obake Posted January 18, 2019 (edited) Hello, all. Since Scifista is still absent, I thought it would be good to at least start the next Omega Project while we wait for his return. This project will have a few new rules implemented, which should make compiling the maps together at the end of the year easier. That said, I hope it is open enough to inspire lots and lots of different ideas and creativity. The project goal: to get any amount of polished limit-removing/boom/zdoom/GZDoom maps before January 1, 2020. They can be of any theme, difficulty, etc. Though there are specific rules: Only one map per author Authors may use up to five new textures/flats combined, no more. However, after a mapper has submitted their map, their new textures will become available to all other people in the project, and will not count towards the five limit. Also, changes can be made retroactively to older maps whenever new textures are submitted. This is to save on the final file size of the compilation, while also ensuring a wide variety of new material. Animated textures and switches will also count as single textures (as long as the animated texture doesn't have too many frames. Ten or more is a where I'd draw the line.) Two new skies are allowed for each map, if an author wishes to use them (and it will not count towards the new texture limit.) This rule can be broken if the player uses a skybox, which can have up to six separate sky textures. New music is allowed, as long as it does not break copyright, or is of an excessive file size. MIDIs and OGG are preferred. Maps MUST be playable. Absolutely NO TERRY TRAPS (any mappers who send one in will get automatically banned from the project.) Otherwise, maps of all kinds are allowed. No new DECORATE stuff (as of yet.) Though there is going to be a small resource wad with some extra stuff in it, including a new monster or two, probably from Realm667. Note that this rule will probably be relaxed later on down the line. I just want to get the project off of its feet first. There will be a Discord set up soon, likely next week. Maps will be critiqued and authors encouraged to refine them. Implement difficulty levels to the best of your ability. This will allow players of all skill levels to enjoy the set more readily. While the above rules apply to all maps, there will still be a separate wad for each format. Though, hopefully the GZdoom set will be able to contain all of the maps, like the DWMP 2016 and 2017 did. Note that I did not include Vanilla specifically. That's because I want Vanilla levels to be included with the Limit-removing set, just to make compiling easier. That said, maps with vanilla limitations are indeed allowed! Also note that this is not part of the Doomworld Mega Project series. Since there is no official DWMP this year, I thought it would be good to allow the other formats to shine. I have nothing but admiration for @TimeOfDeath666 and the work he put into that series. Hopefully this project goes smoothly, and the new rules are not too harsh. I feel having the textures implemented this way will still allow a lot of freedom, especially as more mappers join in, while making sure the file size is not overbearing. Of one last note, whenever a map is submitted, ALL new textures, flats, skies, and music, MUST be credited with their source in the txt file, otherwise they will not be allowed in the wad. I have seen the hassle of trying to confirm the sources of textures and music when compiling. Thank you all, and have a grand day. God bless. Version 2 of the resource pack: http://www.mediafire.com/file/7816w38efqo4qkb/omegv2.zip/file Edit: The final version of the project: https://www.dropbox.com/s/pnkni2xx7bu0lol/Omega2019_RC1.0.zip?dl=1 Screenshots: https://imgur.com/a/QoYIUrm Thanks go to RonnieJamesDiner, Voltcom, and all of the mappers and playtesters in the Discord! Edited May 29, 2020 by obake 21 Share this post Link to post
Aquila Chrysaetos Posted January 18, 2019 12 minutes ago, obake said: One new sky is allowed for each map, if an author wishes to use one (and it will not count towards the new texture limit.) Question: are skyboxes proper (six textures folded into a box) allowed? If so, I might have a couple I'd like to use. I might try my hand at a small* map for this, regardless. *Small in this context means the map will likely take ten or fifteen minutes to complete. 2 Share this post Link to post
