kaadmy Posted January 25, 2016 Hi, I'm a new mapper wanting to replace some existing FreeDoom maps. I have noticed that FreeDoom is lacking in beginner-friendly maps, and decided to make some new maps. Is this all right, are there any problems with it? Some questions: What source port/version should maps be made for? Is PrBoom v2.5.0 correct? Are there any map limitations that have to be met? What gamemodes have to be supported? DM and 4-player COOP? Should there be full skill level support? Is there a freenode.net IRC channel for FreeDoom? Current Github repo 0 Share this post Link to post
funduke Posted January 25, 2016 Just my opinion:kaadmy said:What source port/version should maps be made for? Is PrBoom v2.5.0 correct? Are there any map limitations that have to be met? Stay with vanilla (answer to both questions).kaadmy said:What gamemodes have to be supported? DM and 4-player COOP? All.kaadmy said:Should there be full skill level support? Yes.kaadmy said:Is there a freenode.net IRC channel for FreeDoom? https://www.doomworld.com/vb/freedoom/46745-freedoom-info/ Greetings Funduke 0 Share this post Link to post
kaadmy Posted January 26, 2016 @funduke thanks, that was what I'd assumed. But some FreeDoom maps already use PrBoom features, they won't work in vanilla.. 0 Share this post Link to post
funduke Posted January 26, 2016 kaadmy said:@funduke thanks, that was what I'd assumed. But some FreeDoom maps already use PrBoom features, they won't work in vanilla.. https://www.doomworld.com/vb/freedoom/85134-freedoom-1-0-will-be-vanilla-compatible/ Greetings Funduke 0 Share this post Link to post
Wereknight Posted January 26, 2016 kaadmy said:@funduke thanks, that was what I'd assumed. But some FreeDoom maps already use PrBoom features, they won't work in vanilla.. They will be replaced by new ones\vanilified. Don't worry. 0 Share this post Link to post
Amarande Posted January 27, 2016 Vanilla, but *test* with at least, I would say, PrBoom+ 2.5.1.4 and the latest ZDoom (you could go and test it with everything, but those are a good baseline): most players do use ports, after all, and by default ports don't always behave the same way that vanilla did (viz. Memento Mori 2 map 25 and Eternal Doom map 25 for examples of maps that go horribly wrong in ports if you don't pay attention to the compat flags - the culprit, of course, is buggy behaviour in vanilla that was fixed in later ports, but which these and other levels were designed assuming were the case). ZDoom will probably eventually add any relevant Freedoom maps to its auto compat flags feature (as it does with the aforementioned example maps) but the (Pr)Boom engines don't have this feature, so it's a good idea to be aware (probably it's a good idea to not take advantage of any "odd" behaviours in vanilla, as PrBoom+ players in particular are likely to end up head-scratching trying to figure out why your WAD isn't working). 0 Share this post Link to post
AD_79 Posted January 27, 2016 I'll add that you should test in ChocoRenderLimits as well to make sure your maps actually work properly in the intended port (vanilla). 0 Share this post Link to post