joshthenesnerd Posted December 18, 2018 (edited) so, i've been sick for the past few weeks and a few days ago i had an idea for a level. i opened up doom builder and made the first area. and i let it sit for a while. today i was watching @Suitepee's stream, and i jokingly suggested putting the map on the forums and seeing what other mappers would do with it. and he said i should actually do it (so, if you're gonna call me lazy, blame him.) please send your wads in i would love to see what you all try to do with this (and i'll show you what i do). the deadline is not to be determined. the there's only 3 rules: rule 1: expand upon what is thererule 2: modify the already existing sectors as much as you want, but there must be some semblance of that first area still there in the level (doesn't even have to be the start, could be the middle, end or a side area)rule 3: vanilla actions only, you people who use boom; test in -cl 2 or crispy doom to make sure triggers function correctly (chocolate is not limit removing) if your wad is not vanilla format, i will not add it to the list of current submissions below until you fix that. Spoiler here's a screenshot of the 2d overhead (very generic stuff) : Spoiler good luck mappers here's the wad: http://www.mediafire.com/file/v72ie41c6e6ol5a/spitballing.zip/file current submissions: Spoiler blueballing by gothic ball of spite by wolfmcbeard spectre by major arlene Edited January 31, 2019 by joshthenesnerd 14 Share this post Link to post
Gez Posted December 18, 2018 That's basically how the ZDoom Community Maps were designed. One people started making a map, then handed it to the next person who extended it, then to the next, and so on. Each had to add more rooms but could also redesign existing rooms. Once the map was big enough, balancing and bugfixing rounds continued for a while. 3 Share this post Link to post
joshthenesnerd Posted December 18, 2018 1 minute ago, Gez said: That's basically how the ZDoom Community Maps were designed. One people started making a map, then handed it to the next person who extended it, then to the next, and so on. Each had to add more rooms but could also redesign existing rooms. Once the map was big enough, balancing and bugfixing rounds continued for a while. well, i didn't quite mean like a mapping relay but that is interesting 3 Share this post Link to post
Suitepee Posted December 18, 2018 I approve of the idea in this thread. Good luck to all those who contribute! 6 Share this post Link to post
Walter confetti Posted December 18, 2018 (edited) Pretty cool idea, but since the time it was already did it going nowhere every time. EDIT: i read better the rules and this something under the style of 1994 tune-up project or similar tune-up a existing map in a better style... or Is this one of those chain mapping project (one mapper do a part of a new room over the existing one and another mapper do another part and so on...) Like i thought? Also there's a deadline? Edited December 18, 2018 by Walter confetti 0 Share this post Link to post
Gothic Posted December 18, 2018 (edited) Here's my take blueballing2.zip Edited December 20, 2018 by Gothic 3 Share this post Link to post
joshthenesnerd Posted December 19, 2018 (edited) 12 hours ago, Walter confetti said: Also there's a deadline? i have yet to decide upon a deadline. i will have to think about that. also, it's not like a chain thing. i won't care if you play around with someone else's file, but that's not quite the point. see what you can do with the first one i put in the original post Edited December 19, 2018 by joshthenesnerd 2 Share this post Link to post
joshthenesnerd Posted December 19, 2018 (edited) @Gothic i just tried the level. that was a lot of fun. i enjoyed it quite a bit. i can't think of very many criticisms outside of i wish there was a shotgun. bare in mind, i have yet to find the one secret and i'm missing like 87% of the enemies. blueballing.zip edit: Spoiler why is this a thing? Edited December 19, 2018 by joshthenesnerd 0 Share this post Link to post
