Marcaek Posted February 2, 2012 printz said:How about a new easter egg monster? Unfortunately it will only be able to do hitscans. How so? Isn't it possible to change codepointers in vanilla DEH? 0 Share this post Link to post
Gez Posted February 2, 2012 A set of two Commander Keen maps where you ultimately have to kill four hanging Blazkowitzes would be fun. Shadowcaster was developed by Raven Software and published by Origin. Yeah, the engine was licensed from id, but that's all. They wouldn't have had any right to it. Likewise for Catacomb 3D; the copyright remained with Softdisk; that's why they aren't selling it now. Anyway, the Wolf maps were a copout, as far as style recreation goes. I suppose the equivalent would be to just convert a couple of maps from some Wolfenstein mod (Spear Resurrection maybe; it seems the most famous). Alternatively, recreate in glorious vanilla Doom features (no slopes, no 3D floors, no swimming in water) the first and last maps of Quake. With ugly sprite rips of the enforcers slapped on the WolfSS AI. I can see MAP32: Chton as a couple switches around a cyberdemon, press them both to trigger a crusher. 0 Share this post Link to post
printz Posted February 2, 2012 Marcaek said:How so? Isn't it possible to change codepointers in vanilla DEH? All available projectile attacks are taken, all that's left usable is hitscan.Gez said:where you ultimately have to kill four hanging Blazkowitzes would be fun.Hah, such sprites already exist as generic hanged bodies in a serious Wolf mod [without the dying animation]. It was fairly creepy to repeatedly see yourself in such a grimaced stance. 0 Share this post Link to post
kristus Posted February 2, 2012 Commander keen idea for the win. Quake has been done so many times that it doesn't even matter any more. 0 Share this post Link to post
Phobus Posted February 2, 2012 I'm not really feeling this one, so I won't be participating. 0 Share this post Link to post
Memfis Posted February 2, 2012 Maybe we could add new textures for the secret levels? And make 2 space station maps or something. (like Icarus map02) 0 Share this post Link to post
Keeper of Jericho Posted February 2, 2012 Marcaek said:I suggest a homage to a completely different game! Yeah, like Spear of Destiny! =p 0 Share this post Link to post
NiGHTMARE Posted February 2, 2012 10 minutes spent channelling my inner Petersen: EDIT: A couple more shots: 0 Share this post Link to post
ellmo Posted February 2, 2012 How dare you guys not even bother do write me a mail it has officially started? :( 0 Share this post Link to post
Marcaek Posted February 2, 2012 Played a bit of maps 24 and 30, liking them so far, although I don't know how you're supposed to Spoiler keep the bars open in map30. Do I have to wedge a caco in there or something? I have a feeling it will be a lot easier to map for this than it was for the first project. 0 Share this post Link to post
Alfonzo Posted February 2, 2012 Boundless enthusiasm! For those who are preparing to prop up their submissions here in the thread, I will continually be scouring the lot so that they find their way to the OP as well. Until a home page is up and running with a list of submissions, I will aim to store them all comfortably in the next best place. It would be wonderful if you could also state as you first upload your map (as well as when any updates are made) whether or not you have implemented skill settings or DM.1ntru said:Please, and like, very please. Put the best effort on MAP29. That is one of my favorite maps ever, and I would love to see it revamped. That's my personal request. Sorry if I failed to outline the project's aims properly, 1ntru, but there won't be any revamping or homage paying in this project! The project aims not the recreate the maps of Doom II, but rather the techniques and styles of the designers who made those maps such that the end product could fool the unknowing player into think that it was created by Petersen, Romero or McGee. Of course, this means that while you won't see The Living End in any form, you will recognise (hopefully) much of what is contained in that map architecturally, in terms of layout etc. in many of the other maps for the project.Avoozl said:I wish I could attribute to this but I don't think I have gone far in my mapping skills ever since I started a month or less ago, even learning the guidelines for the project when they are available won't be enough eitherI think the best way to approach this project is as a mapping process rather than a show of quality to see who can conform to the goal best of all or who can clinch the key slots. For someone who has had little experience in mapping in particular, I think that this project could prove to be the most valuable learning curve on offer; especially if it's classic style maps you're most interested in creating. Not only that, but it flexes the power of imagination, innovation and resourcefulness, tools which will come in handy for just about every project you attempt in future, Doom or otherwise. My sole contribution for the last project was also my first release, and I like to think I got off to a good start. Give it a go! Also, I should stress that there really aren't any guidelines as such except for those fussy limitations; just an exploration of style with the extent of that exploration set completely at the discretion of the mapper. 0 Share this post Link to post
General Rainbow Bacon Posted February 2, 2012 How will you guys do the special maps then? I find it hard to make map 07 not homagy when restricted to vanilla behavior. Also, map 30 will be hard to be convincing since any room with the boss texture is "homagy". E: I guess what I'm saying is that by using the monster special lines for map 07 at all is making it an homage, and by using the Romero Head at all on map 30 is intrinsically homaggy. Good luck with those. 0 Share this post Link to post
