAP32, I have a few wacky ideas for it. I would also like to know if mapping for boom compatibility would be enough or not.

I hope I can retain this map-slot when the official sign-ups go up.

speaking of which, are there going to be PM's or EMAILS sent out about this project? I think that would be a nice idea personally... I mean I am all for "Check it to show your still committed..." instaid of clamoring after people, but I would think that a few emails would be nice... Just a thought.

Last edited by Macro11_1 on 05-18-08 at 06:01

Old Post 05-18-08 02:53 #
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The Green Herring
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Macro11_1 said:
I would like to map for MAP32, I have a few wacky ideas for it. I would also like to know if mapping for boom compatibility would be enough or not.
Indeed, this will be a Boom-compatible project. This is stated in the rules, which will be posted when the project officially begins.

Macro11_1 said:
speaking of which, are there going to be PM's or EMAILS sent out about this project? I think that would be a nice idea personally... I mean I am all for "Check it to show your still committed..." instaid of clamoring after people, but I would think that a few emails would be nice... Just a thought.
Your suggestion is a great one. When the project commences, I will send everyone who's signed up for the project a PM and/or e-mail (depending on their settings) to let them know.

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Old Post 05-18-08 22:33 #
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alterworldruler
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Sign me out of my slot because i have way too many projects already, sorry ;) but awesome releases from me are in works so CC4 would just stop them heh

Old Post 05-27-08 11:29 #
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Dr. Zin
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Here is a preliminary link to the texture resource wad:
http://rapidshare.de/files/39557765/cc4tex.zip.html

Hopefully it will get uploaded by someone else to a better host. Someone else is going to have to do the skies, I couldn't find any good ones.

EDIT: I reuploaded a fixed version 5-29. Make sure you have the latest one!

Last edited by Dr. Zin on 05-29-08 at 17:08

Old Post 05-29-08 16:10 #
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Dr. Zin
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And on a related note, someone needs to make the design for the starting and ending teleporters. I included two flats that could be used for them (PANSTART and PANEND).

Old Post 05-29-08 17:27 #
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ler
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Is it okay to start mapping with this?

Old Post 05-29-08 17:33 #
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Creaphis
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If it was decided to have certain starting and ending teleports, then they'll need to be clearly identifiable but as simplistic as possible. More than two sectors and larger than a 64x64 space would probably be too much.

Old Post 05-29-08 17:36 #
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esselfortium
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I haven't checked the updated one, but...I'm not entirely sure how useful this would be. There seem to be a few textures picked from a whole bunch of different sets, most of which don't match very well with each other or with the original Doom2 textures at all.

There's also the issue that, with a small resource wad like this, many people are likely to try making use of the resources included in it just because they're there, and a lot of the maps will have suspiciously similar themes as a result...

If it were up to me, I'd suggest including more complete sets, and more textures that are either based on or fit well with the original Doom2.wad textures that they're going to be used alongside.

Also, the texture and flat naming could be improved, especially the flats. For example, instead of "GRSTONE1" for the gray marble bricks, it could be "MARBGR01" so that in-editor it will be sorted alongside the other marble textures (presumably with other matching gray marble textures as MARBGR02, 03, etc.)

One notable exception I can think of to this is METAL2-based textures, since there's no real way to keep them separate from METAL-based textures while still keeping their original name. In the resource wad I put together for Eternity Vaporware Project, I named them MTTK****, based on the N_MTTK** naming used for NiGHTMARE's METAL2 variants, with the first three ***s being numbers, and the fourth one being an optional letter, to group similar variants together. (In retrospect I should have only used two numbers, since I'm unlikely to hit 100+ completely unique variants, and the extra 0 at the beginning makes it harder to quickly find one.) It should also be noted that NiGHTMARE's METAL2 variants are offset by 1 unit to the side, and don't match up with the originals or with Espi's variants of them from Suspended in Dusk. If you decide to include any (which I would recommend), it'd be a good choice to adjust those in paint or photoshop or something, just by moving them over one unit to the right.

Naming flats well can be a bit more difficult, as the originals are mostly either FLAT*, CEIL*, FLOOR*, SLIME*, or RROCK*, but a similar approach can be taken. When compiling resource wads, I'll usually put variants of a certain texture, or something that is reasonably similar to it, with a similar name. For example, brown and green recolored versions of FLAT1 would be FLAT1BR and FLAT1GR, hexagon tiles (such as your JFLR_06 and JFLR_07) would be named either FLOOR48* or FLOOR4_* (not ideal but the best organization that can be fit into 8 characters), a metal-based version of CEIL5_2 would be CEIL5_M (as CEIL5_2 is what people normally use as a texture that's sort of close to METAL, so a metal-based variant of it could be placed where they would find it), and a few other textures to be used similarly could also have CEIL5_* names (such as CEIL5_GR for the browngrn flat from Useful Flats).

Generally, the more logical your texture/flat naming is, the more stuff you can add to it without turning it into a confusing mess to work with. Though it can feel like overkill to include more than a couple of textures in each set (I'm guilty of having done this in the past), you'll find that when mapping, lots of variants of textures are very useful to have.

