I do see the humour in a mod sneakily changing my title
I would like to book MAP11 slot for myself. Is it alright, even if I tell you that I know for sure I won't even start mapping within a month? (I'll thoroughly consider it at least. :)) I can promise you some pretty wonky shaped rooms.
Now it would be nice to know: What standards have to be met? The OP lacks information whether this project is mostly about TNT-inspired "modern" maps or rather oldschool-TNT-feeling maps, what are the themes for particular episodes, and such.
11 better be an epic episode finisher ;]
Themes are practically the same as Devilution, due to our split from that project; Jupiter's moon; other side of moon/space/night; industrial tech hell.
Apart from the fact that half the maps are already made, why have Doom guy leave hell without stopping it? Why not have it just be TNT in reverse Hell -> E2 -> Techbases? Doomguy's journey to leave Jupiter. Final Boss could be something different than the IOS for a change.
This was Devilution's early goal actually. Notably seen in the very first demo with two hellish early maps. But yeah, its hard to switch to that when we started Revilution with 16 rejected Devilution maps. I feel it would be a better idea in a true dedicated TRCP with all slots open from the start
Well, it wouldn't necessarily be inappropriate to use even if the first level isn't based off of Last Call. It would still give a musical sense of continuation from Evilution. Alternatively, we could be a little sneaky and just have TNTR's first map start from a different area of Last Call than TNT2's MAP01. Maybe DoomGuy backtracked to find a way out. :)
Hey, if you want to do something a little distinct, maybe we go about the whole concept of "the Icon of Sin isn't really dead and the blue light just meant it was recharging itself," and MAP01 involves the player trying to escape the reactivated IoS (you don't see it, just hear it activating--DoomGuy left, thinking it was dead), with spawn cubes flying all over the level and no way to stop them--the player just has to get out.
Of course, then that begs the question of why DoomGuy would leave Hell if the IoS is still alive. I'm sure he'd try to find some other way to stop it.... He'd need some sort of motivation to return to the Jupiter moonbase. Maybe he discovers somehow that the demons took over the Jupiter moonbase in order to steal its technology: The New Technology was some sort of super soldier program or something, using biotech to resurrect and supercharge the dead (perhaps UAC research on soul spheres?), and now the IoS has this tech under its control. DoomGuy will have to return to the Jupiter moonbase (can we just say it's Io already? Just for the purposes of this mod? For Eris' sake?) in order to uncover the research and figure out how to destroy it, unaware that the demons are even now using more UAC tech to enhance the IoS into something far deadlier....
...I realize I'm just kind of rambling here, though. This idea is probably complete nonsense. And it'd be hard to explain how DoomGuy would be able to piece together that IoS + TNT = Super IoS, unless the first level is some sort of Hell labs that show diagnostic readouts and such on the walls with the TNT solution being fed to the IoS.
That's the fun thing about writing Doom stories, though: They only have to make the bare minimum of sense to motivate all the killing. :)
I knew youd have the same kind of crazy ideas as me. Our map 1 slot is filled, but we can request a Last Call area if we need one. I always wanted Devilution to expand a bit more on that "IoS glows blue" thing, was kind of disappointed that the dead IoS had no trace of it. Of course the IoS is used later all over symbolically, so it wouldnt make sense having them all blue, but still.
Do we still have any of those dead IoSes in the texture pack, or are they not shared between TNT2 and TNTR? Just thought of a little introductory (non gameplay) area to map 1 that shows a good divergence from Devilution.