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The Green Herring
Community Chest 4 Leader


Posts: 359
Registered: 05-07



Nuxius said:
I already have one started, and will start a thread with some screen shots if this is approved. :)
Go ahead. I've moved you. :)

Old Post 11-11-08 10:46 #
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TheMionicDonut
Junior Member


Posts: 181
Registered: 04-08


Slot: 31
Filename Code: CC4_Mknt
Texture Code: using resource afaik
New Midi?: Yes
Name to be Credited Under: Mechadon and MionicDonut
Map Name: Ferrous Fury

TGH and I talked briefly about this, and it seemed greenlighted.

Old Post 11-18-08 03:32 #
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The Green Herring
Community Chest 4 Leader


Posts: 359
Registered: 05-07


RottKing has told me he wishes to resign from the project. Well, actually, he resigned months ago, but it wasn't clear to me whether he actually intended to or not, and he didn't post about it here. So, anyway, the MAP12 slot is now open.

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- The Green Herring

Old Post 12-02-08 01:35 #
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Phobus
Mini-Member


Posts: 54
Registered: 10-06


I have a Virus map that I could easily convert to a standard Doom2.exe map for this project if you like. If you'd like me to do it, here's my sign up form:

Slot: 12
Filename Code: CC4_Ph2
Texture Code: n/a
Custom Midi: Yes
Name to be Credited under: James "Phobus" Cresswell
Map Name: Viral Implant

To give you an idea of what I'd be doing, I'd take MAP01 of Virus, copy the sectors and the like over to a doom2 map, retexture it to look like a CC4 map, remove all of the slopes and replace them with stepped surfaces, place steps going up to some of the areas where flying was used before, use lifts in some of the others, and add detail into the areas that look blank after conversion. Then I'd place monsters and create Doom like gameplay (which is slower than Virus, and a lot less vertical). It won't be a particularly big map, but it'll take longer to play Doom style than it will Virus style because you have to use lifts and stairs as well as doors, and the movement speed is lower.

Old Post 12-02-08 11:44 #
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The Green Herring
Community Chest 4 Leader


Posts: 359
Registered: 05-07


It certainly sounds like something very interesting, although care will have to be taken to prevent the lack of Z-clipping for actors in Boom from hampering movement. At this time, however, you can't take another slot if you already have one. The exception was made in the case of MAP31 because it is technically another person's (Mechadon's) completed but unreleased (Skulltag) level entirely, being converted to Boom for use in Community Chest with the original author's consent.

Don't lose hope, however: There is something I'm going to PM you about that would make it possible in due time, depending on the circumstances.

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Old Post 12-02-08 23:52 #
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DrKelexo
Newbie


Posts: 5
Registered: 01-09


Slot: 12
Filename Code: CC4_drkx.WAD
Texture Code: DRK
Midi Used?: Unsure. May or may not create my own.
Name to Be Credited Under: Dr. Kelexo
Map Name: La Porte (name pending)

Hey, I'm new to this forum but not to mapping. If required I can show you some of my work.

The map idea will be that you are playing a certain area of a map "over the span of time". You are essentially playing the same area 4 times, but each in a different time zone. The monsters will be different in each area and the level design won't be copy-pasted but you will be able to notice similarities in the design. I may or may not create puzzles based on this (IE opening a door in the past will allow you to enter that area in the future), optionally I'll just create a linear level with the four areas.

Is this okay?

Old Post 01-06-09 19:59 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 1671
Registered: 10-05


That concept reminds me of this, which isn't a good thing, but if you implemented this idea well enough, it could work. The problem is that if you don't execute this idea really, really well you'll end up with a map that people will be quick to criticize as repetitive and boring. You're kind of making it harder for yourself with this plan.

Old Post 01-06-09 20:25 #
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DrKelexo
Newbie


Posts: 5
Registered: 01-09


Well, like I said, if it doesn't work, I can make it linear; that is, you go from one 'time zone' to the next to the next to the next, and the exit is at the fourth and final, so its still an essentially linear level with a neat twist to the design; kinda like 'Wormhole' (in TNT, I believe).

Also the areas don't have to be all that big, so that it doesn't make it too long or too boring.

Old Post 01-06-09 20:42 #
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RjY
anARCHy


Posts: 361
Registered: 05-02


Hi I'd like to apply for the vacant tester slot. I've been involved in the previous two CCs and would like to do something for this one.

As a tester I think I'm fairly thorough. I tend to concentrate on actual bugs rather than commenting on the gameplay which I feel I should leave to more skilled players. Here are a couple of examples of previous testing reports I've done.

So if you guys think I am suitable please let me know.

PS I try not to be excessively formal but sometimes it just happens :)



EDIT:

Beta-Tester5: RjY (RjY)
All right that was fast.

So if you want me to test your map probably the fastest way to get my attention is to go on IRC and ping me - I will idle in #cchest for that purpose.

Alternatively I suppose there's the forums PM system or email me at users.sourceforge.net (username same as forums name but in lower case)

Hope that's all right with everybody. Thanks!

Last edited by RjY on 01-06-09 at 23:16

Old Post 01-06-09 21:26 #
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DrKelexo
Newbie


Posts: 5
Registered: 01-09


yeah I was surprised to get myself on the list so quickly. I'll give it my all, for you guys

Old Post 01-06-09 23:45 #
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TheMionicDonut
Junior Member


Posts: 181
Registered: 04-08


Youve got some big shoes to fill with slot 12. Best of luck to you.

Old Post 01-07-09 00:23 #
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