Quantum Dranger Posted July 29, 2017 (edited) Ever generated a map with Oblige that, with some human modification, could become a fine-tuned well-paced quality map? This community project sets out to create a 32 map boom-compatible megawad out of procedural-manual synergy. To join, generate a map, figure out the direction the map is going and reserve a slot or express interest. All mappers, from beginner to expert are encouraged to join. Rules Must use doom 2 as an IWAD Be boom-compatible (MAPINFO is allowed as boom does not read it) Completable Have varying difficulty based on skill level. Factor in OBLIGE's graphic changes i.e. CEMENT, GORA0, LIFTFLAT, RWDMON, etc. (can be found below) Custom music and titles are allowed Maps 1-6 are underground themed, 7-11 are placed in the starport, maps 11-20 are city levels and 21-30 are hell levels. Map 7, 11, 20 and 30 should be based off simple, gallows, gotcha and icon.wad (can be found below) Map 15 and Map 31 should include secret exits. Limit nazis and commander keen to the secret levels. Goal 32 Quality maps abiding by the above rules by TBA. Resources Oblige level generator Bosses Graphics Maps MAP01: Mining Quarry (Quantum_Dranger) MAP02: Open MAP03: Open MAP04: Open MAP05: Open MAP06: Open MAP07: Tower Entrance (Redead-ITA) MAP08: Open MAP09: Reserved MAP10: Open MAP11: Open MAP12: Open MAP13: Open MAP14: Open MAP15: Open MAP16: Open MAP17: Open MAP18: Open MAP19: Open MAP20: Open MAP21: The Moving Halls (EtherBot) MAP22: Open MAP23: Open MAP24: Open MAP25: Open MAP26: Open MAP27: Open MAP28: Open MAP29: Open MAP30: Open Secret Maps MAP31: Open MAP32: Open Interested Mappers Benjogami Rorix VOliver9 ClumsyWizard EtherBot Zdoom Thread https://forum.zdoom.org/viewtopic.php?f=42&t=57421 Edited November 17, 2017 by Quantum Dranger 2 Share this post Link to post
Reisal Posted July 29, 2017 (edited) Do remember you can DISABLE the hang_lamp thing which replaces the hanging torso (GOR4A0) sprite. 0 Share this post Link to post
Quantum Dranger Posted July 29, 2017 (edited) 13 minutes ago, Quantum Dranger said: Factor in OBLIGE's graphic changes i.e. CEMENT, GORA0, LIFTFLAT, RWDMON, etc. (can be found below) Yes, I know it can be disabled. However, this project for the sake of cross-map consistency will use all oblige graphic replacements as mentioned in the rules above. 0 Share this post Link to post
baja blast rd. Posted July 29, 2017 (edited) 4 hours ago, Quantum Dranger said: Ever generated a map with Oblige that, with some human modification, could become a fine-tuned well-paced quality map? This doesn't really describe Mining Quarry. Apart from some traps here and there, almost all of the combat consists of shooting stuff in front of you or clearing meat. The yellow key is guarded by demons and spectres that are for all practical purposes stuck, and you have to chainsaw them. The blue key is guarded by a crate maze of lost souls that you shoot as they funnel towards you. The trap that turns the entire room into a crusher -- which with all its moving sectors, almost looks broken -- is substantially more dangerous than anything else in the map. The progression is unnecessarily piecemeal too -- substantial silent backtracking after every objective other than the blue key. There is a rocket launcher but no ammo for it, so you can use it on a cacodemon but you have to plink away at the other mid-tiers. You also don't get to have fun with it by turning the low-tiers bunched up around the exit into gibs if you use it on this cacodemon. Halfway through the map there is a duplicate single shotgun pickup, which releases a cacodemon, even though the player will have not only encountered a single shotgun pickup but also fought shotgunners at that point. Maybe that was meant to be a super shotgun? It'd make sense and certainly improve the map quite a bit. Visually, this is pretty recognizable as an Oblige mismash, with some visual knickknacks added, which are an improvement, but mostly 'detailing' that doesn't make things look better, really. There's a computer area map powerup, so all of the two-sided lines outside of the playspace need to be marked 'not shown on automap'. The thin unreachable sliver of a sector around this step texture is flagged secret for some reason. I can recognize the merits of the project, and I'm curious to see other maps for it, but this opener isn't really working, imo. It's clear you've done a decent amount of work for it, but I think this randomly generated map happens to need an even more substantial overhaul: (1) changes to progression -- perhaps opening up new paths or shortcuts to avoid backtracking; (2) more sophisticated encounters and monster placement (less of 'a bunch of stuff to grind in front of you' unless you are going to make that breezy by giving a more powerful weapon). Edited July 29, 2017 by rdwpa 0 Share this post Link to post
Walter confetti Posted July 30, 2017 Good luck with this project, but maybe resize them to 16 maps instead of 32 for starters? 0 Share this post Link to post