Pegleg Posted December 19, 2018 13 hours ago, joshthenesnerd said: i have yet to decide upon a deadline. i will have to think about that. also, it's not like a chain thing. i won't care if you play around with someone else's file, but that's not quite the point. see what you can do with the first one i put in the original post OK. Now I understand the point of this experiment. I initially thought that it was a sort of chain project. But what you actually want is to see what people do with using your first room as a base. With that in mind, did you want to stick to stock Doom 2 resources? 0 Share this post Link to post
hedgehog Posted December 19, 2018 (edited) @Gothic That was indeed fun; a nice little bite-sized level. I liked the interconnected layout. Some more feedback: Spoiler The lack of a shotgun -- and the fact that you can only get a more powerful weapon by killing the chaingun zombies -- actually made for some interesting gameplay. At first, like joshthenesnerd above, I did find it a little frustrating, but maybe that's because it forced me out of my comfort zone as a player. Being stuck with just a pistol (and then later, a pistol and a chainsaw) meant that I had to play differently than I normally would. With my very limited Doom-playing skills there was no way for me to beat the level without learning part of its layout and deliberately orchestrating some infighting, which it took me several attempts to do. But that was part of the fun. In a larger map I might have found this frustrating, but here it felt more like a combat-based puzzle than an unfairly hard experience. I do wish it were possible to get to the outside area that surrounds the end switch; this would have been a great spot for a second secret. Oddly, the two pistol zombies in the alcoves at the start never seem to wake up, unless you shoot them. In fact, I didn't even notice they were there at first. By the way, what causes the imps to spawn into the starting area? At first it seemed to be triggered by the blue key grab, but several times I managed to grab the key without triggering the imps and they seemed then to appear almost at random. This is not meant as a criticism -- I'm just curious. @joshthenesnerd This is a nice idea, and I look forward to seeing what other mappers come up with. If I were a Doom mapper, I would have given it a shot myself. Edited December 19, 2018 by hedgehog : Fixed a typo 0 Share this post Link to post
joshthenesnerd Posted December 19, 2018 1 hour ago, Pegleg said: With that in mind, did you want to stick to stock Doom 2 resources? Go forward with it however you see fit, just make sure not to have resources that replace original resources and be sure to credit where you get your resources from 0 Share this post Link to post
joshthenesnerd Posted December 19, 2018 24 minutes ago, hedgehog said: @joshthenesnerd This is a nice idea, and I look forward to seeing what other mappers come up with. If I were a Doom mapper, I would have given it a shot myself. It doesn't take much work to become one, just learn the tools and do a little research (I recommend checking out the episode of devs play that john romero did, great design commentary in there). I'd love to see what you are capable of making. 0 Share this post Link to post
hedgehog Posted December 19, 2018 @joshthenesnerd Thanks! I would like to make at least one Doom map at some point in the future, but it's not something I can afford to get into right now. In any case, my focus is on learning Quake mapping first (which I've been attempting to get the hang of, on and off and with varying degrees of success, for a couple of years now) -- but even that I've had to put on the back burner for the time being. Thanks for the video recommendation; I'll be sure to check it out. 0 Share this post Link to post
Pegleg Posted December 19, 2018 15 minutes ago, hedgehog said: I would like to make at least one Doom map at some point in the future, but it's not something I can afford to get into right now. In any case, my focus is on learning Quake mapping first Good luck. And once you get the hang of mapping for Quake, I think you should find mapping for Doom pretty straightforward. 0 Share this post Link to post
Major Arlene Posted December 20, 2018 I might try this out for funzies :D 2 Share this post Link to post
