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joshthenesnerd

throwing the ball around. a community......experiment

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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 there
rule 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

 

spitballing.png.3d46af1c037b9610e22863ef86761e23.png

 

 

 


good luck mappers

here's the wad:

http://www.mediafire.com/file/v72ie41c6e6ol5a/spitballing.zip/file

current submissions:

 

Edited by joshthenesnerd

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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.

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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

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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 by Walter confetti

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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 by joshthenesnerd

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@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?why.png.3d657436972b650b0911b4592680c48b.png

 

Edited by joshthenesnerd

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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?

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@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 by hedgehog : Fixed a typo

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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

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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.

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@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.

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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.

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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

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Sorry, I just rushed the map and didn't consider other ports. Everything works now, check my previous post.

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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

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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

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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.

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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?

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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.

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@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...

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