Aleaver Posted October 4, 2002 Just wondering if anyone is looking forward to the Community Chest mega wad.. (1) for a yes (2) for a no (3) for wtf is it I am making maps 16 & 17 for the project... They are named Infliction of Hate(Completed!) & Methods of Fear(Completed!) Url: http://www.kwic.com/~junior/cchest/ Release will be soon! -4-28-03 0 Share this post Link to post
Captain Red Posted October 4, 2002 Why didn't you make a poll? oh well, 3 then. 0 Share this post Link to post
The Ultimate DooMer Posted October 4, 2002 At last! Someone mentions CC on these forums again! The answer of course is (1), as not only have I got a couple of maps in there, the other maps look great as well! If anyone who answers (3) is interested in joining, we have 22 map slots assigned so far, so we only need another 10 maps to complete it. 0 Share this post Link to post
myk Posted October 4, 2002 Well, I won't mind checking the maps as long as they don't give HOMs and VPOs. Last I heard care isn't being taken to avoid them. So I'm not overly interested, I guess. 0 Share this post Link to post
The Ultimate DooMer Posted October 4, 2002 myk said:Well, I won't mind checking the maps as long as they don't give HOMs and VPOs. Last I heard care isn't being taken to avoid them. So I'm not overly interested, I guess. Well, the maps have to be designed to run under Boom 2.02/prBoom, in order to remove those limits (but no Boom triggers and specials, just the normal DooM 2 ones) If you have a low-end PC (assuming that's the reason for being concerned about homs and visplanes), then I suggest using Boom v2.02, as that runs fine on low-end PC's. In fact, it's practically impossible to tell the difference between that and vanilla when playing it. (only the automap and status bar colours differ) 0 Share this post Link to post
myk Posted October 4, 2002 In my case it's a choice of style, both in respect to playing (using only doom and doom2) and designing (working within the original limits.) There's subtle differences between boom (or prboom) and doom. But actually, it's easy to set the status bar colors to red (there's an original colors setup option.) In my mind and according to my tastes, there isn't any reason to make functional changes to DOOM. I did say "wow" when I first encountered source engines (in 1999) and used them a lot, but eventually I noticed they are redundant. I do like them because they add more life to this old game (attract people, etc.) but have no desire to use them to play. Some of the maps in the megawad may still function with doom2, though, so I'll probably check them out in case there's something interesting. 0 Share this post Link to post
sparky Posted October 4, 2002 OF COURSE ITS 1 CANT WAIT !!! KEEP IT COMING 0 Share this post Link to post
Fletcher` Posted October 4, 2002 1 Fur will fly. Hopefully not mine today. 0 Share this post Link to post
DooMBoy Posted October 5, 2002 Uh....4. No no, just kidding. I guess a 1. I like playing new megawads. As long as they're good. 0 Share this post Link to post
magikal Posted October 5, 2002 1. With so much talent and ability on-board it should be...'quite reasonable'.;) 0 Share this post Link to post
Use Posted October 5, 2002 I'm confident this wad is going to be good! I'd make more maps but i'm so goddamned slow it'd take me too long. My level is coming along slow but sure. I'm glad Andy brought up CC here again, maybe we can get some more mappers! 0 Share this post Link to post
Erik Posted October 5, 2002 yikes, didn't realize progress was this good. I'll vote 1. 0 Share this post Link to post
Aleaver Posted October 5, 2002 Well I'm glad to hear that people are looking forward to this project.. My map is just over 50% complete. I hope to finish it soon. And after that...if there is need for another map, I'll make it. Thanks all for the feedback! 0 Share this post Link to post
Cadman Posted October 5, 2002 Thanks so much for the new thread, it keeps things going. If anyone wants to know what levels are being done by whome then here's the list. Map01 The Ultimate Doomer Map02 Thomas Map03 Alex Parsons Map04 Bad Bob Map05 Black Void Map06 Magikal Map07 Archvile64 Map08 Bad Bob Map09 Bad Bob Map10 Kaiser Map11 Alex Parsons Map12 Use3D Map13 Open slot (it's available) Map14 Metabolist Map15 Kaiser Map16 Open slot (it's available) Map17 Andy Leaver Map18 Open slot (it's available) Map19 Open slot (it's available) Map20 The Ultimate Doomer Map21 Sphagne Map22 Open slot (it's available) Map23 Sphagne Map24 Open slot (it's available) Map25 Railgunner Map26 Kaiser Map27 Sphagne Map28 Open slot (it's available) Map29 Open slot (it's available) Map30 Railgunner Map31 Open slot (it's available) Map32 Open slot (it's available) If anyone has a desire to contribute a map to any of the open slots please let me know. You don't have to be a Doom god or the best mapper out there to contribute. This is a chance for you to be a part of the "Community Chest" megawad project! Show off your stuff to the Doom community. The basic rules are this... *Edit under Boom/PrBoom to remove original Doom limits and bugs. *Use original Doom2 textures, specials and tags. *No Boom specials and tags please. *No glaring errors please. No HOM's and make sure texture alignments are good. Drop me an e-mail and let me know if your interested and I'll add you to the team! Thanks everyone! fisher5@bellsouth.net Cadman - Member TeamTNT 0 Share this post Link to post
Use Posted October 5, 2002 OO! A slot open right next to my level. I think I'll jump on map13! 0 Share this post Link to post
Sphagne Posted October 5, 2002 Err, Cadman, if after a while you thought you needed some more levels, I can supply the rest, but I wait for others to fill the gaps. ;-) 0 Share this post Link to post
The Ultimate DooMer Posted October 5, 2002 While we're on the subject of CC, does anyone have any names for their CC maps? (names that aren't already on the levels page) I need them cos I'm doing the cwilv titles. 0 Share this post Link to post
