Novaseer Posted September 4, 2018 (edited) Ladies and gentlemen, I introduce to you: Iconography: The Obligatory Icon of Sin Community Project! "So, what's this?" you may ask. Well, I say that Iconography is a community project focused solely around the Icon of Sin! A whole thirty-two level map set, each with their own variation on Doom II's infamous final boss, and maybe, just maybe, we might make something truly unique! "Why center an entire megawad around the worst boss in Doom history? Why do you expect us to take part?" Two reasons: The first is that I believe that us as a community could make the otherwise-dreaded Icon levels just as creative and innovative as the rest of our mapsets. The second reason is because Master O suggested it on another thread here on Doomworld: On 8/29/2018 at 10:21 PM, Master O said: Speaking of the Icon of Sin, why not create a megawad where each level has an Icon of Sin you have to beat to progress to the next level? That would be funny. "Okay, seems interesting enough, what are the rules?" Well, obviously, every level will need to have at least one spawn shooter and at least one spawn shooter destination. Note: their usage with a Romero head and the ZZZFACE textures to create a traditional Icon is not required. However, in some cases it is better to use it to convey the "Yes, this is an Icon of Sin" message, for example, in MAP01. But there a few more rules that need to be noted: - The ideal format for these levels is UDMF. Now, it's not the end of the world if they're in vanilla or Boom format, but UDMF grants a whole load of extra features that could be used to great effect in adding variance to our Icon levels and not making them the same old notorious Icon we know and hate for 32 levels in a row. It also allows me to create varied types of cube spitter that spawn different types of monsters, if need be. - Name your maps. I can only produce so many generic titles. - Every level should be completable from a pistol start. Due to this, every level with a traditional Icon (thanks Linguica for pointing that out) will need a rocket launcher in a non-secret area in order to make it possible. - Maps 1 to 6 cannot use a normal spawn shooter - they must use the weaker shooter whose DECORATE code is included in the first map proof of concept I've created (or similar). This is to prevent imbalance issues where you get four Arch-Viles spawned into your face when you've only just grabbed a chaingun. Using the weaker shooter in later maps is allowed though. - Due to the above rule, try not to put in a BFG-9000 in the first 6 levels. - Custom textures and midis are allowed to be used - just try to use them in moderation, and grab permission beforehand if they're not from any of the IWADs. I don't want the hassle of some angry Doomer complaining about how their stolen brick texture is plastered all over MAP17. - If possible, try to make each level an individual theme, but this is not a strict rule, and repeats are fine so long as the gameplay is varied enough. - Yes, you are allowed to add onto, or edit, my MAP01 (or any other map) or make a new one if you feel it is not good enough. - Map 7 is reserved due to its special triggers, and MAP32 is reserved because I have special ideas for it. If you really want to use them, PM me. - If you're mapping for MAP15, remember a secret exit, although that should be self-explanatory. - There's no strict deadline set right now, but try to get your maps made at some point within this eternity. - Please add difficulty levels. If you can't add them, I'll add them myself. - Use of custom DECORATE is also allowed. I'll add it to the finished WAD's main DECORATE file. - I will add NOJUMP and NOCROUCH flags to every map in the set when I am compiling the WAD. Don't rely on jumping or crouching in your map. Okay, now that those are out of the way, let's move on to the map list. Each released map will have a download link attached. Spoiler Episode 1: MAP01: Original Sin - Novaseer (E1M1 theme) MAP02: Unknown - Darch MAP03: Monday Night - Garbage MAP04: Unknown - Walter confetti MAP05: Unknown - Philnemba MAP06: Empty MAP07: Reserved MAP08: Villified - RonnieJamesDiner (techbase theme) MAP09: Empty MAP10: Empty MAP11: Empty Episode 2: MAP12: Empty MAP13: