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stonedbaroness

ZANZONE: Shareware Multiplayer Community Map Project (?)

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(---Thread is WIP---)

 

(Moved to Multiplayer, that one will be regularily updated: )

 

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Slow, but steady start! Welcome aboard to the one and only; ZANZONE! Read below for some extra details

 

ZAN-ZONE! (Or Zanzone)

 

What the heck even is this?: 

Well, Zandronum already has a lot of WADS on its playlist, but very few of them manage to be cooperative based, and even fewer use more "Advanced" Features, you know? And an even FEWER tend to not be the best maps you'll ever play, why? Well it ain't no ones fault here, just the fact that Tackling something like this can be kind of difficult you know? This is suppose to be a 8-10 level Episode featuring maps that utilize 8 player spawns, Advanced port things, and More advanced Line actions. Doesn't get a lil sickening when your ability to jump or crouch is limited on all those servers because the map format isn't exactly compatible? Don't you want a little more freedom as well as some different gameplay gimmicks thrown in the mix? I think it all sounds pretty good!

 

Mapping guidelines?:

  •  You can map in any format that you are comfortable with. Boom mappers, I'd recommend to try Zandronum in Doom 2 format, it surprisingly isn't all that different from Boom format. I'll even accept HeXen format as well. 
  • All Submitted maps MUST include 8 player starts, and account for jumping and crouching. I wont accept no jump or no crouch. Does that mean you made a bad map? No, I just would like to piece this all together to release a more advanced map set requiring a little more than circle strafing skills. Its not mandatory to include jumping or crouching, just make sure it doesn't break the map if done so. You do not have to account for double jumping or rocket jumping, if it breaks the flow of the map, you don't need to do anything about it since it'd make figuring our progression through a level much harder.
  • Levels have no set themes or difficulty progression correlating to map number. Map 1 is a training map to prepare players to face the worse. From there on, The players are expected to do their worse to the invading demons. You can make a map as easy or hard with any given number, it will not matter. Themes don't correlate with map number either, its all about what you can come up with creatively.
  • Newbies encouraged and welcomed. This is expected to be an amateur map set, I'm not expecting anything to blow this out of the water, unless you just so aim to do that. Just don't make a terry wad, and have fun mapping! (Don't make your map suck either, I'm looking for fun game play, not looks)
  • I'll say it again; Focus on your game play! Is it fast, slow, in between, or something else? I'm not looking for a Tormentor667 wad, (No shame on him or anything) His maps are very detailed and fun, though I don't want to stress mappers on detail. Remember, Focus on Game-play.
  • Custom skies are allowed. Anything here; simple 256x128 sky texture, 6 sided sky box, UT style sky box (thing 9080 in a sector with scrolling clouds), anything is allowed as long as you credit. (Mechadon's box o' skies has mountain textures and a lot of good looking sky textures)
  • Custom Textures are allowed. Put a Prefix of your DW or Discord name before the texture name, I don't want misplacement and conflicting files. Please credit and identify where the source is from so we don't have to look around for it.
  • Do not let ACS or UDMF Actions rely on Enemies or most interactive actors. This includes decorations, obstacles, enemies, weapons, key-cards, power-ups, ammunition, health and armor, ZDoom Marines, light sources, teleports, and player starts. Do realize that mods tend to break these things by accident. For example; If you made a Cyber-demon open a door to progress after it gets killed, It may not open to allow the player to progress with some mods only because of bugs and such. ZDoom specific actors such as sector action things can be used though. You can also use friendly Scripted Marine things for Dummy sector magic.
  • Aim for Mod Compatibility! Test with as many mods as you can, make sure no map becomes halted from certain things not going on. Some mods have double jump, you don't need to account for it (Since its meant to break certain maps by expanding where you can go). If your playing a very early alpha/beta or broken mod, you don't need to account for anything that goes wrong within the maps, since the mod itself is unstable.
  • ZDoom marines and MBF dogs are allowed only as friendly units. It's fun having these guys as combat assistance. Don't use those actors as enemies, as they aren't well balanced for siding with the enemy, same with the dogs. Use only with either friendly Strife logic or friendly MBF logic. (I'd really reccomend MBF So they don't follow you all over the place annoyingly)  
  • Include MAPINFO for your submissions. (Self Explanatory)
  • Maps must be balanced for Pistol start multiplayer. If the player dies a lot in single player, that is fine. Since this is multiplayer orientated, provide enough for players to use if you decide to make the start of the maps very difficult.
  • Take inspiration from DBZone. There's plenty of good examples of multiplayer levels and creative ideas as well. Go ahead and use it as inspiration. (If one of you makes a train level, make it good!)
  • Wolfenstein theme required for ZANSEC. Contrary to what I said earlier, this is the only level required to have a theme. It must be Wolfenstein themed with textures and SS soldiers. Geometry wise however, is up to you. A blocky level isn't required, you can make a rounded nazi tower for all I care.
  • Custom Midi's/MP3's/OGGS allowed. Including a midi file is mandatory. The Mp3/oggs will be included in a separate pack as an "Add-on". (Hopefully making this ID games eligible.)
  • Main texture resource is CC4-tex. That will be our base for more beautiful textures.
  • ACS scripting is allowed. Take advantage of it! Just be careful, don't force it upon enemies and things like I said in my earlier bullet point.
  • Must be possible to obtain 100% Kills, items, and secrets. Completionist Galore here, You can make the secrets as hard or as easy as you like. As long as you hint the player in some way or make it almost obvious. It must be obtainable in any way besides mandatory double jumping.

