baja blast rd. Posted March 18, 2018 Release Thread Premise: Work on a section of map, post it in this thread, and at the end, I'll take all the sections and assemble them into a single map, creating original content in order to connect them fluidly. This is an impromptu community exercise, meant more for fun and experimentation, but I scribbled down an extensive set of guidelines just so that everyone is on the same page. Restrictions: - Boom-format (cl9 in prBoom+). - Stock Doom 2 textures. - If you want to make a section, demonstrate interest in this thread. The first person to claim a spot should also post '100-199'. The second person '200-299'. That keeps going up in increments of 100. These are the tag numbers you can use, but you can also use as few as you'd like. Don't feel obligated to use lots of them. (Posting the numbers in this thread is for the convenience of those who claim spots after you.) - You should work for no more than 120 minutes on a section, plus some time after that if you want for testing and tweaking. You can contribute more than one section, within reason (a few would certainly be fine -- a dozen, unlikely). 120 minutes isn't a lot, but ideally sections will be 'areas', rather than small but full-fledged speedmaps. - Your section should not require the player to remain in it for more than a few minutes. (That doesn't mean that there can't be lots to do -- but the player should have the option of leaving and coming back, for example.) - All switch textures should be in a SW1 state prior to being triggered. Switches shouldn't be used purely for decoration. - Water, blood, and brown slime shouldn't do damage or be used in inescapable pits. Lava should do 20% damage. All other liquid textures should do 10% damage, except when they are inescapable pits, where they do 20%. - No conventional doors. Other types of barriers can be used, however. - No keys or keystrip textures. - No Romero heads (or other exit triggers), boss spawners, or Keens. - No multiplayer thing flags. Guidelines: - Monsters if alert will move from your section to others. Use the "deaf / ambush" flag as well as typical devices such as teleportation traps, monsters popups, and closets to keep encounters more or less the way you designed them. - The first 96 tags assigned (e.g. 100-195) are traditional tags tied to actions in your section. The remaining 4 are wildcard tags that control wildcard sectors in other sections (if they are actions) or are controlled by wildcard actions in other sections (if they are sectors). They shouldn't be used for fully self-sufficient action-sector pairings in your section. Use the wildcard tags if you're up to the challenge. I'll use my best judgment to match these in a sensible way (and choose actions that make sense). No crossmap switch hunts for example -- which is part of why there are only 4 of them, which is still a lot tbqh. A platform with a megasphere lowered elsewhere, a switch in a secret area that controls something . . . there are numerous possibilities. Use either 0, 2, or 4 wildcards; half should be action tags and half should be sector tags, for logical reasons. Smaller sections don't always need them. - Use Player Deathmatch starts to express a general preference as to where connections between your section and other sections might happen. Place at least three. - When you post your contribution, also mention which weapons the player should have at a minimum, if you don't want to place redundant weapons (this is a good design choice, imo). - A significant amount of content will likely end up optional or freeform, as it's unlikely a rigid progression scheme would work or even be good if it did work. - If your section threatens to eat up a sizable chunk of the prBoom+ sidedef/linedef limits (#4 here) on its own, it might not be included. NAQ (Never Asked Questions): How small or large can my section be? Huge sections are mostly not a good idea. On the upper end, no longer than 3072 map units from the most extreme -x coordinate to the most extreme +x, and likewise for -y and +y. That doesn't mean 'make a 3072x3072 box and fill it in -- more on that later. On the lower end, as small as you want. How will sections be connected? Ideally, in open ways that position individual sections as part of a seamless larger map. That means the map won't be structured as a hub with teleporters to and from individual sections, nor will sections all be connected by 64-wide hallways. There will be open lines of sight at the periphery of your sections, as well as