Alfonzo Posted February 2, 2012 General Rainbow Bacon said:I guess what I'm saying is that by using the monster special lines for map 07 at all is making it an homage, and by using the Romero Head at all on map 30 is intrinsically homaggy. Good luck with those. Well I'd have to disagree with both there. For map07, making use of an action that is exclusive to that map is really nothing more than that. There are so many ways in which that action could be seen to be used - and that's essentially where homages are born - so by employing it in any other way than a Dead Simple manqué pillar arachnowall-down arena map is top dollar. As for map30, well, the Icon of Sin is a monster that is comprised of many parts, and only ever named as the whole. The Cybermon's leg in Vault was never condemned for appearing in e2m8. 0 Share this post Link to post
Megalyth Posted February 2, 2012 General Rainbow Bacon said:...using the monster special lines for map 07 at all is making it an homage, and by using the Romero Head at all on map 30 is intrinsically homaggy. Good luck with those. I'd imagine map guidelines are the same for special maps as last time, at least considering "boss" maps. In e1m8, you fight the barons, the cyberdemon on e2m8, etc. I'm not sure about map07, but having a baphomet battle in map30 is about as id-standard as it gets. 0 Share this post Link to post
Marcaek Posted February 2, 2012 General Rainbow Bacon said:stuff about homages Not necessarily. The use of bosswall textures is required to give personality to the final encounter with the Icon. It's reasonable to assume for the sake of the project that Id could have used a different final boss level and even level concept while retaining the Icon's character. The existing map30 in the OP does a pretty good job. As for map07, clever mapping can account for the special tags. Perhaps have the player face only Mancs and Aracs but not require that they be killed to finish the level. Maybe killing all of a type of monster could reward the player by revealing different treasures? 0 Share this post Link to post
printz Posted February 2, 2012 Keeper of Jericho said:Yeah, like Spear of Destiny! =p Note that the boss music, as it is, is in reverse order of that of SoD. The music from MAP31 is the same as the music of a SoD level that looks pretty Doomified. 0 Share this post Link to post
Guest Posted February 2, 2012 Marcaek said:hah I suggest a homage to a completely different game! Doom 2. That is the game these two levels should pay homage to. You're welcome. 0 Share this post Link to post
HavoX Posted February 2, 2012 ellmo said:How dare you guys not even bother do write me a mail it has officially started? :( Cheer up, Elmo. :P Anyway, I can't wait for this, it'll be like a late birthday present for me! 0 Share this post Link to post
Captain Toenail Posted February 2, 2012 Cool, good luck with this, but I'll think I'll pass on this myself. 0 Share this post Link to post
Mechadon Posted February 2, 2012 kristus said:Commander keen idea for the win. Quake has been done so many times that it doesn't even matter any more. Yes, this. Some Commander Keen secret levels would be really neat to see. 0 Share this post Link to post
Walter confetti Posted February 2, 2012 i've played map20 (my fav of the bunch) this afternoon and i get extremly pleased.... Actually reminds me a spiritual hommage of map23, or a first half hell episode map.... 0 Share this post Link to post
NightFright Posted February 2, 2012 The last convincing Doom II remake I have played was "remain1.wad". It had only 11 levels, that was the downside of it. If you can make it last for the full 32 levels, it'll be remarkable! You already did a great job with the first Doom, I don't doubt the second run will be just as enjoyable! 0 Share this post Link to post
GBT3 Posted February 2, 2012 NightFright said:The last convincing Doom II remake I have played was "remain1.wad". It had only 11 levels, that was the downside of it. If you can make it last for the full 32 levels, it'll be remarkable! You already did a great job with the first Doom, I don't doubt the second run will be just as enjoyable! Actually there's Doom 2 Reloaded somewhere... ;-) But good side we have three amazing projects (Hadephobia, TNT2, D2TWiD). coming this year. ;-) 0 Share this post Link to post
Pirx Posted February 3, 2012 NightFright said:The last convincing Doom II remake I have played was "remain1.wad". It had only 11 levels, that was the downside of it. If you can make it last for the full 32 levels, it'll be remarkable! You already did a great job with the first Doom, I don't doubt the second run will be just as enjoyable! i must have missed that one, and it's the usual quality by alexander s. one recognizes the corresponding doom2 maps instantly, yet it's still different. nice map set. 0 Share this post Link to post
Marnetmar Posted February 3, 2012 Awesome to see this has been announced! Once I get access to my computer, I'll try to make some good contributions. 0 Share this post Link to post
molten_ Posted February 3, 2012 This is my first time trying to emulate somebody's style, so this is weird for me lol. I'm trying out McGee's style, because he seems to be the closest to my own. After about 20 minutes I have the first room finished. map pic. To prevent myself from making it too homag-y I'm trying to make a pure hell map, which (as far as I know) McGee didn't do much of in Doom 2. Having lots of fun so far. 0 Share this post Link to post
Doomguy 2000 Posted February 3, 2012 Will these submitted maps be a part of the final wad? 0 Share this post Link to post
hobomaster22 Posted February 3, 2012 I might like this more than DTWID, just because I didn't have Doom II when it came out. This way I won't have unrealistic/impossible expectations of what everything should look and be like. I will have to find some time to make a map! 0 Share this post Link to post