 

IWAD: Doom 2

Map format: Any, Includes 8 player starts, accounts for jump, accounts for crouch

Difficulty Focus: Ultra Violence

 

Map list:

ZAN01 "Crispy Hillside" - UAC-Janitor (Working)

ZAN02 - Nobody

ZAN03 - Nobody

ZAN04 - Nobody

ZAN05 - Nobody

ZAN06 - (Undecided) Samuzero15tlh (Working)

ZAN07 - Nobody

ZAN08 - (Unknown) - konamikode

ZAN09 - Nobody (Optional)

ZAN10 - Nobody (Optional)

ZANSEC - Nobody

 

Cut maps:

ZAN01 "Asteroid Station" - UAC-Janitor https://www.mediafire.com/file/qjdsb8nppu0jzg0/Asteroid Station.zip

 

ZANZONE Music resource File:

https://www.mediafire.com/file/eo38fd475w5ecgd/ZANZONE%3BMUSIC.zip

(Required for now to hear the game levels soundtrack)

 

Main Resource Wad:

http://www.wad-archive.com/wad/3b2ae93bc2cfb06e97ec4f2687ba6050

cc4-tex (AKA Community Chest 4 Texture pack)

 

 

Interested Mappers:

Zerolizer (Discord and DW name)

konamikode

MiFU (Discord name)

Nikku4211 (Discord name)

Kyle2956 (Discord name)

jdagenet (Discord name)

Samuzero15tlh (Discord name)

 

Discord link (Come and Get involved yo! ) :

https://discord.gg/bFerPsC

 

 

Screenies:

(Wa-wa-wa-wa-wait)

Edited by UAC-Janitor : New look, hopefully much better now.

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Update!:

 -Working on a Texture pack for this, Its my first time doing something like that so forgive me if its a little bit sloppy.

 -Deciding wether or not I should add an optional DM maps aside to this, that way you get 5 DM maps and 10-12 Cooperative fun maps, Though its only a thought

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If you can get ZAN01 finished/presentable and some textures up, I'll probably help out. I've always had an idea like this before

 

edit: will we take advantage of the skulltag weapons/textures/enemies or no?

Edited by konamikode

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I could possibly fine tune a map for this project, its (2,400x5,300) in size, and im not using it for anything although it is quite presentable and could work really well in co-op. It was just meant to be a 4 player deathmatch.

 

Im with konamikode though, if you could get ZAN01 presentable that would help out a lot to decide as well as the direction to take.

4player.jpg

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A direction? Well, I'd say screw it and make a map in your own way, you know? No matter how different it maybe from other maps

 

@konamikode No Skulltag Monsters or weapons, just Standard ZDoom Items, weapons, and enemies. (I say ZDoom because there marines you can use too, if you'd like, as well the MBF helper dog)

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7 hours ago, UAC-Janitor said:

A direction? Well, I'd say screw it and make a map in your own way, you know? No matter how different it maybe from other maps

 

@konamikode No Skulltag Monsters or weapons, just Standard ZDoom Items, weapons, and enemies. (I say ZDoom because there marines you can use too, if you'd like, as well the MBF helper dog)

ZAN01 looks good from the screenshots, I just think there should be more of a direction. This could be a fairly open direction (wether its just aesthetically bound by a texture pack or a progression in difficulty) 

 

One thing that concerns me is if the levels are meant to be for 8 players, they should be fairly large? Some of the areas in ZAN01 look fairly compact. Is there anyway we can playtest ZAN01. I am interested in collaborating with at least one map : )

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1 hour ago, zerolizer said:

ZAN01 looks good from the screenshots, I just think there should be more of a direction. This could be a fairly open direction (wether its just aesthetically bound by a texture pack or a progression in difficulty) 

 

One thing that concerns me is if the levels are meant to be for 8 players, they should be fairly large? Some of the areas in ZAN01 look fairly compact. Is there anyway we can playtest ZAN01. I am interested in collaborating with at least one map : )

ZAN01 is in sort of, well, early stages of remodeling. It already has an exit sought out, I can post the link to the map too if you guys would like!

