Cacodemon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Doomworld Mega Project 2013 - 54 maps - /idgames link
Pages (23): « 1 2 [3] 4 5 6 » ... Last »  
Author
All times are GMT. The time now is 23:12. Post New Thread    Post A Reply
TimeOfDeath
Forum Regular


Posts: 2734
Registered: 06-06



The_Trigger said:
Just a little question, which slot should the level we make take? Should they all be map 01?

I just updated the OP saying not to use map07 or map30 slots. Though, mappers can make their map for a port where they can set the map07 special on any map. Also, mappers shouldn't use secret exit lines.


Memfis said:
Well, I guess these 3 animations from D2INO (brown and blue bfall/sfall + better lava texture) would be enough. And by different versions I meant that for example Plutonia's waterfall is brighter than Requiem's one. :)

I just updated the OP saying that if people want to use new animated textures/flats and/or switches they can either include the ANIMATED or SWITCHES lumps in their wad, or replace one of the original animated/switch textures/flats and we'll sort it out at the end of 2013.

Old Post 07-19-13 17:55 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Demonologist
Member


Posts: 540
Registered: 08-09


Sign me in. I guess I'll make some more maps this year, why not to relinquish one.

Old Post 07-19-13 18:01 #
Demonologist is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Du Mhan Yhu
Member


Posts: 576
Registered: 12-10


Ok, Sign me up.

Old Post 07-19-13 18:23 #
Du Mhan Yhu is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5718
Registered: 04-07



TimeOfDeath said:
I just updated the OP saying that if people want to use new animated textures/flats and/or switches they can either include the ANIMATED or SWITCHES lumps in their wad, or replace one of the original animated/switch textures/flats and we'll sort it out at the end of 2013.

Alrighty then, hope it will not be too much trouble for you. :) Going to start working on my map now, here is a plan btw.

Old Post 07-19-13 19:35 #
Memfis is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
cannonball
Senior Member


Posts: 2265
Registered: 07-11


Have a picture of progress, I wonder what style of map this is going to be
http://img15.imageshack.us/img15/961/r9bd.png

Old Post 07-19-13 19:45 #
cannonball is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5718
Registered: 04-07


Moar progress.
http://thumb5.wuala.com/previewImage/kuchitsu/Doom_SCREEN/DEV/dmp13mem-col1.jpg

Old Post 07-20-13 01:44 #
Memfis is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Whoo
Forum Regular


Posts: 887
Registered: 04-07


I failed to make a contribution last year, but with TNT 2 nearly done maybe I'll free up some time to make a map this time around.

Sign me up.

Old Post 07-20-13 01:50 #
Whoo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
schwerpunk
Senior Member


Posts: 2067
Registered: 05-12


I think even I could make this deadline. Sign me up, please. :)

Old Post 07-20-13 02:40 #
schwerpunk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Du Mhan Yhu
Member


Posts: 576
Registered: 12-10


Play w/Doom 2 Map01 (Zdoom)
http://www.mediafire.com/?gbqelnlgvigkjnr

Level name : "3 Ways From Hell"
Author : Du Mhan Yhu
Build time : Started 11/2012 Finished 7/2013
editors used : Doom Builder 2, SLADE


Music track : Ruins "Ceremony" (from secret of mana)
Playtesting : Some
Bugs : None that I am aware of.
Inspiration : Various wads and Xaser maps.

Last edited by Du Mhan Yhu on 01-04-14 at 21:20

Old Post 07-20-13 03:54 #
Du Mhan Yhu is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kate
Junior Member


Posts: 111
Registered: 09-02


Just posting to say that I got a map around 1/3rd finished and should have one in a little while, a little hard to say when but shouldn't be too long. The name (and the theme, coincidentally) is Pink & Purple.

It is GZDoom, as it uses true-color textures, has some ACS scripting, some new music, and some new textures which I made sure to rename (prefix is KAT) to conform to your standard. I also have some Decorate code which I prefixed with "Kate" - I know it's four letters but that should be fine since it's more than the three you asked for.

Some shots:
https://dl.dropboxusercontent.com/u/7481839/Screenshots/Screenshot_Doom_20130720_052840.pnghttps://dl.dropboxusercontent.com/u/7481839/Screenshots/Screenshot_Doom_20130720_053112.png
https://dl.dropboxusercontent.com/u/7481839/Screenshots/Screenshot_Doom_20130720_053205.pnghttps://dl.dropboxusercontent.com/u/7481839/Screenshots/Screenshot_Doom_20130720_053251.png

Old Post 07-20-13 10:41 #
Kate is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
walter confalonieri
Senior Member


Posts: 2121
Registered: 07-09


very cool and unique,kate!

