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Dragonfly

Skulldash: The Community Expansion Pack / MAPPING BEGINS / IT'S NOT TOO LATE TO JOIN!

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Hello everyone!

This is the thread for the Skulldash Community Expansion Pack (also known as Skulldash version 1.1).

I am looking for a team of mappers to make a community tier in Skulldash. If you're not sure what Skulldash is, check it out!

So, when playing Skulldash did you ever wonder what is behind this door? That my friends is the space reserved for the Community Tier!

If you're interested in joining, please state that you wish to take part in this thread so that I can get an approximate number. I estimate that I will have the base template file (Pre-scripted, basic map) as well as any necessary documentation prepared for this by the end of November. In that time I will be developing Skulldash v1.1 and will (hopefully) have any and all 'major bugs' that have been discovered patched up.

If you wish to take part, please consider the theme of your map and also read the 'rules' below. I realise these sound alot more strict than intended, so please don't misinterpret this as a military-grade regime, but try to adhere to them nonetheless.

TL;DR - Sign ups only, mapping starts early November - please still read the rules & considerations below:-



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RULES/CONSIDERATIONS:
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Spoiler

0. THE OBVIOUS

First and foremost, you need to know what Skulldash is to join the project! Go and play Skulldash and if you enjoy yourself, come on back to this tread and sign up for a map slot!


1. ORIGINALITY
Please try to build your map with a theme that is unique to the main series on levels. I don't mind (figuratively speaking) four new tech bases but please keep them different from each other.


2. DURATION
Your map should not take more than 10 minutes to complete. Recommended length is 3-6 minutes of gameplay, 4-7ish minutes on the timer (after checkpoints).


3. SECRETS
Please consider using two or more secrets. Secrets allow 100% to be a rewarding yet difficult objective, and are considered a core part of the Skulldash formula.


4. 100% BONUS
Health over 100 carries over at the end of every level. As such, when the player has collected 100% Skulltokens, reward them with a big health item.


5. SLAUGHTER MAPS
Please keep these to a minimum. There is a difference between hard and slaughter maps - if you INSIST on making a slaughter map, ensure the 'slaughter' elements are UV-only to minimize frustration.


6. DIFFICULTY
Difficulty Settings MUST be implemented, and reasonably well balanced.


7. TEXTURES & RESOURCES
Custom textures are allowed in full as long as you are either the author or have permission to use them. Please use the textures in the doom palletted format unless you have a good reason not to (e.g. non-palette colors such as a purple gradient). All music, textures etc, must be credited accordingly.


8. SIGN UP (temporary)
Currently we are in the sign up phase. Please sign up, and if you have an idea, state what theme you are interested in doing. I recommend that you don't start to map yet unless you know your selected theme has yet to be chosen - For those that wait, I will be providing a template map which comes pre-loaded with the bare-bones scripts.


9. SCRIPTING
All scripts must use script numbers 200 or LESS. This will avoid conflict with core Skulldash scripts.


10. TOKEN LOCATION
No more than 15% of the level's Skulltokens should be hidden in secret areas


11. MODIFICATION
Dragonfly (the host of this project) reserves the right to edit your map without warning after submission to the expansion pack - The reasons can be for balance, detail and any other purpose necessary to ensure the map's quality.


12. DETAIL
Detail is necessary. This doesn't mean millions of sectors, but good consideration to not only architecture but colour combination and general texture use. Try to refrain from an area / room looking too bare. Equally as important is that your detail DOES NOT OBSTRUCT MOVEMENT. Wall supporting pillars, too much height variation on flooring detail etc can inhibit player movement and should be considered while mapping.


13. DECORATE
Try not use any DECORATE features unless you are making a boss map or the said decorate features are entirely necessary - check with us on this thread before implementing it. Absolutely no new weapons, we have enough extra arsenal with the Skulltag weaponry; if people want different guns they can use mods. :)


14. ADDITIONAL CONSIDERATIONS

  • No pornographic material.
  • No offensive material outside of standard 'Doom' style stuff (You know, violence.)
  • No joke maps will be accepted.
  • Inter-connectivity & non-linearity are good
  • Height variation is good
  • The player can, and often should use both Jump & Crouch. Map with this in mind. Freelook is also allowed so think about this when it comes to shootable switches.
  • Community feedback is good - allow people to test your map, share screenshots. Build some hype for your hard work!
  • Avoid (large) kill-based triggers and/or immensely scripted events if possible. Small uses is okay but it generally slows the game down - this is very bad when the game is all about being fast!

15. THE MOST IMPORTANT RULE OF THEM ALL
Have fun! :D





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CURRENT MAPPERS:
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Confirmed
  • Dragonfly
  • dt_
  • Gifty
  • Dreadopp
  • Remmirath (AKA Morpheus)
  • Tormentor 667
  • joe-ilya
------------------------

"Maybe"
  • SuperCupcakeTactics
  • AD_79
  • agaures (Zandronum Forums)
  • Xaser

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Neato! Sorry if this sounds a bit silly but do you think you could provide a sample map that just bare bones contains all the necessary elements? Including also exclusive Skulldash things, scripts that are in each map, and textures?