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Would you guys be ok if we use skulltag_content_fixed for this? (Skulltag textures without the need of the actors file). Im torn in between which texture pack to use, Skulltag content got a few important recolors, though at the same time it lacks in many areas of texture selection, meanwhile we have CC4 which all good and stuff, but was meant for boom compatible maps (Which still works, but i was looking for rather, port specific to zandronum). I'm open to texture pack recommendations! If you know better ones for zdoom/zandronum.

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Downloading Zandronum 3.0 - guess i'll be playing some doom today >> In all seriousness, we could use skulltag or put together a customWAD, also, it seems that we need more of an incentive, a compiled texture pack and perhaps 3 or 4 maps in the testing stage to present to the community, just saying cause of the lack of activity.

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14 minutes ago, zerolizer said:

Downloading Zandronum 3.0 - guess i'll be playing some doom today >> In all seriousness, we could use skulltag or put together a customWAD, also, it seems that we need more of an incentive, a compiled texture pack and perhaps 3 or 4 maps in the testing stage to present to the community, just saying cause of the lack of activity.

Yeaaa, I knew I shouldve had 3-4 maps ready to go... I do have some good ones I could recycle though, Ill do my best there to help make the cut. sorry, I always just get so impatient with my ideas sometimes, this thing has been on the back burner of my mind for a long time now

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make the maps extremely difficult in singleplayer in uv. this will always ease up in mp (more players = easier playthrough generally). nobody likes a cakewalk mappack in mp unless u load an extremely difficult gameplay wad. don't bother wasting time on skill levels that aren't uv, they won't get hosted.

 

make multiplayer teleports like in dbzone for skipping sections of a linear map if u die. hell just look at dbzone, that's how u make a coop wad.

 

many short maps > a few long ass confusing maps. 1 megamap wads are good for hardcore players in survival

 

use acs

 

 

ill try and play if it finishes :-) :-(

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44 minutes ago, Combinebobnt said:

make the maps extremely difficult in singleplayer in uv. this will always ease up in mp (more players = easier playthrough generally). nobody likes a cakewalk mappack in mp unless u load an extremely difficult gameplay wad. don't bother wasting time on skill levels that aren't uv, they won't get hosted.

 

make multiplayer teleports like in dbzone for skipping sections of a linear map if u die. hell just look at dbzone, that's how u make a coop wad.

 

many short maps > a few long ass confusing maps. 1 megamap wads are good for hardcore players in survival

 

use acs

 

 

ill try and play if it finishes :-) :-(

Just played though the levels of DBZone finally and all I can say is.. wow! I'm definately taking a lot of inspiration now from that wad, its just so fun to play and so carefree of textures, styles, its levels look good enough to play in, Its texture choice is simple, but used VERY well! 

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UPDATE! GRAB THE TEXTURE PACK BOIS!

 

The textures are all based off the original, with brand new ones that fit well with all the other doom 2 textures, enjoy!

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UPDATE: Well, As much as I wanted this to have its own Texture pack, I realized that CC4 is well, More organized and FAR more superior to my texture pack, (Even having everything I akready included to mine is perfectly polished in Community chest 4's texture pack.) So Now that will be our official pack. Are you guys ok with that?

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Also, If you have scrolling cloud textures with some mountain scape you'd like to use for a skybox viewpoint, by all means you may include those very things in your map!

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2 hours ago, konamikode said:

I'll try testing it out with a 2nd player sometime to see if it plays decent.

Single player is a little dry on health and weapons, Ill update that within the next release

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2 hours ago, konamikode said:

I'll try testing it out with a 2nd player sometime to see if it plays decent.

Though I will say, I had a lot of fun with it. I added jump pads, some ACS at the start of the level, Weird Colored lighting, Half COmpact and Half Big rooms, it all turned out pretty swell

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I'll take a stab at ZAN08.

 

As for your map, I find the text on-screen a bit cheesy and unneeded, and some areas need to have more detail. The jump pads are cool too ;P

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6 hours ago, konamikode said:

I'll take a stab at ZAN08.

 

As for your map, I find the text on-screen a bit cheesy and unneeded, and some areas need to have more detail. The jump pads are cool too ;P

Was thinking of replacing that, Which areas would you like to see have more detailing perhaps? I can only think of the broken wall that has steps leading up, Thinking about changing that to a Lift with a Force field you have to deactivate first (Since CC4 has Force field textures)

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6 hours ago, konamikode said:

I'll take a stab at ZAN08.

 

As for your map, I find the text on-screen a bit cheesy and unneeded, and some areas need to have more detail. The jump pads are cool too ;P

By the way, Your map can be as difficult as you'd like it to be, it can be in any part of the order since anything beyond my level 2 will be either 1: Chock full of baddies with an arsenal to kill with, 2: Unique Puzzle Maps or Platforming maps, 3: Straight up adventurous maps, 4: Anything you can think of, Have fun with it ya know? By the way, you don't have to use CC4 Sky textures, your free to use them from where ever you find them off the internet and you see fit.

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Well... I'm looking forward to this. I'm making one map atm, and i could tag it in here. Also could you post the discord link?

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