Pegleg Posted January 18, 2019 1 hour ago, obake said: zdoom/GZDoom Does this mean that there will be no vanilla, limit-removing, or Boom maps for the DOP 2019? Or just that whatever your mapping format, it has to be playable in ZDoom/GZDoom? 1 hour ago, obake said: However, after a mapper has submitted their map, their new textures will become available to all other people in the project, and will not count towards the five limit. I like this idea. Will the new textures be grouped into a resource pack that will be added to the OP after each submission (the resource pack would, of course, have to be revised each time)? 2 Share this post Link to post
obake Posted January 19, 2019 18 hours ago, Aquila Chrysaetos said: Question: are skyboxes proper (six textures folded into a box) allowed? If so, I might have a couple I'd like to use. I might try my hand at a small* map for this, regardless. Absolutely! I actually didn't know that is how skyboxes worked. :) 17 hours ago, Pegleg said: Will the new textures be grouped into a resource pack that will be added to the OP after each submission (the resource pack would, of course, have to be revised each time)? Yes. I'll do my best to quickly update the resource pack whenever a new map is posted. I'm glad you like the idea! 1 Share this post Link to post
obake Posted January 19, 2019 17 hours ago, Pegleg said: Does this mean that there will be no vanilla, limit-removing, or Boom maps for the DOP 2019? Or just that whatever your mapping format, it has to be playable in ZDoom/GZDoom? Hmm. I guess the rule should be that whatever format they are in, the maps should be playable in Zdoom/GZdoom. I'd encourage mappers to map for Zdoom or GZdoom, even if the maps are simple and don't use much/any fancy effects. But if a mapper wants to make a map in a different format, they are sure free! 3 Share this post Link to post
Walter confetti Posted January 20, 2019 A question I was thinking today: how's the map will be ordered, by date or by difficulty? 0 Share this post Link to post
obake Posted January 21, 2019 23 hours ago, Walter confetti said: A question I was thinking today: how's the map will be ordered, by date or by difficulty? Well, I have an idea that involves separating the maps into different categories via a hub: Beginners Circle, maps from new mappers Intermediate Median, maps that are a little more advanced Pro Area, maps from veteran mappers Jokes on You*, silly maps Slaughterhouse, slaughter maps Best in Show, showcasing my top three favorite maps of the set Campaign, where the player goes through each submitted map (minus the joke maps), ordered by difficulty level. *I'm not against joke maps in principle. The late Kate Stone's map from the DWMP 2013 is an example of a silly map done right. It's short, strange, and also beatable. Whenever a map is submitted, the mapper should say what category they are aiming for (with the exceptions of Best in Show and Campaign.) What are your guy's thoughts on this idea of separating maps? 12 Share this post Link to post
Walter confetti Posted January 21, 2019 Good concept! I like it! Looks like also a better way to group the various maps from various mappers... 1 Share this post Link to post
obake Posted January 23, 2019 So I'll be coming up with a small resource pack soon, as a start for mappers. I'm thinking it will be somewhere around five new textures/flats (I've already made a few), and a new monster. Mappers are not required to use any of the stuff that will be included. It will also be the same resource pack that will expand as mappers add new textures. I'm also wondering if I should allow mappers to add one custom DECORATE item, and have those stack up with each new map submitted, as well. 1 Share this post Link to post
Empyre Posted January 23, 2019 (edited) Here are some nice items to have for mappers, copied-and-pasted from my Empyrion map set. They are just like the standard version except they are not solid, so they won't block the player's movement. Their DoomEd numbers are the standard items' numbers + 15000. Rename them if you want. You could extend the idea to other lamps that I didn't include because I didn't need them for my maps. Spoiler ACTOR EmpBlueTorch : BlueTorch 15044 { -SOLID } ACTOR EmpShortBlueTorch : ShortBlueTorch 15055 { -SOLID } ACTOR EmpGreenTorch : GreenTorch 15045 { -SOLID } ACTOR EmpShortGreenTorch : ShortGreenTorch 15056 { -SOLID } ACTOR EmpRedTorch : RedTorch 15046 { -SOLID } ACTOR EmpShortRedTorch : ShortRedTorch 15057 { -SOLID } ACTOR EmpColumn : Column 17028 { -SOLID } ACTOR EmpCandelabra : Candelabra 15035 { -SOLID } ACTOR EmpHeadsOnAStick : HeadsOnAStick 15028 { -SOLID } ACTOR EmpHeadOnAStick : HeadOnAStick 15027 { -SOLID } 1 Share this post Link to post