Empty MAP14: Empty MAP15: Unknown - DerFurer'sFace MAP16: Empty MAP17: Empty MAP18: Empty MAP19: Empty MAP20: Unknown - pc234 Episode 3: MAP21: Empty MAP22: Empty MAP23: Barrels O' Damn - DeXiaZ MAP24: The Corrupted Pyramid - HUNdebLeonidasX MAP25: Benji - DanielAlexander MAP26: Empty MAP27: The Creator - Novaseer (generic Hell theme) MAP28: Empty MAP29: Diabolical Arena - Empyre MAP30: Unknown - terrcraftguy695 Secret levels: MAP31: Empty MAP32: The True Icon of Sin - Novaseer (WIP) (Wolfenstein 3D theme) All of the currently used MIDIs, and appropriate credits, are listed below: Spoiler MAP01: At Doom's Gate - The folks over at id MAP03: Hiding the Secrets - The folks over at id MAP08: Stomping Grounds - Crunchynut44's MIDI Pack MAP23: Modified version of Bye Bye American Pie as far as I can tell MAP24: "Spray" from RotT MAP25: from iogw.wad MAP27: Undecided as of yet MAP29: (technically not a MIDI) Realm of Chaos - Skaven MAP32: Undecided as of yet (something out of Wolf 3D, ideally - might actually use Doom 2's default MAP32 track) The link to the MAP01 I made can be found here. Yes, it's above as well as of right now, but I'll keep this link here if it is eventually overwritten, should anyone want to edit it. If anyone here's any good at making TITLEPICs and INTERPICs, your services would also be appreciated. I don't think a new BOSSBACK is necessary considering it already is an Icon of Sin's face. So, without further ado, let's begin! Edited January 28, 2019 by Novaseer : Minor rules edit. 22 Share this post Link to post
Pegleg Posted September 4, 2018 I'm in. I'm glad this CP showed up, seeing as how much griping there was about the IoS. I'm intrigued to see what the community can come up with (as I said in that previous thread, too). Since I don't know UDMF, the map will be in BOOM. I don't know if that affects where you would want to slot the map. Three more questions. Do you have any requirements (or desires) about length? Do you want people to call what map slot they want? Do you want people to announce their theme or will you just review the submissions to make sure there aren't too many of the same theme? 0 Share this post Link to post
Master O Posted September 5, 2018 This is gonna win a Cacoward. I just know it. -_- 3 Share this post Link to post
Snikle Posted September 5, 2018 I might start something in a few days. No promises on finishing a map, but I'll try to make something. 0 Share this post Link to post
Novaseer Posted September 5, 2018 17 hours ago, Pegleg said: I'm in. I'm glad this CP showed up, seeing as how much griping there was about the IoS. I'm intrigued to see what the community can come up with (as I said in that previous thread, too). Since I don't know UDMF, the map will be in BOOM. I don't know if that affects where you would want to slot the map. Three more questions. Do you have any requirements (or desires) about length? Do you want people to call what map slot they want? Do you want people to announce their theme or will you just review the submissions to make sure there aren't too many of the same theme? To answer your questions: - Mapping for Boom shouldn't be an issue - GZDoom, which is what I'm trying to target, should run the level fine. - Not really, just try not to make it five years in length, and try not to make it so that you spawn with a BFG right next to an exposed Romero head. - I'm completely fine with people calling map slots, although for MAP07 and MAP32 please PM me first. - I'm fine with people announcing their themes ahead of actually making the maps, as it should prevent repeats. I'm fine with a couple of theme repeats though. 0 Share this post Link to post
Big Ol Billy Posted September 5, 2018 Can’t participate at the moment, but I support this project! It’s certainly a creative challenge, given the usual opinions about ol’ ZZZFACE in the Doom community. Hopefully it doesn’t turn out like... a certain other UDMF project that challenged mappers to make something fun out of a seemingly annoying combat scenario. FWIW, I would encourage people to be careful about overusing Zdoomisms. I think it’s easy to fall into the trap of thinking that advanced features and the broad creative freedom they offer make it easier for mappers to overcome the underlying design challenge of a project like this. But the wonders of GZDoom can just as easily make the player experience worse/more annoying than would have been possible in Boom, vanilla, etc. Take it from someone’s who’s been there! That said, I think that UDMF format makes a lot of sense for the project, especially for being able to have a weaker boss shooter for a first “episode.” Anyway, good luck to all! 2 Share this post Link to post