All normal Skulltag resources are included in the skulltag_data and skulltag_actors I assume, also I wish I could find that darn texture that has the warning hazard in the middle bordered by thin horizontal metal support beams. :s

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I think this tier should be bigger than the normal tiers, like 10 levels or something, considering lots of people may want to map for it. I would if I didn't already have enough on my plate.

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SuperCupcakeTactics said:

Neato! Sorry if this sounds a bit silly but do you think you could provide a sample map that just bare bones contains all the necessary elements? Including also exclusive Skulldash things, scripts that are in each map, and textures?

All normal Skulltag resources are included in the skulltag_data and skulltag_actors I assume, also I wish I could find that darn texture that has the warning hazard in the middle bordered by thin horizontal metal support beams. :s



I'll take this as a 'sign up' unless said otherwise. :)

As I said in the 1st post - "I estimate that I will have the base template file (Pre-scripted, basic map) as well as any necessary documentation prepared for this by the end of November. In that time I will be developing Skulldash v1.1 and will (hopefully) have any and all 'major bugs' that have been discovered patched up."



General Rainbow Bacon said:

I think this tier should be bigger than the normal tiers, like 10 levels or something, considering lots of people may want to map for it. I would if I didn't already have enough on my plate.


I agree. It's completely dependent on the level of participation. If only 4 mappers come forward, standard size tier. If 20 mappers come forward, maybe 4 community tiers of 5 maps. If 8-10 come forward, one massive tier. I'm open to anything but until I've got a more accurate idea of who is participating I'm not concerning too much over the hub-map layout just yet. :)

Regarding having too much on your plate - I don't intend for mapping to start until late November, so if you free up at all in the mean time, please reconsider. Good luck in your current projects! :)

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Hmm, if I have the time to map for this in between the load of other projects I'm working on, then sure! Put me down as a "maybe".

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AD_79 said:

Hmm, if I have the time to map for this in between the load of other projects I'm working on, then sure! Put me down as a "maybe".


And a 'maybe' you shall be!

Breezeep said:

Huh, Wasn't expecting this to show up. What map format will we be making our maps in?


The current format for the levels has been Zandronum (Doom in Hexen format) but for the expansion I will be accepting Zandronum - UDMF format. Should I take this post as a 'sign me up'? :)

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Sorry, but no. I feel more comfortable mapping in vanilla / boom format. Good luck on leading this project anyways!

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Dragonfly said:

Zandronum (Doom in Hexen format)
Zandronum - UDMF format

Are there respective editor configs floating around somewhere, and if so, where to find them? They're not part of standard distributions of DB2 or GZDB - unless you refer to ZDoom (Hexen or UDMF) configs with Zandronum files loaded as resources.

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scifista42 said:

Are there respective editor configs floating around somewhere, and if so, where to find them? They're not part of standard distributions of DB2 or GZDB - unless you refer to ZDoom (Hexen or UDMF) configs with Zandronum files loaded as resources.


I have Zandronum configs for my copy of GZDB. I thought GZDB came with them, but it seems I may have downloaded them. I will post them along with the template map when it's time to begin. :)

Are you interesed in joining, Scifista42?

Also, no worries Breezeep. If theres a tool or quick method to convert a Boom map to UDMF, you could still participate and just add tokens at the end of the level's production. :)

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No, not really interested in joining. By the way, I suggest you to not personally ask everybody who posts in the thread. I've seen many community project announcements (more or less successful) before, I even made some myself. As soon as the thread is posted, many people might jump in to ask for info, express their opinion about the project, or joke around... But few of them are actually interested in contributing to the project, and even fewer of them actually contribute anything in the end. Those who really want to contribute will express themselves explicitly, don't worry. :)

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This sounds really interesting, like others in this thread I've never mapped beyond vanilla, but am looking to push myself a bit further so would like to sign up to this if you still need someone

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scifista42 said:

No, not really interested in joining. By the way, I suggest you to not personally ask everybody who posts in the thread. I've seen many community project announcements (more or less successful) before, I even made some myself. As soon as the thread is posted, many people might jump in to ask for info, express their opinion about the project, or joke around... But few of them are actually interested in contributing to the project, and even fewer of them actually contribute anything in the end. Those who really want to contribute will express themselves explicitly, don't worry. :)


Thanks for the pointers. :P

dt_ said:

This sounds really interesting, like others in this thread I've never mapped beyond vanilla, but am looking to push myself a bit further so would like to sign up to this if you still need someone


You're absolutely welcome to join, the more the merrier!

As for pushing yourself, I'll help you if you're struggling but I fully recommend giving your mapping all you've got, and trying a modern format such as UDMF! Nothing's more satisfying than a well constructed map and I bet you'll surprise yourself with what you can do in modern formats. :)

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Excellent, mapping for this would really push me out of my comfort zone. I'm interested to see what I can make for this. Have you got a theme/progression plan for the episode or can we do what we want (as long as it fits with the game)

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dt_ said:

Excellent, mapping for this would really push me out of my comfort zone. I'm interested to see what I can make for this. Have you got a theme/progression plan for the episode or can we do what we want (as long as it fits with the game)


I am actively promoting you doing what you want, but being unique! I don't mean gimmicky or awkward maps, but a theme that isn't often seen will help to make a far stronger impression than the common Doom themes.