Dutch Doomer Posted January 23, 2019 I don't map for (G)Zdoom, but I think I can come up with a decent map. 3 Share this post Link to post
Novaseer Posted January 23, 2019 2 hours ago, obake said: So I'll be coming up with a small resource pack soon, as a start for mappers. I'm thinking it will be somewhere around five new textures/flats (I've already made a few), and a new monster. Mappers are not required to use any of the stuff that will be included. Will said resource pack have a waterfall texture? I've had to use COMPBLUE as a placeholder in the meantime. 1 Share this post Link to post
obake Posted January 24, 2019 16 hours ago, Novaseer said: Will said resource pack have a waterfall texture? I've had to use COMPBLUE as a placeholder in the meantime. Yes. 1 Share this post Link to post
obake Posted January 24, 2019 (edited) So the official release of the starting resource pack will be tomorrow. It won't be anything spectacular, just a waterfall, a new animated blood texture, a flesh texture, and brick texture, plus some small decorations, and one new marine monster. But with each new map, the resources will expand. As for your question, Voltcom, I am not sure what it means to crossport. I assume you mean that all the maps should be in zdoom. My stance is that doing so would make things easier to compile. However, if a mapper chooses to map in another format, I say they are free to do so, as long as the map is able to be ported to zdoom. If I remember correctly, most maps of other formats can be placed in a zdoom wad and still work. I guess we'll see how things pan out. This is definitely a work in progress. :) 1 Share this post Link to post
Jaxxoon R Posted January 24, 2019 Crosspost, as in also post a thread on Zdoom.org. 0 Share this post Link to post
Walter confetti Posted January 24, 2019 Crosspost means posting also in other forums, as other people suggest here to post about this project on zdoom forums... 0 Share this post Link to post
obake Posted January 25, 2019 Oh, I see now. Sorry for the confusion. The answer is yes, it should be crossported to the Zdoom forums. Since I lost my password to my account there, one of you may be able to take charge there. 1 Share this post Link to post
obake Posted January 25, 2019 Looks great so far, Voltcom! Version 1 of the resource wad has been added. It has five new textures, a new monster, and two new decorations. Here is a baseline for how to list credits for each resource added: Resource credits: UAC-Goon sprites are from id Software, edited by Obake FFLS (flesh), BLID (bleeding flesh), THEAT (doors), and OBBRIC5 (brown brick) textures are new from Obake N_WFAL (waterfall) textures are from Nick Baker on Realm667, from the Nightmare Texture Pack 2 EmpColumns and EmpCandelabra sprites are original from id Software, edited by Empyre here on Doomworld. Note, I am still coming up with ideas on regulating DECORATE resources, so don't add any other DECORATE stuff (outside of what is already in this resource) until I figure it all out. 2 Share this post Link to post
Wereknight Posted January 26, 2019 Hope 2nd attempt will work. If I'll break my "mean duty to my mean motherland" chains i'll join too. It's to know how hard to retire from russian army if you assigned to contact that supposed to be pretty breakable but in reality, well... It's not that easy. 3 Share this post Link to post
Walter confetti Posted January 26, 2019 I take the liberties to crosspost this on zdoom forums: https://forum.zdoom.org/viewtopic.php?f=42&t=63437 is this good? Also started to gather resource for a little map i have in mind... 2 Share this post Link to post
ShadesMaster Posted January 28, 2019 Count me in! I can contribute a map or two, for sure. I'll keep you posted. 2 Share this post Link to post
obake Posted February 2, 2019 Second version of the resource wad will be up in a moment. 0 Share this post Link to post
obake Posted March 27, 2019 The first version of my map is done. It will be in the "Intermediate Median" category. Map format is UDMF in GZdoom. Music is "Haunted Drone" by me. All feedback is appreciated! http://www.mediafire.com/file/z2x5dy50v4arzey/hawk.zip/file 2 Share this post Link to post
Walter confetti Posted March 28, 2019 (edited) Fun jokewad, reminded me of good stuff from woo, maybe add little more health (a pair of stimpack, even just health potion scattered around) at the sewer section at the left of the map, but over this I didn't find any other serious bugs. About my map, i'm on pause since I have to finish 2 other maps for 2 other projects, but i still work on it! 1 Share this post Link to post