Old Post 07-20-13 10:47 #
walter confalonieri is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Obsidian
Forum Staple


Posts: 2649
Registered: 05-12



TimeOfDeath said:

not to use map07 or map30 slots



....

WAAAAAHH!

Seriously, I've got an awesome IoS map in the works. Can I pleeeeze use it for this?

Old Post 07-20-13 11:00 #
Obsidian is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kate
Junior Member


Posts: 111
Registered: 09-02


...Except you don't specifically need a MAP30 slot to make an Icon of Sin. The IoS ends the current level when he dies, automatically advancing you to the next one, so your map doesn't necessarily need to be the final map for it to really matter in some way if you're using him as long as he's at the end of the map, for the reason I stated above.

The only thing I could see using the MAP30 special slot for is for a map which relies on monsters being able to telefrag you, which is kind of lame anyway.

Old Post 07-20-13 11:03 #
Kate is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Obsidian
Forum Staple


Posts: 2649
Registered: 05-12



Kate said:
...Except you don't specifically need a MAP30 slot to make an Icon of Sin. The IoS ends the current level when he dies, automatically advancing you to the next one, so your map doesn't necessarily need to be the final map for it to really matter in some way if you're using him as long as he's at the end of the map, for the reason I stated above.

The only thing I could see using the MAP30 special slot for is for a map which relies on monsters being able to telefrag you, which is kind of lame anyway.



That's the thing: there needs to be telefragging or I risk the monsters getting stuck together. This doesn't happen that much in ZDoom, but considering my map is for Boom I want to avoid any stuff-ups. I guess I can use the map for some other project but it does mean I need to rethink what I'll make for this, and I really wanted to do an Icon for this. :(

Old Post 07-20-13 11:13 #
Obsidian is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
j4rio
Forum Staple


Posts: 2639
Registered: 07-10


Make monsters spawn on scrolling floors in dummy rooms with teleporter lines, boohoo stucking prevented.

Old Post 07-20-13 12:05 #
j4rio is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Z86
Junior Member


Posts: 110
Registered: 07-11


I think I will kindly sign up and contribute something

Old Post 07-20-13 14:47 #
Z86 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
TimeOfDeath
Forum Regular


Posts: 2734
Registered: 06-06



Obsidian said:
That's the thing: there needs to be telefragging or I risk the monsters getting stuck together. This doesn't happen that much in ZDoom, but considering my map is for Boom I want to avoid any stuff-ups. I guess I can use the map for some other project but it does mean I need to rethink what I'll make for this, and I really wanted to do an Icon for this. :(

The maplist will be sorted by port and then alphabetically by author, so people's maps will land on whatever slot they land on at the end of 2013. If you want monster telefragging, you could use zdoom's mapinfo, or use j4rio's suggestion for boom without telefragging.

Nice shots everyone and thumbs up for signing up. :)

Old Post 07-20-13 16:43 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Xaser
Forum Staple


Posts: 2638
Registered: 07-03



Du Mhan Yhu said:
"GreenHell"

Oh hey -- I remember this map! Good to see you've got it up and finished. :)


TimeOfDeath said:
The maplist will be sorted by port and then alphabetically by author, so people's maps will land on whatever slot they land on at the end of 2013.

As an 'X', I'm not super-thrilled about that. I'd rather see some sort o' chronological-ish progression similar to what 32in24 does for its pre-release builds.

I say this though mostly because Stove Pipe is still MAP01 in my head.

Old Post 07-20-13 19:42 #
Xaser is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5718
Registered: 04-07


You can submit your map under the nickname AAAAAAAAAAAAAAAAAAA, you'll probably be first then.

Old Post 07-20-13 19:52 #
Memfis is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Joseph Lord
Junior Member


Posts: 116
Registered: 09-12


I think i can contribute with something. Sign me in

Old Post 07-20-13 20:02 #
Joseph Lord is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
TimeOfDeath
Forum Regular


Posts: 2734
Registered: 06-06



Xaser said:
As an 'X', I'm not super-thrilled about that. I'd rather see some sort o' chronological-ish progression similar to what 32in24 does for its pre-release builds.

I say this though mostly because Stove Pipe is still MAP01 in my head.


