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kildeth
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Hello,

I briefly posted on this forum awhile ago with a level I had planned for inclusion in DTWID. The level, 'Hazard Facility', was never completed as I lost interest in it for awhile, plus being in a megawad project was rather intense for me as I was new to mapping for Doom and was still learning as I went.

That being said, megawad projects are a fun concept and it is great to work together and give feedback on eachother's maps. That is why I was wondering if any other new or wannabe mappers would like to work together on a project where we can all help eachother as we go in a much more pressure free environment than say, Community Chest, where mapping knowledge is basically a prerequsite for inclusion in the project.

I've still got the unfinished Hazard Facility plus a few other scraps on my harddrive that we can work with and use as bases for larger, more complete maps. I was thinking that instead of everyone working individually on each of their maps, that mappers can upload their unfinished pieces when they get stuck on them and allow other mappers to complete parts of the maps for them. This way we can give eachother ideas and directions when we are going wrong or getting disoriented in our mapping creation.

The eventual aim would be to create 32 maps in a Doom II compatible megawad. Whether or not that actually happens is up to the will of the mappers and their dedication to this project, but either way if this project goes ahead I hope we can learn from eachother and gather valuable mapping skills that may assist us in future projects. Skilled mappers of course, are welcome to participate in this project also and give the new mappers some pointers on how to do things properly and offer tips to the newbies. I'll upload some of my unfinished stuff soon so you can all take a look at that. Feel free to post us your own unfinished stuff if you want it critiqued or completed and included in the project, that's what it's here for.

All maps are to be in limit-removing format (-complevel 2) and are to use Doom II stock textures. If there is any major issue with this we can discuss it as a group, but otherwise these are the restrictions we are sticking with for this project.

MAPPERS:
Adun
Alwaysdoomed
Arjak
C30N9
cannonball
Evolution
fiend-o-hell
Fuzzyfireball
glenzinho
kildeth (project leader)
Killer Z
Lite Sparkle
Macro11_1
MajorRawne
Megamur
Memfis
Paul D
Phobus
PRIMEVAL
Processingcontrol
Seeker_of_Truth
sgt dopey
Stygian
TheNebulousThinker
torpas
walter confalonieri
xvertigox

MUSICIANS:
kildeth (various maps)
Memfis (Memfis' Map)
Lite Sparkle (Lite Sparkle's Map) (?)
walter confalonieri (various maps) (?)

TESTERS:
Adun
Cyanosis
fiend-o-hell
kildeth
Snakes

NEAR-FINISHED MAPS - ready for playtesting
'Alpha 0.2' finished maps as of March 27th, 2012 (download here: http://www.mediafire.com/?tspptoah4h415vo)

Contains:
MAP 01: Hazard Facility by kildeth
MAP 02: Sewage Processing by Arjak (deprecated, see update below)
MAP 03: Untitled Map (Fortress) by Paul D (also updated, see below)
MAP 04: Suspend by Fuzzyfireball
MAP 05: Warehouse District by sgt dopey
MAP 06: Extorta Nova by fiend-o-hell & Memfis (also updated, see below)

And also:
'Sewage Processing' by Arjak (update, download here: http://www.mediafire.com/?1lkb41y4ivxc97i)
'Teleportarium' by Paul D (update to 'Fortress', download here: http://dl.dropbox.com/u/39292814/mbaremake.wad)
'Extorta Nova' by fiend-o-hell (update, download here: http://www.mediafire.com/download.php?4fexrrerf76a672)
'Outpost 3J' by PRIMEVAL (download here: http://www.mediafire.com/?euq5zju2annl755)
'Phobus Anomaly' by Phobus (download here: http://www.phobus.servegame.com/doom/ph_nova.zip)
'The Prisoner' by cannonball (download here: http://www.mediafire.com/?f9x22yy6atlrxib)

UNFINISHED MAPS - various scraps and other stuff in the works
'Scrap Maps' by Fuzzyfireball (awaiting completion by MajorRawne, download here: http://dl.dropbox.com/u/42590340/FuzzyScraps.wad)
'Scrap Map' by Fuzzyfireball (awaiting completion by MajorRawne, download here: http://dl.dropbox.com/u/42590340/AnotherFuzzyScrap.wad)
'Sensorium' by Alwaysdoomed (awaiting completion by kildeth, download here: http://www.mediafire.com/?6oocrzsnv7jo714)
'Sacrament of Wilderness' by Processingcontrol (awaiting completion by kildeth)
'Untitled Map' by Macro11_1 (download here: https://docs.google.com/open?id=0B_...DNkOGFkOTU5YWVl)
'Scrap Maps' by Macro11_1 (awaiting completion by walter confalonieri, download here: https://docs.google.com/open?id=0B_...TkxOTc2NmNhYmFm)

UNCLAIMED SCRAPS:
'Scrap Map' by Memfis (download here: http://www.mediafire.com/?b8hy0zguybhkrts)
'Scrap Map' by Paul D (download here: http://dl.dropbox.com/u/39292814/doodlemap.wad)
'Five Scrap Maps' by C30N9 (download here: http://speedy.sh/sgfHY/hellzalp.wad)