DFF Posted September 5, 2018 I've got an idea for this i always wanted to make happen, which works well if its UDMF. I'd take map15. I'm in. Also are tracks restricted to MIDI's? understandable for same quality of music but just wondering. 1 Share this post Link to post
Novaseer Posted September 5, 2018 Just now, DerFurer'sFace said: I've got an idea for this i always wanted to make happen, which works well if its UDMF. I'd take map15. I'm in. Also are tracks restricted to MIDI's? understandable for same quality of music but just wondering. MIDIs would be ideal, yes. And if you're mapping for MAP15, please remember a secret exit. 1 Share this post Link to post
Memfis Posted September 5, 2018 Idea: map where you are Icon of Sin. You have to choose where to spawn your monsters in order to overwhelm the marines. 8 Share this post Link to post
Novaseer Posted September 5, 2018 1 minute ago, Memfis said: Idea: map where you are Icon of Sin. You have to choose where to spawn your monsters in order to overwhelm the marines. That'd be fun... but pretty hard to make. 0 Share this post Link to post
Linguica Posted September 5, 2018 21 hours ago, Novaseer said: Every level should be completable from a pistol start. Due to this, every level will need a rocket launcher Also I don't see how this follows. There's no reason an icon needs a Romero head inside that can only be rocketed. 2 Share this post Link to post
Novaseer Posted September 5, 2018 Just now, Linguica said: Also I don't see how this follows. There's no reason an icon needs a Romero head inside that can only be rocketed. Fair enough. I'll edit that. 0 Share this post Link to post
Dexiaz Posted September 5, 2018 I remember some russian guy did the "unique" IoS map where was the giant...hm...robot? I mean, Titan Robot which spawns monsters, lol. I like such fun community projects, but I have no ideas for IoS maps. So I won't take any slot at now :| 0 Share this post Link to post
Walter confetti Posted September 5, 2018 A final boss megawad project? Nice idea! Good luck with the project, maybe I can do a map but not in this month (I already working on XUMP project...) 0 Share this post Link to post
Novaseer Posted September 5, 2018 3 minutes ago, Walter confetti said: A final boss megawad project? Nice idea! Good luck with the project, maybe I can do a map but not in this month (I already working on XUMP project...) Thanks, mate. It's fine if you can't contribute right now, there's no rush as of yet. 2 Share this post Link to post
Garbage Posted September 7, 2018 Looks cool! I'll take map 3. I'm not really sure where the map is going in terms of theme, but it'll come to me. 0 Share this post Link to post
RonnieJamesDiner Posted September 10, 2018 (edited) Well, time to get this party started! This is a very short, and simple map called Vilified. The theme is tech/base, and though I’m not entirely sure where it should line up in the map set, I reckon it belongs somewhere within the first 8 maps at best. (I just have it set up as map01 for now). Weapons available in the map are the Shotgun, SSG, and Chaingun. The spawnshot has been reduced to ShotgunGuys, ChaingunGuys, Imps, Pinkys, and (rarely) Revenants. The song is Stomping Grounds from Crunchynut44’s MIDI pack. IWAD: Doom 2 Made in UDMF, intended for gzdoom (tested in v3-5-1) Jumping, crouching, & mouselook are not necessary - but they won't ruin the map either. If you have any troubles, or find any bugs, or just hate the thing, let me know! Have fun! Download: http://www.mediafire.com/file/dxw66g5swix1r49/Vilified.wad/file Edited September 10, 2018 by RonnieJamesDiner 1 Share this post Link to post
Yugiboy85 Posted September 10, 2018 This is the perfect project for @Suitepee :D I like the idea though. 0 Share this post Link to post