BobFromReboot Posted July 30, 2017 I was sad to hear that the latest version 7.666 is going to be the final version that Andrew works on. Hopefully some individuals more intelligent and capable than myself can take that torch and continue improving it. The newest version is really really good. Good luck with this project. 0 Share this post Link to post
Quantum Dranger Posted July 30, 2017 18 hours ago, rdwpa said: This doesn't really describe Mining Quarry. Apart from some traps here and there, almost all of the combat consists of shooting stuff in front of you or clearing meat. The yellow key is guarded by demons and spectres that are for all practical purposes stuck, and you have to chainsaw them. The blue key is guarded by a crate maze of lost souls that you shoot as they funnel towards you. The trap that turns the entire room into a crusher -- which with all its moving sectors, almost looks broken -- is substantially more dangerous than anything else in the map. The progression is unnecessarily piecemeal too -- substantial silent backtracking after every objective other than the blue key. There is a rocket launcher but no ammo for it, so you can use it on a cacodemon but you have to plink away at the other mid-tiers. You also don't get to have fun with it by turning the low-tiers bunched up around the exit into gibs if you use it on this cacodemon. Halfway through the map there is a duplicate single shotgun pickup, which releases a cacodemon, even though the player will have not only encountered a single shotgun pickup but also fought shotgunners at that point. Maybe that was meant to be a super shotgun? It'd make sense and certainly improve the map quite a bit. Visually, this is pretty recognizable as an Oblige mismash, with some visual knickknacks added, which are an improvement, but mostly 'detailing' that doesn't make things look better, really. There's a computer area map powerup, so all of the two-sided lines outside of the playspace need to be marked 'not shown on automap'. The thin unreachable sliver of a sector around this step texture is flagged secret for some reason. I can recognize the merits of the project, and I'm curious to see other maps for it, but this opener isn't really working, imo. It's clear you've done a decent amount of work for it, but I think this randomly generated map happens to need an even more substantial overhaul: (1) changes to progression -- perhaps opening up new paths or shortcuts to avoid backtracking; (2) more sophisticated encounters and monster placement (less of 'a bunch of stuff to grind in front of you' unless you are going to make that breezy by giving a more powerful weapon). 7 http://www.mediafire.com/file/hd42ow1ioqkqbho/MiningQuarry.wad Thanks for the feedback. I realize in hindsight that I was too focused on detailing over building compelling encounters and balanced gameplay. I've fixed the issues with ammo and weaponry, backtracking from the yellow key, the crusher's damage, unreachable linedefs showing, etc. that you mentioned. 3 Share this post Link to post
Redead-ITA Posted July 30, 2017 i am kinda interested on this megawad Im thinking of taking the map07 one 0 Share this post Link to post
Quantum Dranger Posted July 30, 2017 17 minutes ago, Redead-ITA said: i am kinda interested on this megawad Im thinking of taking the map07 one You've been added to the list. I'm looking forward to seeing your map. 0 Share this post Link to post
Benjogami Posted July 30, 2017 I love Oblige and have long considered altering Oblige maps, so I'm definitely interested. I don't have any particular mapslot in mind though. 0 Share this post Link to post
Quantum Dranger Posted July 30, 2017 Just now, Benjogami said: I love Oblige and have long considered altering Oblige maps, so I'm definitely interested. I don't have any particular mapslot in mind though. Don't worry. I'll make sure that all active interested mappers have a slot in the final product. 0 Share this post Link to post
baja blast rd. Posted July 31, 2017 10 hours ago, Quantum Dranger said: http://www.mediafire.com/file/hd42ow1ioqkqbho/MiningQuarry.wad Thanks for the feedback. I realize in hindsight that I was too focused on detailing over building compelling encounters and balanced gameplay. I've fixed the issues with ammo and weaponry, backtracking from the yellow key, the crusher's damage, unreachable linedefs showing, etc. that you mentioned. Definite improvements. I found a way that most of the map can be skipped. It is plausible as an intentional trick, but it could also be an oversight, so I'll point it out just in case. Spoiler 0 Share this post Link to post
Quantum Dranger Posted July 31, 2017 44 minutes ago, rdwpa said: Definite improvements. I found a way that most of the map can be skipped. It is plausible as an intentional trick, but it could also be an oversight, so I'll point it out just in case. Hide contents Thanks for pointing that out. Time to raise that wall. 0 Share this post Link to post