OTHER MAPS/RESOURCES:
'The Unreleasables' by walter confalonieri (95 scrap levels + music + sky textures, download here: http://www.mediafire.com/?y6bngauww17dexi)

DEPRECATED:
'Alpha 0.1' finished maps as of January 8th, 2012 (download here: http://www.mediafire.com/?txhv1ig10c4220d)

EPISODE LAYOUT:
A very basic idea of how things could go:

MAPS 01-06
- Outpost 3J (strongest MAP01 candidate)
- Hazard Facility
- Sewage Processing

MAPS 07-11
- Suspend
- Phobus Anomaly

MAPS 12-20
- Warehouse District
- The Prisoner
- Macro11_1's Map
- Sacrament of Wilderness (provided I find time to finish it...)
- Teleportarium (might make a good MAP20 when finished)

MAPS 21-30
- Sensorium (MAP21?)
- Extorta Nova (potential MAP30)

MAPS 31-32
- I've got ideas... but I'll leave blank as of now.

Last edited by kildeth on 05-01-12 at 20:13

Old Post 11-16-11 06:35 #
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Snakes
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I had a similar idea to this back when I first joined Doomworld, but never followed through for fear of a [newproject] attack. While I can't commit to any major projects in the foreseeable future, I'd probably be able to playtest the maps and provide some advice in that fashion. Of course, that's assuming this thing goes ahead.

Old Post 11-16-11 06:42 #
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kildeth
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Thanks, that would still be helpful.

Old Post 11-16-11 07:11 #
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Phobus
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I used to love the idea of this sort of megawad a few years ago. I still do as a matter of fact, but I'd say I'm definitely too experienced in mapping to be a newbie by now.

The real charm with a newbie megawad is that the ideas are usually fresh and more explorative than the relatively "safe" gameplay a lot of more experienced mappers will go for.

Old Post 11-16-11 17:51 #
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PRIMEVAL
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This seems interesting. I have a few unreleased and unfinished maps I can probably donate here, or even start some new ones if I have the time.

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Old Post 11-16-11 18:03 #
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kildeth
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@Phobus - You can still donate some maps if you wish to, I'm not stopping anyone and they could still be valuable for the newer mappers to learn from.

@PRIMEVAL - If you could, that would be great.

At the moment I'm working on 'Hazard Facility'. If anyone wants to use either 'Blackout' or '1994' as a base for one of their own maps within this project all you have to do is ask. All three levels are included in the zip file linked on the first post of this thread.

Old Post 11-17-11 00:27 #
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Processingcontrol
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This sounds like a great idea!

I guess I could submit this one early never released map that I made.

Old Post 11-17-11 02:47 #
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DeathevokatioN
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Sounds like a great idea, Snakes should be all over this thre...... oh wait.

Old Post 11-17-11 06:30 #
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Snakes
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DeathevokatioN said:
Sounds like a great idea, Snakes should be all over this thre...... oh wait.


One day, I'll find out what this posts means... One day.

Old Post 11-17-11 06:42 #
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kildeth
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@Processingcontrol - That would be much appreciated. Thanks for your interest.

Still working on Hazard Facility and have made some great progress. The level's architecture is nearly done and I only have one more area to complete before it is ready for playtesting. It is short but I hope it'll be fun. I'd post some screens but I'm gonna wait until I've completed it before I ruin any surprises.

Old Post 11-17-11 07:38 #
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Alwaysdoomed
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I have a bunch of unfinished maps from years ago i could submit, but that would depend on how newbie of a map your willing to accept.

Old Post 11-17-11 09:57 #
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kildeth
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@Alwaysdoomed - At this stage I'll accept pretty much anything. If a map is really unfinished/bugged up/just a room we can still work from it in order to make it a proper completed work.

And oh look, a screenie!
http://img17.imageshack.us/img17/8919/hazardfacility.jpg

Last edited by kildeth on 11-17-11 at 10:20

Old Post 11-17-11 10:06 #
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Katamori
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Phobus said:
I used to love the idea of this sort of megawad a few years ago. I still do as a matter of fact, but I'd say I'm definitely too experienced in mapping to be a newbie by now.

The real charm with a newbie megawad is that the ideas are usually fresh and more explorative than the relatively "safe" gameplay a lot of more experienced mappers will go for.



OFF: One millionth post!

Old Post 11-17-11 13:36 #
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MajorRawne
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Put me down for a map. It's going to simply be called Hush. It will certainly be an original idea. What sort of gameplay are we looking at, can we do ZDoom in Hexen format and include new monsters etc?

Old Post 11-17-11 16:00 #
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DeathevokatioN
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MajorRawne said:
can we do ZDoom in Hexen format and include new monsters etc?
I hope not.

Newbie Megawad Project + Zdoom custom monsters does not really compute for me. Although ofcourse that's only my opinion...


btw; kildeth that shot looks quite cool although it is in huge need of light variation. If you want to get some tips on how to get lighting to look great, I'd recommend playing Alien Vendetta.