Volte Posted October 5, 2002 UD: are you going to be doing them by hand? I could write a program to automate the process if you don't already have one. 0 Share this post Link to post
myk Posted October 5, 2002 Automated intermission map name generator? How...? Each is a separate graphic. 0 Share this post Link to post
The Ultimate DooMer Posted October 5, 2002 VolteFace said:UD: are you going to be doing them by hand? I could write a program to automate the process if you don't already have one. It's ok, no need to. I use my alphabet texture as a base and simply move, copy and paste the letters into position with good old Paint. It takes seconds to do each one. 0 Share this post Link to post
Volte Posted October 6, 2002 Heh, I could make it take seconds to do all of them. ;) I think I will go ahead and make it anyway, since I'm sure there are lots of people who could get some use out of it. Especially me. :p 0 Share this post Link to post
nobbjob Posted October 6, 2002 Map03 - 'Ground Floor' Map11 - 'Mandrel' Hey Cadman, can I have map18? I'd like to do another map for this megawad of yours. Progress looks good guys, why don't you fellas tell us about your levels? My two are both tech base but if I make a map18, it'll be marble/gothic. 0 Share this post Link to post
Volte Posted October 6, 2002 If you wouldn't mind, could I have MAP31 and maybe MAP32? I have a level started that is sort of like Mt. Erebus that I think would be good as MAP31. If all goes well, I can do MAP32 as well. 0 Share this post Link to post
Cadman Posted October 6, 2002 Hey nobjob! I need your correct e-mail man, the one you have doesn't work! I tried this one and no go...nobjob_1@yahoo.com Drop me a line please at my e-mail for your level confirmation. fisherh5@bellsouth.net Cadman - Member TeamTNT 0 Share this post Link to post
The Ultimate DooMer Posted October 6, 2002 nobbjob said:Map03 - 'Ground Floor' Map11 - 'Mandrel' Hey Cadman, can I have map18? I'd like to do another map for this megawad of yours. Progress looks good guys, why don't you fellas tell us about your levels? My two are both tech base but if I make a map18, it'll be marble/gothic. Thanks for the names, I'll do them straightaway. My two maps couldn't be more different from each other. Map 01 is a small, early-DooM 2-themed map with low weapons and small monsters, and map 20 is a huge, underground techbase with high weapons and big monsters. Both have some really cool features, too! But, from what I've seen so far (screenshot-wise), the first two parts of the megawad (maps 01-20) have all the industrial/tech/city maps in them, and the third part (maps 21-30) has all the gothic/hell maps in them. I think the secret maps are going to be hellish, according to Volte Face. 0 Share this post Link to post
Volte Posted October 6, 2002 MAP31 is going to be hellish (Mt. Erebus style). Right now, it's all lava and FIREBLUx textures with WOOD1 and WOOD5 buildings (with a few firey buildings as well). The levels themselves are not going to be too terribly big. In my opinion, secret levels should be small out-of-the-way levels that are somewhat different from the rest of the game. There'll be the opportunity to pick up some larger guns, some health, and then battle it out with some big monsters. :) I'll grab some screenshots of my level right now. 0 Share this post Link to post
Volte Posted October 6, 2002 OK, here we go: Screenshot One This is a shot of the opening room; I used a wierd lighting technique to make the building look sort of like a mountain. Since the FIREBLU texture is so abstract, it's hard to differentiate between the different layers of it, so it looks like a wierd mountain. looks something like this: | | \ \ \ | | / / / \ \ \ | | / / / \ \ \====/ / / ---- ---- | | | * | | | | | ------------ | PP | | PP | ----* = Megasphere, P = Player start Screenshot Two This is a screenshot from the hallway just past the opening doorway. Not much to see here, except some pretty lighting. :p Screenshot Three After you teleport into the main "city" or whatever it is, you end up in a wooden building where you battle some demons and stuff and grab some ammo. This shot is from just outside that building, looking at most of the city as it stands. As you can see from the far fiery building, there are still some texture errors to be worked out. Screenshot Four A view from the other side of the city. You can sort of see the blood fountain to the right. Eventually a Cyberdemon will be released into the city, making for a pretty cool fight I think. Cyberdemon fights are great when there are buildings to hide in\behind. Screenshot Five This is a view from the building containing the red key. You can't actually get the key from this room, but there is a (blocked off) door on the other side of the building. You need to unblock the door from inside this part of the room, and then use the other door to get the key. Screenshot Six This is a view from the hallway that you couldn't reach from the last shot. Getting the key will unleash some Cacodemons outside (lots of traps in this one). Screenshot Seven As of right now, this room is useless. Eventually, it will contain a plasma rifle, some cells, health, rockets, shells, and the like. There will also be some Barons and maybe a few Revenants in here. Also remember, I've only been working on this since last night, so it will look much better by the time it's finished. EDIT: Here is one more. Most of those rock platforms actually move up and down. It's pretty tricky to get up there and back down without falling (falling off guarantees death, usually). 0 Share this post Link to post
The Ultimate DooMer Posted October 6, 2002 VolteFace said:Also remember, I've only been working on this since last night, so it will look much better by the time it's finished. That was quick, for it looks like you've done quite a bit. You must be a quick map builder like myself... (looks cool btw. Certainly different enough to be a secret map) 0 Share this post Link to post