In terms of progression, once I've received all submissions I will be ordering the levels based on difficulty, since due to the nature of Skulldash you start with a pistol start, every map is free to play out how the author wants it to.

If you haven't yet, I fully recommend playing through Skulldash so you understand how it all works from a player's perspective.

It will be about a month before I publish the template WAD and close the sign up period, so you've got quite a while to think about what kind of level you'd like to make, as well as have a go at UDMF mapping. I personally would recommend using GZDoom Builder, but your editor of choice is up to you!

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if you're comfortable mapping in doom format, then switching to UDMF or Hexen really isn't bad :D I don't know if there's much reason to use Hexen format over UDMF though; afaik UDMF does everything Hexen format does and more, and in a more organized way (get at me Memfis). the only thing you really have to get used to is checking an extra checkbox whenever you set a line special

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I don't usually map outside of vanilla format, but this seems like a lot of fun! Consider me in. I'd also be glad to help with music if that's something you guys are looking at.

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Tango said:

if you're comfortable mapping in doom format, then switching to UDMF or Hexen really isn't bad :D I don't know if there's much reason to use Hexen format over UDMF though; afaik UDMF does everything Hexen format does and more, and in a more organized way (get at me Memfis). the only thing you really have to get used to is checking an extra checkbox whenever you set a line special


It'll be great to use slopes and basic 3d floors again, and hopefully have a few more linedef actions. Got a great concept in mind that I've been waiting to use, and skulldash's arcade style is the perfect setting. Ill suss out UDMF somehow, it's doom, it can't be that hard

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Tango said:

if you're comfortable mapping in doom format, then switching to UDMF or Hexen really isn't bad :D I don't know if there's much reason to use Hexen format over UDMF though; afaik UDMF does everything Hexen format does and more, and in a more organized way (get at me Memfis). the only thing you really have to get used to is checking an extra checkbox whenever you set a line special


Yep, the project would be in UDMF. All the original Skulldash maps were in hexen format as that was what the project started in, and I felt it'd be odd to change part way through.

Gifty said:

I don't usually map outside of vanilla format, but this seems like a lot of fun! Consider me in. I'd also be glad to help with music if that's something you guys are looking at.


Brilliant! I'll add you to the first post. If you need help with anything don't hesitate to ask, if I know I'll help out!

Which reminds me, if you or anyone else wants to be able to communicate with me quickly, I use Skype - PM me and I'll add you.

dt_ said:

It'll be great to use slopes and basic 3d floors again, and hopefully have a few more linedef actions. Got a great concept in mind that I've been waiting to use, and skulldash's arcade style is the perfect setting. Ill suss out UDMF somehow, it's doom, it can't be that hard


I'm very interested to see what you make! And again, as above, if you get stuck with UDMF I'll try and help out!

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I remember starting a map for this seven years ago. I wonder where it went. :P

I haven't used UDMF much, but it shouldn't be too bad to get set up with it. I'll try starting a map and see how far I can get with it.

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Tormentor667 said:

Count me in :) One question though: Is UDMF format okay?


UDMF is the format I want it in! Make it 'software friendly' - no sloped 3D floors, and no dynamic lighting. :)

Glad to have you on the team! First Post updated.

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I'm not so sure about mapping specifically for Zandronum. I can do generalized ZDoom mapping but only in the Doom in Hexen format since that's what I've learned. I tried the Doom in Doom format once and it's like when someone sneaks in your house at night and moves all your furniture 2 inches.

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@Joe-Ilya - I'd rather you made one single good map than a couple of maps.

@SavageCorona, mapping for Zandronum is 99% the same as ZDoom. :)
This project is Zandronum (UDMF) which again, is 99% like ZDoom UDMF. If you really don't want to work in UDMF I will accept Hexen format (But obviously would prefer it in UDMF).

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**BUMP

I've been working harder and faster than expected on v1.1 of Skulldash which means I'll be able to produce a template wad for you to all start mapping sooner than initially expected. I'll aim to get something out to you all by the end of next week or thereabouts.

In the mean time, if anyone else wants to join the community pack, there's still (infinite) space!

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Okay, so I got up early today to find my plans for today have been canceled. This gives me a good eight hours to pump into fixing Skulldash up and preparing that template map for you all! I hope to get it out and accessible for you all by the end of today!

@SavageCorona: No worries. I think you'll find the best 'speedrunning maps' happen by chance, not intentionally. I mean, mapping with it in mind most certainly can help, but doesn't guarantee a good speedrun map.

Just focusing on having multiple paths to the various locations in your map, areas that aren't too tight to move through, skippable monsters etc would be more than enough to help make the map geared towards Skulldash.

If you change your mind let me know! :)

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Heh, count me in as a "maybe". The mod's pretty rad and I'd love to make a thing for it, though I've got a mountain of other commitments so I dunno if I'd be able to fit it in.

[twss]

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