Novaseer Posted September 10, 2018 10 hours ago, RonnieJamesDiner said: Well, time to get this party started! This is a very short, and simple map called Vilified. The theme is tech/base, and though I’m not entirely sure where it should line up in the map set, I reckon it belongs somewhere within the first 8 maps at best. (I just have it set up as map01 for now). Weapons available in the map are the Shotgun, SSG, and Chaingun. The spawnshot has been reduced to ShotgunGuys, ChaingunGuys, Imps, Pinkys, and (rarely) Revenants. The song is Stomping Grounds from Crunchynut44’s MIDI pack. IWAD: Doom 2 Made in UDMF, intended for gzdoom (tested in v3-5-1) Jumping, crouching, & mouselook are not necessary - but they won't ruin the map either. If you have any troubles, or find any bugs, or just hate the thing, let me know! Have fun! Download: http://www.mediafire.com/file/dxw66g5swix1r49/Vilified.wad/file I played through it, and it's pretty good! Gets pretty hectic once the Vile is let loose and runs around reviving all of the chaingunners. I've made a few edits to it concerning difficulty levels (I've added more health and ammo for people playing on HMP or below, as well as took out some of the shotgunners and made the invis sphere an invuln on ITYTD or HNTR), and I think I'm going to put it in the MAP08 slot. Thanks for contributing! 0 Share this post Link to post
Suitepee Posted September 10, 2018 15 hours ago, Yugiboy85 said: This is the perfect project for @Suitepee :D Don't tempt me. 6 Share this post Link to post
Pegleg Posted September 10, 2018 2 hours ago, Suitepee said: Don't tempt me. Come on. Do it. You know you want to. 3 Share this post Link to post
Dexiaz Posted September 11, 2018 I've got a question. Is it possible to use custom IoS spawner? I'm thinking about map23 which based on memetic "barrels trap", and I'm thinking what about IoS which also spawns barrels (not every time, but some times)? 0 Share this post Link to post
Novaseer Posted September 11, 2018 7 hours ago, DeXiaZ said: I've got a question. Is it possible to use custom IoS spawner? I'm thinking about map23 which based on memetic "barrels trap", and I'm thinking what about IoS which also spawns barrels (not every time, but some times)? Yes, using DECORATE allows you to create new cube spitters that can spawn different types of monsters. If need be, I can create the code for you, since I know how to do that. 0 Share this post Link to post
Ancalagon Posted September 11, 2018 Is it possible to make monsters spawned by IOS not count in the monster counter in gzdoom? 0 Share this post Link to post
Novaseer Posted September 11, 2018 (edited) 4 minutes ago, Ancalagon said: Is it possible to make monsters spawned by IOS not count in the monster counter in gzdoom? Not entirely sure. The only way I could think of is to edit the DECORATE so that every monster spawned by the IoS is a separate type that doesn't count under the kill percentage - but that would be quite a chore to do. 0 Share this post Link to post
baja blast rd. Posted September 11, 2018 (edited) 6 minutes ago, Novaseer said: Not entirely sure. The only way I could think of is to edit the DECORATE so that every monster spawned by the IoS is a separate type that doesn't count under the kill percentage - but that would be quite a chore to do. This looks like a relatively quick task with decorate. Quote Actor IoS_Archvile : Archvile { -COUNTKILL } ... for each monster that is spawned by the IoS, and then have the IoS spawn those monsters. 2 Share this post Link to post
Darch Posted September 11, 2018 (edited) I want a spot in MAP02 if possible, or any of the 6 "easy spawner" map spots. I have an idea for a short map. edit: Hm but this level will be pointless if player has a rocket launcher (which I assume he will get in your MAP01) and freelook. So, if we could force pistol start before this map, it would be nice. Edited September 11, 2018 by Darch 0 Share this post Link to post
Novaseer Posted September 11, 2018 (edited) 33 minutes ago, Darch said: I want a spot in MAP02 if possible, or any of the 6 "easy spawner" map spots. I have an idea for a short and easy map. Sure thing! I'll add you to the list now. EDIT: I just saw your edit. It'll be fine, I can put an edit into MAPINFO that forces an inventory reset. 0 Share this post Link to post