My map was second last in dmp2012. :)
We can sort chronologically this year, but maps will still be sorted by format first. Since your map is in the vanilla/limit-removing group, it will still be map01.

Old Post 07-20-13 20:20 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5718
Registered: 04-07


I think alphabetic order is better. With chronological order there probably will be more big/complicated maps towards the end since they will take longer to make and will be submitted later. With alphabetic order the distribution will be more even, which is cool IMO.

Old Post 07-20-13 20:32 #
Memfis is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
CorSair
Forum Regular


Posts: 917
Registered: 11-12


Maybe. Or even simplier solution, drop that X and you instantly got yourself front seat reservation.
:P

Old Post 07-20-13 21:41 #
CorSair is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Du Mhan Yhu
Member


Posts: 576
Registered: 12-10


@Kate: Loving those colors :D

@Xaser: Yes, even though it took a LONG time, haha.

Old Post 07-20-13 21:56 #
Du Mhan Yhu is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Xaser
Forum Staple


Posts: 2638
Registered: 07-03



Memfis said:
I think alphabetic order is better. With chronological order there probably will be more big/complicated maps towards the end since they will take longer to make and will be submitted later. With alphabetic order the distribution will be more even, which is cool IMO.

Neither of these are guaranteed to work that way. Folks can still submit shorter maps later (late-joiners, late-starters) if chronological, and alphabetic distribution would be no less random than chronological since there's no correlation between names and map sizes.

To be superfrank, I actually don't care for either scheme -- a hand-picked order is the only way to get a good distribution in terms of pacing, difficulty, gameplay, and/or theme, but that doesn't really suit the nature of the project. Of the two, Chronological is the lesser evil since it doesn't shaft folks based on username choice.

The more I think about it though, I guess I'm less bothered about the 'X' placement but more the fact that I cranked out a map rather quickly for the express purpose of it being MAP01. So welp. :P

*pedantry*

Old Post 07-20-13 22:48 #
Xaser is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
TimeOfDeath
Forum Regular


Posts: 2734
Registered: 06-06



Xaser said:
The more I think about it though, I guess I'm less bothered about the 'X' placement but more the fact that I cranked out a map rather quickly for the express purpose of it being MAP01. So welp. :P

If you looked at dmp2012 you would've known what to expect. :)

I don't look at it like people are getting shafted based on their username. The project is a collection of random maps with no consistent theme/difficulty/pacing, so if someone doesn't like a map then they can skip it and go to the next one, or at least check out the ones by authors they like.

Old Post 07-20-13 23:28 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grain of Salt
Forum Regular


Posts: 783
Registered: 12-10


Hey hey hey hey, hey, hey

Sign me up


Kate said:
The only thing I could see using the MAP30 special slot for is for a map which relies on monsters being able to telefrag you, which is kind of lame anyway.

MAP30 is necessary for monsters to telefrag each other, which is usually necessary for IoS battles.

Old Post 07-20-13 23:32 #
Grain of Salt is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Megatron
Newbie


Posts: 5
Registered: 06-13


http://i.imgur.com/h3UMD6j.png
Hi-poly island.

To get an idea of the scale, that little white dot in the center is a Spider Mastermind.

Old Post 07-20-13 23:51 #
Megatron is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2650
Registered: 08-10


NUGBZBJUV...I mean, this looks kinda amazing from this gigantic distance! Even a bit cartoonish, most certainly because of colors that are used on the textures.

Not sure if it looks well from close and I don't even think that there would be easy to add more details to it. Anyway, good luck!

__________________
Interesting stuff around me:
Channel of Doom Let's Plays
Somewhere in Time project thread
CYBERCRAFT: A cyberpunk RPG for LÍVE

Old Post 07-21-13 01:24 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Ijon Tichy
Warming Up


Posts: 17
Registered: 02-13


So my map is shaping up to be less a map and more its own minigame - sort of Robotron 2084, Doom-style.

I guess that fits with the spirit of this project (pulled a bunch of random WADs and here you go)?

Edit: Oh, and there's going to be a minimap that shows where the enemies are. That's actually necessary.

Last edited by Ijon Tichy on 07-22-13 at 02:24

Old Post 07-21-13 07:36 #
Ijon Tichy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 23:12. Post New Thread    Post A Reply
Pages (23): « 1 2 [3] 4 5 6 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Doomworld Mega Project 2013 - 54 maps - /idgames link

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.