EDIT:
Okay, I think the main issues (including a few that I missed in the rest of this post) that should be kept in mind when compiling a resource wad boil down to:
- General-purpose. Remember that this is going to be used along with doom2.wad for 32 different maps.
- Variation. When you make a resource wad for a project, particularly a community project, people are guaranteed to use the living hell out of it. Including a good number of textures, including lots of variants within each subset, is a very good idea. Different sized panels, bricks, horizontal bars, supports, borders, and outline-less (texture-only, no panel or bar shapes) textures, possibly in several colors (i.e. green, gray, tan, and red versions of each marble texture).
- Consistency. Yes, you have to be varied and consistent at the same time. Confusing, I know! An example of this would be the one NMN computer screen in your resource wad. It'd stick out like a sore thumb anywhere it was used, as it doesn't match with any of the other computer textures at all. (Maybe take a look at KDiZD's new planet1 screens and Demon Eclipse's other new computers for stuff that's new but consistent with the originals.)
- Matching textures/flats. This is an easy one to overlook. It's especially important to have rock and dirt textures/flats that match, but this is a really important thing to have for pretty much all the textures and flats in the wad. There doesn't need to be an exact match for everything, but at least something that's close enough to be used as a border or something.
- Midtextures. This is a more minor thing, but I might as well mention it. Midtexture bridges made from the doom2.wad textures tend to be kind of ugly; I'd recommend including the horizontal 16-tall version of SUPPORT3 from the 5th Episode texture wad, as it's pretty general-purpose and works well for this.

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Last edited by esselfortium on 05-29-08 at 20:18

Old Post 05-29-08 17:46 #
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Kirby
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I have to agree with esselfortium. I'd hate to tack this on as a burden of some sort, but there does need to be some clarification and variation between the flats and the patches. There needs to be a wider variety because I honestly can't see a whole lot of matching themes with whats already here.

Old Post 05-30-08 00:32 #
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Butts
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not one texture from my own texture wad i made was in the one you made....i used textures from the ultimate doom. also, get some metal2 variants, some tekgren variants, some metal variants(like adel r99) some support variants (both silver and metal) some stone variants, adelw53 i think(the entire wall of the metal part of woodmet) get some recolored versions of the doom textures...

ill add more later.

Old Post 05-30-08 15:05 #
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esselfortium
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Yeah...I think it'd be good for the resource wad to have Doom1 textures, variants of Doom/Doom2 textures, maybe some Plutonia bricks, 5th Episode stuff, stone and metal2 variants from Suspended in Dusk, maybe a bit of GothicTX, etc... Some good rock textures would be useful, too. It should be filled with lots of general-purpose stuff like those: things that lots of maps can use interchangeably with the iwad resources without them looking out-of-place.

Then if anyone wants to use a completely different theme (like the NMN textures or one of the other non-Doomy sets that are in the current version of the resource wad), they could include the textures in their own map wad, prefixing the texture/flat names with their initials. Or if it's something that others could find useful, maybe ask the project leaders if it could be added to the main resource wad (with a more logical, non-initialed name, of course).

If you guys want, I could probably put together a resource wad for this in a few days if I can find the time to do it. I'll take requests, too :P

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Old Post 05-30-08 16:47 #
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Creaphis
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Yeah, that's a really restricting texture set. Let Essel make it.

Old Post 05-30-08 17:21 #
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Death-Destiny
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So... in other words, we've made absolutely no progress whatsoever... O_o

Well, go ahead and make the texture resource if you want, Essel, since you volunteered and seem to know what you're talking about. It couldn't hurt anything and I guess we could merge it with Dr. Zin's or something.

Old Post 05-30-08 17:42 #
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esselfortium
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@Death-Destiny: I hate to seem like I'm trying to completely take over here, but one potential issue I see with including some of Dr. Zin's stuff in here, as opposed to adding them and similar things on a per-map basis, is that some mappers have a tendency to mix in textures that don't go well together if they're all presented in one place. This is seen a lot with the texture wad included with Skulltag, which includes a bunch of textures from Quake 2 and some other sources. Despite the fact that they're all intended for a techbase theme, many of them clash badly with Doom and Doom-based resources. Lots of maps made for Skulltag mix and match textures from these sets in with the Doom/Doom-based textures, just because they're there, and they always stick out and look weird.

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Old Post 05-30-08 17:59 #
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Creaphis
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Request: Include some clashing texture sets anyway. And include a texture set from /idgames that has never been used. I'm sure there's a couple.

Old Post 05-30-08 19:04 #
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Macro11_1
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Well I've found Ive been straying away from doom as of late... simply because alot of the maps that look interesting are not co-op compatible... or they say they are, but a tiny part causes it to break. Is there any way that we could either include a list of maps that are co-op able in the .txt or perhaps make it a requirement to have all the maps co-op able and have a standards outline for it or some thing?

That would be sweet, but I would understand it if it dosnt happen.

Old Post 05-30-08 19:20 #
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