Last edited by DeathevokatioN on 11-17-11 at 16:57

Old Post 11-17-11 16:44 #
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MajorRawne
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Ok, standard monsters then, I admit it was a bit of a push for new mappers to successfully add custom stuff. However I am currently doing it in ZDoom Hexen cos I wanted some cool features, just traps, changes to the lighting, that kind of thing.

By the way, would anyone have any objection to a map where 100% kills are impossible, as it would totally kill the gameplay if the player got enough ammo to do all the bad guys.

Old Post 11-17-11 17:13 #
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Snakes
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I would absolutely be against such a map. I'd also prefer a project in limit-removing/boom format for the sake of helping newbies understand the basic mechanics of the Doom engine before venturing off into Zdoom land.

Just my opinion, though. Kildeth is the head of this project, so it's up to him.

Old Post 11-17-11 17:35 #
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PRIMEVAL
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What Doom 2 maps I have use custom textures, so I'd like to know if that's allowed or should I retexture them to stock?

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Old Post 11-17-11 17:49 #
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MajorRawne
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My map can be amended to boom compatible if necessary, I've just got more experience with ZDoom->Hexen than Boom, and for a newbie it's fun (if very frustrating) to be able to customise every aspect of how fast lifts raise, doors open etc.

EDIT: I'm working in a way to get 100% kills which I think will give the map a spectacularly brutal finish.

Last edited by MajorRawne on 11-17-11 at 23:07

Old Post 11-17-11 20:17 #
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kildeth
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I would strongly prefer all maps in this project to be Boom compatible (EDIT: limit-removing actually, -complevel 2) and only using stock Doom II textures. It will make it easier for first timers to get used to the essentials without getting into more advanced stuff.

Hazard Facility is nearly finished now. May even be ready for a playtest release later today. More light variation is featured within the level than appears in the screenie, it's just that the outside area is quite bright cause that's where all the light is shining. Might add some shadows though if they look alright.

Last edited by kildeth on 11-23-11 at 08:22

Old Post 11-17-11 23:23 #
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MajorRawne
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A few early alphas of Hush, it's not ready for playtesting at all. This area is going to become a series of small linked graveyards with a large cityscape in the distance. This is when you get outside; the starting area is a dark and horrendously dangerous base.

http://i138.photobucket.com/albums/q255/nopoet406/rawnhush2.jpg
http://i138.photobucket.com/albums/q255/nopoet406/rawnhush3.jpg
http://i138.photobucket.com/albums/q255/nopoet406/rawnhush.jpg

Once it's ready for alpha playtesting I'll be expecting people to find every last niggly thing it's humanly possible to complain about :)

Old Post 11-17-11 23:37 #
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kildeth
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I like the screens. Very desolate atmosphere. How long will the level be once it's finished?

Old Post 11-17-11 23:43 #
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Alwaysdoomed
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oh that newbie **.... well ill have to look around i might have 1 map thats like the screenies in quality.

Old Post 11-18-11 03:37 #
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kildeth
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Don't be discouraged by other's mapping skills. This project is partly here to teach you how to become better at mapping so it would be best to be honest about your level of mapping skill/what you're having difficulty with so everyone else can examine it and give you pointers. If you're too shy to show your maps for fear of them being too shoddy or inferior it kind of defeats the point of this project as it is aimed at new mappers who are still learning the ropes.

Old Post 11-18-11 04:53 #
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Snakes
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Go ahead and list me as a tester in the first post. I'll be pretty booked up until probably sometime next week (CC4 testing) and am too busy to map for this in the foreseeable future (UR + one or two other projects i've agreed to contribute to), but I always like to give advice and encourage new mappers.

Old Post 11-18-11 04:59 #
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kildeth
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You're just in time Snakes cause I've got a map for you to test. Hazard Facility is essentially finished now and is ready for playtesting.

http://www.megaupload.com/?d=2INZT723

Still need to do some touch ups here and there but tell me what you think. The map includes difficulty and deathmatch settings so be sure to test those out too. Everyone else is free to try the map out and offer critique as well.

Old Post 11-18-11 06:18 #
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PRIMEVAL
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kildeth said:
I would strongly prefer all maps in this project to be Boom compatible and only using stock Doom II textures. It will make it easier for first timers to get used to the essentials without getting into more advanced stuff.


Guess I'll have to convert them over as they are just Doom 2 compatible and not Boom. Though, I could make a new map from scratch, which I may do.

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Old Post 11-18-11 07:10 #
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kildeth
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Wait, there's a difference between Doom 2 compatible and Boom compatible? I thought Boom compatible was just limit-removing and in that Doom 2 compatible would automatically = Boom compatible.

Old Post 11-18-11 07:40 #
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tempun
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kildeth said:
Wait, there's a difference between Doom 2 compatible and Boom compatible? I thought Boom compatible was just limit-removing
No. Boom compatible = limit removing + new mapping features.

kildeth said:
and in that Doom 2 compatible would automatically = Boom compatible.
Not equal, but compatible, as Boom changes gameplay somewhat. (Most notably, alive monsters can be pushed down from ledges.)

Old Post 11-18-11 08:05 #
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hex11
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Learn vanilla Doom first, Grasshopper. :)

Old Post 11-18-11 08:31 #
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