larger openings to move through. So if you detail all of your walls extensively, something will have to give. If you submit a section, please be open to this possibility. Can I express a preference in what can be torn down? You can do even better. Leave either physical or visual openings into placeholder sectors (STARTAN2 walls with bare floors will be interpreted as such). The southwest area of Ancient Aliens map10 is a good example, if you imagine the red line being a STARTAN2 wall and the ground below being bare. A good rule of thumb is that some areas will have to be connected to others in four directions, so leaving broad openings into placeholders on all sides will maximize the likelihood of your section remaining intact. By 'broad', think 192-wide at the minimum for each opening, possibly even larger. If your section is a freestanding structure on flat ground/liquid bounded by STARTAN2 walls (for example, a boat floating in the sea), it'll be very easy to work with. But again, I should emphasize that one should be open to the possibility of their section being modified to allow it to connect smoothly to others. Are there any other things to keep in mind? 1) It's highly unlikely that a precisely calibrated fight will retain the base inputs from testing. A fight dependent on the player having an exact amount of BFG shots might not work, for example. Gameplay that is viable with both the bare minimum and a gratuitous maximum of supplies will fare best. 2) I'm also not going to put all of the parts with lower-tier weapons at the beginning and force the player to play for 10 minutes or even longer before even getting a SSG. 3) Think of your section as a seamless part of a larger map. Small and medium-sized is just as good as large for this purpose -- or even better -- so don't feel like the ideal contribution involves filling a 3072x3072 box with a complex network of stuff. Creating a section that locks the player in and then takes 20 minutes to complete is against the spirit of the exercise (and violates the restrictions so won't be included). 4) Inescapable pits might not remain inescapable if they are large and on the periphery of your area. How do I do thing placement so that my section has a purpose? Prioritize rewards that have value when redundant. A secret containing nothing but a RL is likely to be pointless because the player might have it already; adding two or three rocket boxes would allow it to scale properly. Use your wildcard tags too! Can I use voodoo doll scripts? Yes. I want to make a cool fight, but it might end up pointless because I can't use keys. I will try to give all fights a purpose, by either implementing keys myself or placing rewards that make sense. So feel free to design good fights that have no apparent purpose. Wildcards also work excellently here. What about lock-in fights? These are fine. As per the restrictions, just don't make them too long. I want to make an extensive secret section. Cool idea. I can do that. Just mention that you'd prefer your section to be secret when you contribute it. Do I have to be good at mapping to contribute. Yes, if you submit a bad section you'll be sued. (Kidding. Whether you've never mapped before or have made countless maps, give it a try.) Deadline and Logistics: - Starts: 3/18 Noon. - Ends: 3/31 Midnight. Have fun! List of Interest and Contributions - bonnie [tags 100-199] [Contribution] - paymentplan [200-299] - Nine Inch Heels [300-399, 1900-1999] [Contribution] [Contribution] [Contribution] - Benjogami [400-499] [Contribution] - Archi [500-599] [Contribution] - bioshockfan90 [600-699] - WH-Wilou84 [700-799] [Contribution] - yakfak [800-899] - Walter confetti [900-999] [Contribution] - PepsiBepsi [1000-1099, 2700-2799] [Contribution] [Contribution] [Contribution] - scotty [1100-1199] [Contribution] - TabbiKatt [1200-1299] - Roofi [1300-1399] [Contribution] - DanielAlexander [1400-1499] [Contribution] - Big Ol Billy [1500-1599] - Pegleg [1600-1699] - Paul977 [1700-1799] [Contribution] - NoisyVelvet [1800-1899] [Contribution] [Contribution] - therektafire [2000-2099] [Contribution] - elmle [2100-2199] [Contribution] - DMPhobos [2200-2299, 2600-2699] [2 Contributions] - DerFurer'sFace [2300-2399] [Contribution] - Memfis [tagless] [Contribution] - xdarkmasterx [2400-2499] [3200-3299] [Contribution] [Contribution] - Bdubzzz [2500-2599] [Contribution] - Yugiboy85 [2800-2899] - Dragonfly [3000-3099] [Contribution] - Kyle2959 [3100-3199] 22 Share this post Link to post
