engineer Posted July 11, 2008 I can fuck up a lot less in a 1024*2 square. I'd like to give it a shot. 0 Share this post Link to post
Use Posted July 11, 2008 No duedates or checkpoints? I've always been interested in the concept but lack confidence making a good map this size! 0 Share this post Link to post
Guest DILDOMASTER666 Posted July 11, 2008 I've been doing alot of consideration, and I think I'll take MAP05. It'll be titled "Journey To Sunrise". It'll likely end up being a squeeze to make the absolute longest level I can possibly make in terms of completion times. 0 Share this post Link to post
SaladBadger Posted July 11, 2008 I've began work on my map earlier today. Here's what I have so far http://basementnet.dyndns.org/ryan/pics/Claustaphobia1024MapXX.png (yes those sectors off to the far right are important.) I named it Arth Orbital Station ][ (Does anyone know what I am referencing?) I assume it will probably be a map around 4 or 6 depending how I finish monster placement. 0 Share this post Link to post
Spertz Posted July 12, 2008 I'll take slot 24. I've started working on a map, it's gonna be cramped and difficult, also it's gonna be doom2exe compatible. 0 Share this post Link to post
Death-Destiny Posted July 12, 2008 Use3D said:No duedates or checkpoints? No need. I think everyone here can manage their own schedules. So long as maps get submitted in a timely fashion, I don't need to nag anyone. I'll only make duedates if nothing is getting done, but I see a pretty good mapshot already. And to be honest, making a 1024x1024 map should be fairly quick process in any case. 0 Share this post Link to post
gggmork Posted July 12, 2008 One thing I learned by accident is that scrolling floors move items at a speed based on the length of the linedef assigned to the scrolling (shorter line = slower scrolling). Scrolling floors don't move floating enemies like cacos though. I'm gonna scrap my brief attempt at Smash TV style gameplay and start over. 0 Share this post Link to post
esselfortium Posted July 12, 2008 If I wasn't involved in so many projects already, I'd probably do something for this. Knowing me, though, I wouldn't even be able to do a 1024 map quick and simple; I'd probably end up attempting to do some crazy thing that abuses tons of boom triggers and dummy sectors to make the entire map morph into a bunch of completely different structures as you play through it. Somebody should do that, it'd be awesome :P 0 Share this post Link to post
Death-Destiny Posted July 12, 2008 Spertz said:Are we putting coop starts in the maps? Yes, go ahead so the map doesn't crash on co-op play, though just like the original this isn't expected to be a co-op friendly WAD as many corridors would likely be like 64x64 or something too small to be fun for co-op. 0 Share this post Link to post
stewboy Posted July 13, 2008 I'll take map01, as no-one else seems to want to. I've got a nice simple map coming up. 0 Share this post Link to post
Mechadon Posted July 13, 2008 I'm probably going to do Map02 or something along those lines in difficulty. So uh, Map02 will be fine :p 0 Share this post Link to post
Death-Destiny Posted July 13, 2008 Excellent. Stewboy has turned in his map map already. We're off to a good start. I named your map "Mudbath" for now, but feel free to let me know if you come up with a name on your own, Stewboy. =) Since there are 32 slots and 19 mappers, that means once you guys get finished with your first map, you can go ahead and start on another for the next 12 submissions if you haven't got enough 1024-style goodness yet. ;-P 0 Share this post Link to post
Dutch Doomer Posted July 13, 2008 Maybe I could donate my Acheron map if thats allowed, I'm not interested in making an new one. 0 Share this post Link to post
Death-Destiny Posted July 13, 2008 Sounds good Dutch. That'd be much appreciated if that's your intention. =) 0 Share this post Link to post
Dutch Doomer Posted July 13, 2008 I don't know what to do with it, I thought it could fit in this project quite nicely. Just drop into one slot which is still free, I don't really care where it ends up.But since the map is fairly hard it would be best to use an slot somewhere above 20. Map name is: Forgotten Fortress, I'll email to map to you in a sec. 0 Share this post Link to post
shotgunmasacre2 Posted July 13, 2008 Hey, finished my map, I'll go ahead and get you the info. 0 Share this post Link to post
gggmork Posted July 13, 2008 Anyone have advice on how to do this: I have a normal player 1 start, and also a second dummy player 1 start (used to trigger linedefs)... well the problem is when I start the level, how do I make the first player 1 start the REAL start, not the dummy spot (right now it interprets the dummy as the real start and starts me over there). As for the level number for me, I don't really care (maybe 15-25), but I'd probably prefer not to have map 29 because that's too epic-last-map-b4-final-battle and I'm not really confident enough in mapping ability to do that one. 0 Share this post Link to post
Mechadon Posted July 13, 2008 Hey guys, I decided that I would try and compile a texture pack for this. I'm almost done...I'll run it by Death-Destiny before I release it though. I'm trying to cover lots of themes so it will be fairly versatile. So expect it shortly! 0 Share this post Link to post
Death-Destiny Posted July 13, 2008 gggmork said:Anyone have advice on how to do this: I have a normal player 1 start, and also a second dummy player 1 start (used to trigger linedefs)... well the problem is when I start the level, how do I make the first player 1 start the REAL start, not the dummy spot (right now it interprets the dummy as the real start and starts me over there). As for the level number for me, I don't really care (maybe 15-25), but I'd probably prefer not to have map 29 because that's too epic-last-map-b4-final-battle and I'm not really confident enough in mapping ability to do that one. The real player start is the one with the highest thing number, which is the most recently added one. Switching them should solve your problem. Glad you don't want slot 29 since my map will be EPICZ. So I'll use it then. ;-P 0 Share this post Link to post
Lord_Z Posted July 13, 2008 Mechadon I decided that I would try and compile a texture pack for this. Hooray, I love texture packs :) Have not started yet, sorry :( I have been away for a couple days but I'll get started right away. 0 Share this post Link to post
shotgunmasacre2 Posted July 13, 2008 "Corrosion" heh good name, I had a tough time coming up with a title. 0 Share this post Link to post
Mechadon Posted July 14, 2008 Alrighty, well I got the go-ahead from Death-Destiny to make the texture pack available. I know some of you wanted to use stock Doom2 texture instead of any new textures, and that's perfectly fine. Your not forced to use these...but anyways: http://mechadon.hostsnake.com/Claus1024TX_V01.zip http://www.zshare.net/download/152621342688a7bb/ (alternate download link) There are 558 new textures and 264 new flats for you guys to play around with, which should enough and then-some. I tried my best to cover lots of different themes here so you guys wouldn't get tired of the same ole shit over and over. Please be sure to read the readme for all of the texture credits. Death-Destiny, could you please add these links to the first post in the thread? @shotgunmasacre2 & Stewboy: You two are more than welcome to go back and retexture your maps with the new texture pack if you wish :D 0 Share this post Link to post
Mik57 Posted July 14, 2008 Alright, sorry this took me so long to confirm, but I was in scotland :) Anyway,My maps name for now will be 'last stand' or something a;long the lines of that. you can only imagine whay kind of map its gonna be. :P (map 32, if not taken.) 0 Share this post Link to post
shotgunmasacre2 Posted July 14, 2008 Alrighty then. Thanks Mech, ill check it out and see what I can do. 0 Share this post Link to post
Mechadon Posted July 14, 2008 Oh, I almost forgot to mention something. I haven't made the ANIMATED or the SWITCHES lumps yet so some of the new switches and other textures won't animate as of right now. It shouldn't be a big deal though, I'll compile those lumps soon. 0 Share this post Link to post
gggmork Posted July 14, 2008 I don't know how to use texture packs. Do I have to use xwe or something? 0 Share this post Link to post