Erik Posted May 30, 2002 I really despise the L.I.N.K idea... it's too hard to make any interesting layout and large scale architecture like that, it will probably be like 5 different levels put together to one big mess. The 100k (or whatever) idea on the other hand will need lots of creativity to make it good looking and interesting to play, and small maps are often lots of fun. 0 Share this post Link to post
Kid Airbag Posted May 30, 2002 mmnpsrsoskl said:Someone set us up a poll. Pun intended? 0 Share this post Link to post
Kid Airbag Posted May 30, 2002 I still think a megawad full of realistic maps would own. 0 Share this post Link to post
Liam Posted May 31, 2002 Archvile64 said:I still think a megawad full of realistic maps would own. Aren't you doing one? Heh anyway, L.I.N.K. is a bad idea. I hate working on other people's maps. I may use them from inspiration but I'm picky in that I like to do all my own stuff. The 100k limit is certainly interesting but there are many technical issues to be covered (think of when the speedmapping theme was 'don't use a grid' except worse). 0 Share this post Link to post
Fusion Posted May 31, 2002 There was a map i played a long time ago that when i looked on the automap, the entire map looked like a demon's head. So here's my pitch.. Why not make a megawad with the most creative, artistic looking maps on the automap screen?.. I think that this could be really cool, so long as the gameplay isn't completely dead. But maybe that could make it harder?.. Creating a playable map with a strong artistic automap theme is no easy task.. comments? 0 Share this post Link to post
Arno Posted May 31, 2002 I like the idea of limiting the size of the map on the grid. Like everything should fit in a 1024x1024 area. This should motivate people to create überdetailed rooms. I don't like the idea of limiting the wadsize to less then 100KB, since that would basically take away a lot of detail. And I happen to like maps with lots of eye candy. 0 Share this post Link to post
Erik Posted May 31, 2002 hmm, 1024x1024.. that would be interesting... can you say 32k segs? ;) 0 Share this post Link to post
Fredrik Posted May 31, 2002 1024x1024? Hmm... that's hardly even a deathmatch map... 0 Share this post Link to post
Erik Posted May 31, 2002 oh well, 2048x2048? :P or whatever seems apropriate 0 Share this post Link to post
Fredrik Posted May 31, 2002 I'd rather see something more free. How about this theme: "Make the best DOOM 2 level that you're capable of building" 0 Share this post Link to post
Erik Posted May 31, 2002 hehe, that seems like a somewhat redundant theme. 0 Share this post Link to post
fraggle Posted May 31, 2002 Fredrik said:"Make the best DOOM 2 level that you're capable of building" "Make a really kewl level that like, totally kicks ass and stuff" 0 Share this post Link to post
Fredrik Posted May 31, 2002 fraggle` said:"Make a really kewl level that like, totally kicks ass and stuff" Better yet! 0 Share this post Link to post
Arno Posted May 31, 2002 fraggle` said:"Make a really kewl level that like, totally kicks ass and stuff" I wonder how many submitted maps are actually capable of meeting those requirements. 0 Share this post Link to post
Rellik Posted May 31, 2002 What I like about the 100kb idea is that it's fast and easy to do. Hell, you could do it in a 2 week time limit easy. 0 Share this post Link to post
mmnpsrsoskl Posted May 31, 2002 Archvile64 said:Pun intended? Of course. And the grid size limit sounds good. Well, we'd better hurry and think of something so Ling or someone can plan it. 0 Share this post Link to post
Arno Posted May 31, 2002 Yeah, 1024x1024 is too small. I just did some math and figured out that 1024 is eight times the width of a bigdoor. That's a pretty cramped map. 2048x2048 is probably more suitable. What I don't like about the <100KB or the limited sidedef idea is that it restricts the number of sidedefs a mapper can use. Which means less detail and crappier looking levels. The 10sector contest did not limit the number of sidedefs, allowing creative mappers with a lot of time on their hands to create huge and detailed maps. I think it's important to set a limit in a contest. In the 10sector contest the strict limit of 10 sectors pushed map authors into thinking differently. It was a real challenge. The challenge in a "max size in grid" contest would be to make maximum use of the little space available. 0 Share this post Link to post
Fredrik Posted May 31, 2002 Even 2048x2048 is too small. DOOM2's MAP01 is 3376x3648. 0 Share this post Link to post
fen boi Posted May 31, 2002 I'd have a go at anything really, but I like outdoor scenes and large spaces in general so restricting the size would be very annoying. Anyway, I wouldn't mind some sort of grid limit, cause there's no real loopholes around that, and it doesn't limit your creative ability or detail. 0 Share this post Link to post
Kid Airbag Posted May 31, 2002 Liam the Bard said:Aren't you doing one?Yeah...so? There can never be enough of them, I say. Anyway, I wouldn't mind some sort of grid limit, cause there's no real loopholes around that, and it doesn't limit your creative ability or detail. 0 Share this post Link to post
pritch Posted May 31, 2002 Best outdoor themed level and/or best Doom garden design or something. Something pretty where Doomguy can retire.. Hell, best mansion/country house/domestic castle. I love well executed domicile levels. 0 Share this post Link to post
NokturnuS Posted May 31, 2002 Re-enact doom2, or doom 1. Or we gonna make Doom 0 (zero). The Story before doom 1. Whatever, maybe this will be the LAST doom 2 megawad(32 levels). Doom 3 come next year. 0 Share this post Link to post
Fredrik Posted May 31, 2002 How about a theme. Not a restrictive theme, but a wide, open theme. Yeah. 0 Share this post Link to post
Little Faith Posted May 31, 2002 Yeah, Doom0 sounds like a cool idea. The only restriction should be that we should only use the Doom Alpha Textures. Actually that is a kind of advantage, since some of the alpha textures are awesomely cool. Get the Alpha resource wads from deathwarrior.slipgate.org They are worth the download. 0 Share this post Link to post
Kid Airbag Posted May 31, 2002 Yeah, some of those textures are quite cool. Deathie's letting me use them in DOM =) 0 Share this post Link to post
sirjuddington Posted June 1, 2002 NokturnuS said:Re-enact doom2, or doom 1. Or we gonna make Doom 0 (zero). The Story before doom 1. Whatever, maybe this will be the LAST doom 2 megawad(32 levels). Doom 3 come next year. Doom 0? I find it really hard to think up a story for that, maybe you have to help with construction of the portals? :P 0 Share this post Link to post
IMJack Posted June 1, 2002 I've thought about making a Doom 1.5 at one point; the space between the two games. The WAD starts with you standing over the dead Spider Mastermind in e3m8 and ends with you finally reaching the Entryway in map01. 0 Share this post Link to post
Fredrik Posted June 1, 2002 I like the concept of just making a plain megawad with a given story as a base. 0 Share this post Link to post
fraggle Posted June 1, 2002 Fredrik said:I like the concept of just making a plain megawad with a given story as a base. We could use the Cthulu story! 0 Share this post Link to post