bonnie Posted March 18, 2018 (edited) 1 why 0 is 0 the - deadline 1 in 9 two 9 weeks edit: 4 minutes ago, rdwpa said: Two weeks is enough time. for a 120-minute time limit, i'd say it's a bit more than enough, unless you're expecting like 5 sections per person in which case, i will be a grave disappointment Edited March 18, 2018 by bonnie 2 Share this post Link to post
baja blast rd. Posted March 18, 2018 (edited) So that it finishes. Two weeks is enough time. If this turns out to have promise, future iterations can be even larger in scope and use custom textures. @bonnie, I might cut off submissions at some point, in which case the deadline would be for me to assemble the combined map. :) To clarify: everyone who wants to submit multiple sections should request that in a separate post. Wait a few days for that, at least, we'll see how the sign-ups go. Edited March 18, 2018 by rdwpa 0 Share this post Link to post
paymentplan Posted March 18, 2018 I'll take the next set of tags. 200-299. 1 Share this post Link to post
Nine Inch Heels Posted March 18, 2018 (edited) 300 -399 I hear maps need platforming ;-) 4 Share this post Link to post
Fonze Posted March 18, 2018 I love this idea; I'll make an area if I can make the time. Won't claim any tag numbers yet tho. 3 Share this post Link to post
42PercentHealth Posted March 18, 2018 This is cool, because all I ever get is ideas for areas, and never ideas for complete maps. Might try my hand. I also won't claim a slot number though, since I'm pretty slow at mapping still and don't know if I can make anything worthwhile in 2 hours. 1 Share this post Link to post
Nine Inch Heels Posted March 18, 2018 (edited) 1 minute ago, 42PercentHealth said: 2 hours you have two weeks though. If you end up doing lots of planning and maybe some experimenting upfront, you should be able to nail something in a short time span 3 Share this post Link to post
42PercentHealth Posted March 18, 2018 (edited) 5 minutes ago, Nine Inch Heels said: you have two weeks though 1 hour ago, rdwpa said: You should work for no more than 120 minutes on a section, plus some time after that if you want for testing and tweaking. EDIT: Saw your edit, @Nine Inch Heels, I see what you mean now. That should improve my chances... thanks! 1 Share this post Link to post
Job Posted March 18, 2018 Criminy, are 100 tags really necessary? Unless that's just the range available to the mapper. Definitely interested. This could scratch my ADD mapping itch. 0 Share this post Link to post
baja blast rd. Posted March 18, 2018 (edited) Yeah, it's just the range available. Using no tags is fine as well. Small areas with no tags can definitely have a good purpose. edit: I added "no Romero heads or boss spawners" to the list of restrictions. I don't think anyone would have went for that anyway, but just in case. :P No keens for now either. Edited March 18, 2018 by rdwpa 1 Share this post Link to post
Benjogami Posted March 18, 2018 I considered reserving many fewer tags cause I probably won't use that many, but uniformity is probably better :P 0 Share this post Link to post
Archi Posted March 18, 2018 Time to make the most obnoxious map ever made? :^) 500-599. 3 Share this post Link to post
bioshockfan90 Posted March 18, 2018 600-699 please, on mobile so i can't say much but it sounds like a ton of fun 1 Share this post Link to post
WH-Wilou84 Posted March 18, 2018 Let's try to cook something up. I'll claim 700-799, please. 1 Share this post Link to post
yakfak Posted March 18, 2018 800-899 if you will! is it ok to make a totally monsterless area? 3 Share this post Link to post
Walter confetti Posted March 18, 2018 (edited) Is a cool idea! 900 - 999, i see what can I do... Also, how the mapping progression works? Not on how the map is made, but more on who start, who's the next on line, who ends... It goes on precise selection (like numerically) or it goes totally free? Sorry for the bad explanation... Edited March 18, 2018 by Walter confetti 3 Share this post Link to post
baja blast rd. Posted March 18, 2018 9 hours ago, Walter confetti said: Also, how the mapping progression works? Not on how the map is made, but more on who start, who's the next on line, who ends... It goes on precise selection (like numerically) or it goes totally free? I'll decide it based on the submissions. Ideally it will end up a reasonably non-linear map, with numerous ways of reaching objectives and many orders that sections can be played in. 3 Share this post Link to post
Roofi Posted March 18, 2018 I will try to do a map : 1300-1399 please. 1 Share this post Link to post