wolfmcbeard Posted December 20, 2018 Why not I'll give it a crack, something nice, short, sweet, and simple. 0 Share this post Link to post
therektafire Posted December 20, 2018 Hm the part you made reminds me of the beginning of the map I started (but didn't get done with in time ;~;) for mayhem purple. I might see what I can do with it 0 Share this post Link to post
hedgehog Posted December 20, 2018 Don't wish to derail the thread, but I just want to say: Thank you @Pegleg for the encouraging words! 0 Share this post Link to post
Gothic Posted December 20, 2018 Sorry, I just rushed the map and didn't consider other ports. Everything works now, check my previous post. 0 Share this post Link to post
Pegleg Posted December 20, 2018 @joshthenesnerd I'm interested in potentially putting something together for this pending what you decide on about the deadline. 0 Share this post Link to post
joshthenesnerd Posted December 20, 2018 5 minutes ago, Pegleg said: @joshthenesnerd I'm interested in potentially putting something together for this pending what you decide on about the deadline. i've not decided on a deadline yet. i actually had not thought of this as a community project until so many people started replying. for now let's say january 25th with an asterisk 0 Share this post Link to post
joshthenesnerd Posted December 20, 2018 @Gothic tried the new version. i like the trap with the imps (that explains why there was just a box in the middle of nowhere in the last version). here's a new demo: blueballing2.zip 0 Share this post Link to post
wolfmcbeard Posted December 20, 2018 Well, I finished! It might also be a bit on the...aggressive side though that wasn't the intention, i've done what I can to even it out. I tried to keep it simple, challenging, and short. So here it is, I couldn't think of a better name. bllspit.zip 0 Share this post Link to post
joshthenesnerd Posted December 20, 2018 13 minutes ago, wolfmcbeard said: Well, I finished! It might also be a bit on the...aggressive side though that wasn't the intention, i've done what I can to even it out. I tried to keep it simple, challenging, and short. So here it is, I couldn't think of a better name. bllspit.zip i felt the skybox texture all over the floor and ceiling was an odd choice, it makes it difficult to see what is going on in there. and the doors out of the red key room were unable to open from the inside making the level unfinishable. please, edit your level i would love to see it to the end. 0 Share this post Link to post
wolfmcbeard Posted December 20, 2018 12 minutes ago, joshthenesnerd said: i felt the skybox texture all over the floor and ceiling was an odd choice, it makes it difficult to see what is going on in there. and the doors out of the red key room were unable to open from the inside making the level unfinishable. please, edit your level i would love to see it to the end. There shouldn't be any of that...sky on the floor. And which door in the red key room gave you trouble? 0 Share this post Link to post
joshthenesnerd Posted December 20, 2018 i was playing in crispy-doom. and for some reason the textures were messed up in that port but fine in zdoom. did you make your wad in a different format or something? bllspit.zip 0 Share this post Link to post
wolfmcbeard Posted December 20, 2018 Nope, loaded it in gzdb and as is and started building, I'm half glad it was just a port thing. This is only my second map I've posted, so sorry if that may have messed it up slightly. 0 Share this post Link to post
hedgehog Posted December 20, 2018 @wolfmcbeard I get a whole bunch of missing textures when loading your map in PrBoom-Plus v2.5.1.4. Spoiler R_FlatNumForName: METAL1 not found R_FlatNumForName: MODWALL3 not found R_FlatNumForName: MODWALL3 not found R_FlatNumForName: MODWALL3 not found R_FlatNumForName: MODWALL3 not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: METAL1 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: MODWALL3 not found R_FlatNumForName: METAL not found R_FlatNumForName: SILVER1 not found R_FlatNumForName: SILVER1 not found R_FlatNumForName: SILVER1 not found R_FlatNumForName: SILVER1 not found R_FlatNumForName: SILVER1 not found R_FlatNumForName: SILVER1 not found R_FlatNumForName: SILVER1 not found R_FlatNumForName: METAL1 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: BRICK10 not found R_FlatNumForName: METAL1 not found R_FlatNumForName: METAL5 not found R_FlatNumForName: METAL1 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: METAL1 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: LITE3 not found R_FlatNumForName: LITE3 not found R_FlatNumForName: LITE3 not found R_FlatNumForName: LITE3 not found R_FlatNumForName: METAL1 not found R_FlatNumForName: LITE5 not found R_FlatNumForName: METAL1 not found R_FlatNumForName: LITE5 not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BRICK10 not found R_FlatNumForName: BRICK10 not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: METAL2 not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: DOORBLU not found R_FlatNumForName: DOORBLU not found R_FlatNumForName: DOORRED not found R_FlatNumForName: DOORRED not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: SHAWN2 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: METAL1 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: TEKWALL1 not found R_FlatNumForName: TEKWALL1 not found R_FlatNumForName: TEKWALL1 not found R_FlatNumForName: SKINSYMB not found R_FlatNumForName: SKINSYMB not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: WOOD12 not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: BROWNHUG not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: COMPSPAN not found R_FlatNumForName: METAL not found R_FlatNumForName: METAL not found R_FlatNumForName: METAL not found R_FlatNumForName: METAL not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: SUPPORT2 not found R_FlatNumForName: DOORSTOP not found R_FlatNumForName: METAL1 not found R_FlatNumForName: WOOD12 not found bad texture 'FLAT20' in sidedef 105 bad texture 'FLAT20' in sidedef 107 bad texture 'FLAT20' in sidedef 109 bad texture 'FLAT20' in sidedef 111 bad texture 'SLIME15' in sidedef 188 bad texture 'SLIME15' in sidedef 331 bad texture 'FLAT1' in sidedef 505 bad texture 'FLAT1' in sidedef 507 bad texture 'SLIME15' in sidedef 734 bad texture 'SLIME15' in sidedef 738 bad texture 'SLIME15' in sidedef 743 bad texture 'SLIME15' in sidedef 748 bad texture 'SLIME15' in sidedef 753 bad texture 'SLIME15' in sidedef 758 bad texture 'SLIME15' in sidedef 762 bad texture 'SLIME15' in sidedef 814 bad texture 'SLIME15' in sidedef 816 bad texture 'SLIME15' in sidedef 817 bad texture 'SLIME15' in sidedef 818 bad texture 'SLIME15' in sidedef 820 bad texture 'SLIME15' in sidedef 826 bad texture 'SLIME15' in sidedef 830 bad texture 'SLIME15' in sidedef 832 bad texture 'SLIME15' in sidedef 833 bad texture 'SLIME15' in sidedef 835 bad texture 'SLIME15' in sidedef 840 bad texture 'SLIME15' in sidedef 844 bad texture 'SLIME15' in sidedef 860 bad texture 'SLIME15' in sidedef 861 bad texture 'SLIME15' in sidedef 862 bad texture 'SLIME15' in sidedef 863 bad texture 'SLIME15' in sidedef 863 bad texture 'SLIME15' in sidedef 864 bad texture 'SLIME15' in sidedef 865 bad texture 'SLIME15' in sidedef 867 bad texture 'SLIME15' in sidedef 868 bad texture 'SLIME15' in sidedef 870 bad texture 'SLIME15' in sidedef 871 bad texture 'SLIME15' in sidedef 872 bad texture 'SLIME15' in sidedef 873 bad texture 'CEIL5_1' in sidedef 877 bad texture 'CONS1_1' in sidedef 1106 bad texture 'CEIL5_1' in sidedef 1127 bad texture 'CEIL5_1' in sidedef 1130 bad texture 'CEIL5_1' in sidedef 1132 bad texture 'CEIL5_1' in sidedef 1153 bad texture 'CEIL5_1' in sidedef 1155 bad texture 'CONS1_1' in sidedef 1400 bad texture 'CONS1_1' in sidedef 1414 bad texture 'CONS1_1' in sidedef 1416 ZDoom runs the map fine. For what it's worth, a quick search turned up this old post on a map with a similar problem: Quote You used a wall texture as a flat. The original Doom didn't allow texture/flat mixing. Some ports, like Doomsday and ZDoom, added the ability to use flats as textures and vice versa. As a non-Doom-mapper, I have no idea what that means, but it strikes me as potentially helpful... 0 Share this post Link to post
wolfmcbeard Posted December 20, 2018 @hedgehogIt may have been because I used GZDoombuilder then, I know I didn't change anything but I guess I learned something new today. 0 Share this post Link to post