Redead-ITA Posted July 31, 2017 Here is my Map I decided to use Symple 3 as a My reference for this It has a lot of metal textures and some slightly different ones where the arachnotrons are at the difficulty realy shows here btw And i wanna note that it hasnt a lot of oblige Textures Just LiftFlat for now RedObligatoryMap.zip 0 Share this post Link to post
Quantum Dranger Posted August 1, 2017 14 hours ago, Redead-ITA said: Here is my Map I decided to use Symple 3 as a My reference for this It has a lot of metal textures and some slightly different ones where the arachnotrons are at the difficulty realy shows here btw And i wanna note that it hasnt a lot of oblige Textures Just LiftFlat for now RedObligatoryMap.zip http://www.mediafire.com/file/um9nh2l818u7vjr/RedOrbligatoryMap.wad Very good start. I felt as though there wasn't enough decoration and texture variety and it lacked deathmatch starts so I created a version with these features. If you would like to make these changes yourself, I can discard this variation, though I would recommend taking a look at it at least. 0 Share this post Link to post
General Rainbow Bacon Posted August 1, 2017 Y'know I actually had this idea. So count me in. Map 12 Please. 0 Share this post Link to post
Redead-ITA Posted August 1, 2017 (edited) i checked the map There were some tiny tiny issuies with it but i fixed them the ones are Light sector increased roof didn't had textures other than that i dig the style a lot so feel free to use this version of it RedObligatorymap-edit.zip Edited August 1, 2017 by Redead-ITA 0 Share this post Link to post
Rorix Posted August 7, 2017 Modified Oblige maps are fun-tastic! Working on one now. Best slot for it would be from 10-13 methinks. 0 Share this post Link to post
VOliver9 Posted August 7, 2017 I might do a starport map. How big should the map be? 0 Share this post Link to post
Quantum Dranger Posted August 8, 2017 On 8/7/2017 at 3:42 AM, VOliver9 said: I might do a starport map. How big should the map be? Any size that you feel works for you. 0 Share this post Link to post
Quantum Dranger Posted August 10, 2017 On 8/7/2017 at 1:01 AM, Rorix said: Modified Oblige maps are fun-tastic! Working on one now. Best slot for it would be from 10-13 methinks. Glad to have you on board. 0 Share this post Link to post
ClumsyCryptid Posted August 10, 2017 (edited) I love doors. Definitely interested. Going to be Plutonia Simulator inspired. 0 Share this post Link to post
cambreaKer Posted August 20, 2017 (edited) I'm in. I think i'm going to take the MAP09 slot. Edited August 20, 2017 by cambreaKer 0 Share this post Link to post
Scotty Posted August 20, 2017 That map07 is basically the same as Dead Simple, what is the point? Luckily you can press the switch through the floor and leave the map in under 10 seconds without killing anything. I might run the generator and see if anything inspiring shows up, i've meant to try doing a map tuneup type project for a while. 0 Share this post Link to post
Redead-ITA Posted August 20, 2017 49 minutes ago, Scotty said: That map07 is basically the same as Dead Simple, what is the point? Luckily you can press the switch through the floor and leave the map in under 10 seconds without killing anything. I might run the generator and see if anything inspiring shows up, i've meant to try doing a map tuneup type project for a while. The rules state that The map07 should be based on the map Simple of the level generator i did a map out of it witch stays on the mapping rules 0 Share this post Link to post
Quantum Dranger Posted August 23, 2017 On 8/20/2017 at 9:51 AM, cambreaKer said: I'm in. I think i'm going to take the MAP09 slot. Okay, I'll add you. 0 Share this post Link to post
cambreaKer Posted September 12, 2017 looks like only 2 maps made it before 1st september, is this project dead? 0 Share this post Link to post
Benjogami Posted September 12, 2017 On 8/20/2017 at 10:23 AM, Scotty said: That map07 is basically the same as Dead Simple, what is the point? Luckily you can press the switch through the floor and leave the map in under 10 seconds without killing anything. I really dislike the prebuilt maps. I think in old versions of OBLIGE you could turn them off. And actually I think map07 is gone in 7.666 because I haven't seen it recently. But map30 is still there. The solution of course is to never build a 32-map OBLIGE wad, because that's just silly anyhow. 0 Share this post Link to post
Quantum Dranger Posted September 14, 2017 On 9/12/2017 at 11:20 AM, cambreaKer said: looks like only 2 maps made it before 1st september, is this project dead? I'm going to talk to interested mappers to see if they are still involved. I will extend the deadline as well. 0 Share this post Link to post
Quantum Dranger Posted October 18, 2017 Deadline changed to TBA as all mappers are caught up in other projects. Best of luck to them. 0 Share this post Link to post