Big Ol Billy Posted March 19, 2018 Really interesting idea, I'm down to clown (1500-1599) 1 Share this post Link to post
Pegleg Posted March 19, 2018 (edited) Sounds interesting. I'll take 1600-1699. Questions (I always seem to have them on these projects): Any restrictions on themes? Or are you okay with ending up with a mishmash of themes (e.g., start in a techbase that leads to hell that leads to a suburb that leads to a slime-filled maze that leads to etc., etc. etc.)? Your stated goal is to have a nonlinear level that flows, not just a bunch of disjointed sections connected by teleporters. So, are you OK with teleporters within the section? I didn't see anything in the rules about them. Any particular enemies that you're looking to avoid having in these maps? Again, nothing specifically called out in the rules, so I just want to make sure. I suppose monster counts should be consistent with getting through the section in 10 minutes or so (I thought I remembered seeing a suggested amount of time for a section, but I couldn't find it)? Do you want difficulty settings implemented? Do you want deathmatch and co-op to be included? (I can see deathmatch ending up not making sense for this level, but co-op could.) Edited March 19, 2018 by Pegleg : The rest of the bullets after the first. 1 Share this post Link to post
Benjogami Posted March 19, 2018 I guess I'm done :D https://www.dropbox.com/s/x06t75hgxnvjons/imd_benjo_v1.wad?dl=1 I wanted to make something that would spill into adjacent areas, and would force the player to retreat to adjacent areas, so it has a bunch of connections and isn't really playable on its own. The area depends upon having adjacent areas on all sides, and on the player really wanting the BFG. 6 Share this post Link to post
baja blast rd. Posted March 19, 2018 (edited) 2 hours ago, Pegleg said: Questions (I always seem to have them on these projects): Any restrictions on themes? Or are you okay with ending up with a mishmash of themes (e.g., start in a techbase that leads to hell that leads to a suburb that leads to a slime-filled maze that leads to etc., etc. etc.)? Your stated goal is to have a nonlinear level that flows, not just a bunch of disjointed sections connected by teleporters. So, are you OK with teleporters within the section? I didn't see anything in the rules about them. Any particular enemies that you're looking to avoid having in these maps? Again, nothing specifically called out in the rules, so I just want to make sure. I suppose monster counts should be consistent with getting through the section in 10 minutes or so (I thought I remembered seeing a suggested amount of time for a section, but I couldn't find it)? Do you want difficulty settings implemented? Do you want deathmatch and co-op to be included? (I can see deathmatch ending up not making sense for this level, but co-op could.) No restrictions. A mishmash will probably happen, and it'd be pretty interesting to see what it turns out like. Teleporters within a section are fine. Just the restricted ones -- Icon of Sin-related implements, and Commander Keens. The rest are fine, including Nazis. I'd rather not have lots of compartmentalized sections that shut the player in and then take ages to finish, whether because of incredibly long lock-in fights or very intricate puzzles. Three or so minutes of mandatory enclosure tops is a flexible limit that still allows a modest amount of comparmentalized content. Content that is staged as optional or avoidable can be more lengthy in the context of a completionist playthrough. Total HP can definitely be quite high -- within reason of course -- if the action can spill out of the section. Implementing difficulty settings is fine but not mandatory. That'll be smoothed out further after beta-release. Deathmatch, no. Coop, no -- copy/pasting sections into the main map file seems to reset the multiplayer flags, which can lead to problems. I should mention that in the OP I guess. We'll sort out MP things via group feedback at the end. 49 minutes ago, Benjogami said: I guess I'm done :D https://www.dropbox.com/s/x06t75hgxnvjons/imd_benjo_v1.wad?dl=1 I wanted to make something that would spill into adjacent areas, and would force the player to retreat to adjacent areas, so it has a bunch of connections and isn't really playable on its own. The area depends upon having adjacent areas on all sides, and on the player really wanting the BFG. Awesome. I love the use of wildcards here too. :) Edited March 19, 2018 by rdwpa 0 Share this post Link to post