Hellbent
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Hello fellow doomers. The idea of this community project is to have 100 hands work on one map. Each mapper is given 60 seconds to do what they can in that time. Then they will upload the map for the next person to download and map for 60 seconds. The primary focus for the map (and thus the individual mappers) is on gameplay. There will be a general theme for which you are mapping (undecided as of yet, but some possible examples could be in the style of abstract doom 2 early city maps or it could be in the theme of a castle or Doom 1's Inferno), so you can think ahead of time what you will build before it becomes your turn to start mapping.
This community project was inspired by Genaral Rainbow Bacon's 1minutepoop.wad
Rules: there will probably have to be a set of some basic ground rules to ensure utter chaos does not ensue.
Possible rules:
#1: You are not to edit existing items or structures and to a large extent, existing textures. You are only allowed to add to the map. Given that here is rule #2: after you are done adding your part to the map and uploading it, you have to write a brief summary of what you did (less than 25 words) making especially clear what items, monsters or keys you added and whether you implemented a trap (and what kind of trap); whether you did small scale or grand scale design; also, you may mention what your intentions were in the event you were unable to do everything you wanted in the 60 seconds. This way people can read how the map is progressing and think about what they are going to do (and not do) when their turn comes to edit. This will help ensure continuity as well as the earlier mappers not having what they do be drastically changed or outright deleted and limits the amount of power the final mappers have in the overall outcome of the map.
Moderators: There could possibly be moderators--people experienced in mapping to monitor how the map is progressing and give suggested guidance to ensure that by the time the last mapper is done the map is not too difficult or too easy, that there is an exit, the right number of keys and key doors (for example they could follow closely the written progress reports of the individual mappers and then make suggestions for what the map needs, whether it be less revenants, more health, less door traps, more shotgun shells, more plasma, more powerups etc. etc. EDITThere could be a checklist that could be ticked off as the map is built (this correlates with rule #2).
The checklist could go something like this:
Essentials
Exit
Player start (DM starts? Coop starts? multiplayer considerations? [monsters, items])
weapons
shotgun
chaingun
super shotgun
rocket launcher
plasma rifle
bfg
power ups
green armor
soul sphere
blue armor
berserk pack
invulnerability
blur sphere
megasphere
medikits
stimpacks
keys? (not required)
red key -- red door
blue key -- blue door
yellow key -- yellow door
Phases: there could be pre-prescribed mapping phases. For example, the first 40 mappers could be advised to focus only on building layout and placing monsters. The second 40 mappers could be asked to focus only on placing decorations and building secrets, and the last 20 could be asked to focus strictly on placing weapons, ammunition and health.
This project is probably too ambitious and the result will probably be a giant mess, but give your feedback on how it could maybe be feasible.
That's all for now: click here for my brief description of the original idea.
Last edited by Hellbent on 01-27-12 at 00:48
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