Keeper of Jericho
ďFive Rooms of DoomĒ is a new community project for Doom 2 (Boom-compatible) that challenges mappers to make the best Doom map they can using no more than 5 rooms per map.
- Only five rooms per map (monster closets, secrets and scenery don't count as seperate rooms). If youíre not sure how to count your rooms, read the explanation below.
- Thereís no limit to the size of your rooms, as long as they follow the room-rules explained below. If youíre not sure if your rooms falls within the rules, just ask and Iíll take a look.
- Your maps should be for Doom II, Boom-compatible and singleplayer.
- Your maps must be playable from pistol start.
- No new textures except for those found in the Community Chest 4 texture pack. For those who donít have it, thereís a download link provided below.
- Custom music is allowed. Just include the midi when you send in your map.
- Everyone can contribute. It doesn't if youíre a veteran mapper or a newbie.
- Once youíve signed up for a map, post an update on your progress at least once a week.
- Make sure your map has been testplayed before you send it in.
- You can make as many maps for this project as you want, until weíve reached 32.
How do I join?
Just say if you want to make a map or be a playtester.
Mappers should tell what episode they'll be mapping for, as well as the title of their map.
Once youíve finished a map, send it in a zip file to either of these two e-mail addresses:
The first 32 maps to be sent in will be used for the final project.
Completed maps: 23/32
Episode 1 (map 1 to 11): 8/11
[Untitled] (by dachauncinator)
The Overkill (Agentbromsnor)
Carnage Canyon (Egregor)
Dead Quiet (Gebstadter)
Hectic Canyon (Olympus)
Vile's Lair (Joseph Lord)
Episode 2 (map 12 to 20): 7/9
Cyberdemon Heliport (Katamori)
The Mutiny (ForeverVile)
Hit N Run (ForeverVile)
Space Quarry (Scypek2)
Citadel to Hell (joe-ilya)
Region X (Shadow Hog)
Episode 3 (map 21 to 32): 9/12
Winter will be thy name (Cacowad)
Baphomet of Trickery (Eonfge)
Bloody Hell (ForeverVile)
Infinity Nexus (CorSair)
Say Than Suspense (Joseph Lord)
Echoes of a forgotten sin (Cacowad)
Crossing The Line (Scypek2)
Den Of Vespera (Pcorf)
Special map slots:
Map 07: Dead Quiet (Gebstadter)
Map 15: Hit N Run (ForeverVile)
Map 30: Echoes of a forgotten sin (Cacowad)
Map 31: Crossing The Line (Scypek2)
Map 32: Den Of Vespera (Pcorf)
Maps in progress:
Episode 1 (map 1 to 11):
Boiling with Hatred (Agentbromsnor)
Nabataea (Keeper of Jericho)
Episode 2 (map 12 to 20):
[untitled] (walter confalonieri)
Episode 3 (map 21 to 32):
[Untitled] (Shadow Dweller)
ď5 Rooms of DoomĒ uses the Community Chest 4 resource pack, with a new sky texture for episode one. In case you donít have the texture pack yet, you can download it here (with the new sky texture included):
In case you already have the CC4 texture pack and wish to add the new sky texture yourself, you can grab it here:
I think that covers everything. Below is a manual as to how to count your rooms. Happy mapping!
How to count your rooms
This is the kind of question best answered through examples. So thatís what Iíll do.
This is the basic example of one room. You can get from one side of the room to the other without having to open any kind of door.
This, then, is an example of two rooms. In order to get through the other side, you need to pass through a door. However, the rooms in both screenshots are just a bunch of basic squares. Letís take a look at a room with a more complex shape, and how we have to count our number of rooms then:
This still counts as one room. You can still go from one end to the other without opening a door, even though the room is irregularly shaped. However, thereís another important thing that marks this as just one room. What that is, will become clear when you take a look at the following picture:
I just added another sector to the room. There are still no doors, both sectors have the same height of floor and ceiling, same texturesÖ And still they donít count as one room. No, here we see an example of TWO rooms. Why two? Because there is not a single point in the entire room where the player can see the entire room. The player needs to pass through the small hall in order to get to the second sector, and once there, he can no longer see any part of the first sector. So, this counts as two rooms. The hall is counted as part of one of the two rooms, itís not a room of its own.
Now take a look at the following example and tell me: one room or two?
The answer is one. True, you canít go to the other side of the room because the fence is in the way, but you can still see it. The fence doesnít really count as a wall, after all, itís only a line, not a sector. So, in cases like these, we still count only one room.
Now in this example, however, we count two rooms. ďWhat?! Why?! We can still see the other side through the window!Ē Thatís true, but a window is basically just a hole in a wall. Imagine the window isnít there, and youíd be looking at a solid brick wall, separating the two rooms. Furthermore, a window isnít like a fence, itís not just one line, itís a sector. So, because we need to split hairs in order to close loopholes, in case of windows we have two rooms. (Add a fence instead of a wall next to the window, though, and we have just one room again.)
The following examples further illustrate the difference between fences and windows:
In the first screenshot, we count just one room, despite the fact that you have to pass through a door in order to get behind the fence. In the second screenshot, we count two rooms.
Now, we take a look at another important thing that is commonly found in Doom maps: stairs and height variation. How do we count rooms then? Well, take a look at this screenshot:
In this example, we count two rooms. While in this particular example, you can still see the other side of the room at the top of the stairs, if the stairs were higher, you wouldnít be able to see the other side anymore. Added to this is the fact that the ceiling of both rooms varies in height. So, in cases of a basic staircase like this, we count two rooms.
In this example, however, we only count one room again, because the ceiling is the same height across the whole room. Let me make it clearer by way of another example:
Here, just as in the previous screenshot, we count only one room. One part of the room has a higher floor than the other, but we can still see the other side, we can still cross to the other side without opening a door, and the ceiling is still the same height on both ends.
This example, too, is still just one room, even though we now have a wall on both sides of the stairs, and the staircase itself has varying ceiling heights. The deciding factor here is the area to the right of the stairs. We can still see the other end of the room thanks to that area. If the fence wasnít there, it would still be one room, because the other side of the room could still be seen.
Now here, however, we count two rooms. The deciding factor is again the area to the right of the stairs. Only now, instead of a fence, thereís a window there. As mentioned above, when counting rooms, we see windows as solid walls. And thus, we have no way of seeing the other side of the room, so we count two rooms.
So, to summarize, we speak of one room when:
- You can get from one end of the room to the other without passing through a door
- You can still see part of the other side of the room no matter where you stand in the room
- The ceiling remains constant throughout the whole room (not counting decoration)
The exception to the first rule is when your path is blocked by a fence (or other obstacles, such as objects), as those donít count as walls (since they're lines or objects, not sectors).
Man, never thought Iíd have to write a book just to explain the concept of a room, ha! If there are any more questions concerning your room count, just ask.
Last edited by Keeper of Jericho on 11-10-13 at 22:33