st.alfonzo
Broadcaster
Posts: 678
Registered: 01-10 |
IMMENSILUS UPDATICUS:
D2TWiD is rolling again! Within the last week we've seen an additional 8 maps submitted for the project in the styles of Romero and Mcgee, many of such an impressive quality and authenticity that the roster is threatening to fill up faster than you or I can blink. With such a sudden onset of enthusiasm -- and with absolutely no sign of it letting up any time soon -- I implore all contributors to return to their stations and begin churning out maps like there's no tomorrow. A release within the next few months is looking increasingly likely.
Now, given the length of time since last we put our heads down, as well as the progress that has been made in that period, it's probably a good idea to throw together a short list of areas of the game which could benefit from more attention.
What maps are we lacking?
- Sandy Maps
While there have been a considerable number of sandy submissions for the project, there have also been many submissions in the style of Romero and Mcgee, and the number of maps in the style of the former should far outweigh those in the latter. A high quality Petersen map will probably increase the map's chances of inclusion, not to mention make for a better overall product. If you're thinking of making a map in the Sandy style, maps of the E2 "sandbox" variety, ala map13 and 16, are sorely lacking. We are also at a loss for conceptually driven/gimmicky maps such as map07, 08 and map23.
- E2 and E3 McGee Maps
Study map14 and map22 if you're wanting to make an urban/hellish McGee map, but also investigate the differences and similarities between these maps and his E1 efforts.
- Map01's
We don't have very many of these at all, which is surprising considering the importance of the slot. It's the plinth of greatness. The first impression. The de facto deathmatch! It's basically Doom 2's postcard map and yet we're running dry. Focusing on producing a map that is friendly to new players and introduces certain Doom mechanics or gameplay features is a good focus to have when tackling a map for this slot. Incidentally, that's a good focus to have in any case for this project, though particularly for the earlier numbers.
- map07's
The special tags native to map07 should be an integral mechanic in the functioning of the map (such as is the case in Dead Simple) in or order to make sense of their being introduced for the game.
- map30's
We need them!
This list is mainly to assist in pointing out specific map slots or types that might allow you a greater chance of inclusion. you can still make maps for any slot and of in any mapper's style.
EDIT: Also, while I've got your attention, I should probably remind you of/alert you to the project's many keen contributors who continue to hang out on IRC (irc.oftc.net #doomtwid). Be sure to drop by if you want some intricate map analysis or wish to discuss other matters at length, as there's pretty much always someone there.
Now get mapping. Don't let the terrible time-vile be your undoing!
Last edited by st.alfonzo on 01-28-13 at 10:42
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