NaZa Posted June 18, 2019 (edited) RC2 IS AVAILABLE FOR DOWNLOAD: TextXtra_RC2.zip PREMISE OF THIS COMMUNITY PROJECT Each interested mapper was given four textures and four flats by this nifty tool by jmickle66666666, along with additional textures for doors, switches and doortracks. The idea was to spark creativity with such a limited texture said which is, in the end, a bit more relaxed than some other past restrictions, but restricting enough to make you think creatively. The project was first led by me, but in 2017 I transferred the ownership to bzzrak. After an initial push, nothing major happened throughout 2018 and 2019 which prompted me to ask bzzrak and consequentially lead the project to its finishing stages. OUTCOME The set contains 27 Boom-compatible maps with a very creative usage of the given four textures. Before each map, a room is shown with the texture set mappers used for their maps. You might notice two or so mappers have a bit more textures and flats than is the norm - in those instances, the textures/flats were regarded as SHIT and the mapper was free to select an additional texture. Same happens if a door(track) texture was one of the assigned textures. A look at a select few maps from the finished product. CHANGELOG FROM RC1 - Dragonfly's third map added as MAP05 - this map was made as a substitute for another map back in 2017 or 2018 when bzzrak was leading the project, but was never featured in any compilation. I thought it'd be a shame if a map made for the project never actually made it into it. Note this doesn't move MAP15 from its MAP15 slot, but moves MAP14 into the MAP16 slot. - MAP20 moved to the last map slot because of its extreme gameplay. Basically you can beat the map without killing anything or you can be swarmed by 200 monsters. It's for the best that it's moved to the last slot as it can be both the easiest and one of the hardest maps in the set. - Title, Inter and Text music added. - Text screens added. OLD STUFF Spoiler After retaking the CP back under my wing since @bzzrak left Doomworld (I contacted him), the project is safely entering the finalizing phase. This means that the compiled version we have on our hands, thanks to @Aquila Chrysaetos, is undergoing bug-fixing, map ordering, CWILV-ing and such. You are free to make a map only if you can 100% finish it in the space of 10 days. That's because the project's estimated pre-release date is 1st of July, 2019. RULES if you need a refresher: If you are interested, post in the thread - using , I will give you 4 textures and flats you're allowed to use. All of them should be used. Other than that, you are allowed to use the following textures: Door texture of your choice Switch texture of your choice DOORTRAK or DOORSTOP (choose) F_SKY1 (sky transfers are allowed exclusively for a custom sky) In case you are given any of the textures specified, you must use that one without choice, but you will get an extra texture of your choice. You are mapping in Boom format, -complevel 9. Deadline for possibly squeezing maps in is 29th June, 2019. I, however, doubt anyone would want to commit to such a rush except myself. MAPS we have so far: Restriction by @Dragonfly Mines by @olekopyto A Slice of BROWNPIP by @Doom14 Putrescence by @Walter confetti Technological Rocks by @joe-ilya Cement DUDEs by @Solarn Green Flow by @Pinchy Under the Stars by @rdwpa Oscuro Rayo by @Azuruish Alchemist's Tower by @dobu gabu maru Castle of Hegemonic Crucifixion by bzzrak Pinkies and DBRAIN by @Du Mhan Yhu Grzegżółka by olekopyto Soul-Searching by @Albertoni UAC Canal #3 by @muumi Underground Blues by @floatRand Bizzare by @Mosshopper Shit'n'Crisps by @VeinCrawler It's Green by @StraightGib'nEm Sea of Nuclear Waste by Walter Confetti Synas Bulwark by @riderr3 Spiraling Torment by Dragonfly Garden Cleanup by riderr3 Cursed Realms -- Flooded Palace by @StormCatcher.77 old thread older thread Edited August 30, 2019 by NaZa 20 Share this post Link to post
riderr3 Posted June 18, 2019 This is great news and this project is somewhat unique. Glad you take it over. I hope somebody who not participated also take a try.@NaZa also, I will make one more map for this project, cause I have no active projects currently. 1 Share this post Link to post
dobu gabu maru Posted June 18, 2019 Oh hey this project IS still alive! Was thinking about trying to wrap it up myself in 2020, so I'm glad it's getting a nice bow on it by July. An idea I had and wanted to implement was to have a "starting" room for each map that shows you the 4 textures and flats that the author gets to use, as it's a little more impressive when you get to see what the author had to work with. Could be cool and wouldn't be too hard to implement (just have four sectors with the flats/texture combos and a teleport leading to the official start of the map). Also I'd prefer my map to be the last one in the set, or close to last. It's a mean map and I'd rather have people not get stuck there and refusing to skip it. 2 Share this post Link to post
NaZa Posted June 19, 2019 10 hours ago, dobu gabu maru said: An idea I had and wanted to implement was to have a "starting" room for each map that shows you the 4 textures and flats that the author gets to use, as it's a little more impressive when you get to see what the author had to work with. That is indeed a great idea, gotta admit. Will implement it, and see whether it's good when RC rolls. 10 hours ago, dobu gabu maru said: Also I'd prefer my map to be the last one in the set, or close to last. It's a mean map and I'd rather have people not get stuck there and refusing to skip it. From what I've played through so far, I don't think you have to worry too much in that regard. 0 Share this post Link to post
Walter confetti Posted June 19, 2019 Great to see that this project finally can see the light of the day... 0 Share this post Link to post
riderr3 Posted June 19, 2019 (edited) @NaZa I requesting a texture set for my map. Edit: Here is extra textures which I will use: DOORTRAK, SW1METAL, BIGDOOR6 Edited June 19, 2019 by riderr3 1 Share this post Link to post
NaZa Posted June 19, 2019 (edited) WOODGARG FIRELAV3 BLODRIP1 ASHWALL2 CEIL3_3 STEP2 FLOOR5_1 FLAT4 Well, all I can really say is good luck. Atrocious walls, and flats are only mildly better. EDIT - Did a roll for my textures too. Fairly decent and hell-tech, I think... I got immensely lucky. Edited June 19, 2019 by NaZa 2 Share this post Link to post
Philnemba Posted June 19, 2019 This community project sounds interesting however sadly I'm currently juggling 2 other projects and trying to finish a solo mapset. However I am looking forward to the final results to this :) 2 Share this post Link to post
Walter confetti Posted June 19, 2019 (edited) Talking about new maps, i've send to brazzk a possible secret map for this project, the map itself is a little unfinished, but i can say that i have a layout ready... I could resurrect and finishing it as a normal map and with new textures set... there's nothing really much to finish actually. 2 Share this post Link to post
NaZa Posted June 19, 2019 Walter, it'd be good. You can keep it a secret map if you want. 1 Share this post Link to post
Pegleg Posted June 19, 2019 @NaZa I would like to take a stab at making a map for this project. Please send me the textures and flats. I also plan to use DOOTRAK and I'll figure out the switch and door once I see the random selection that I get. 1 Share this post Link to post
Walter confetti Posted June 19, 2019 59 minutes ago, NaZa said: Walter, it'd be good. You can keep it a secret map if you want. All right, so i'll see to finish out then minor changes that needs.. 0 Share this post Link to post
NaZa Posted June 19, 2019 (edited) @Pegleg PIPEWAL2 SFALL1 SILVER1 BROWNPIP FLAT20 FWATER3 FLAT5_1 FLAT5_5 Interesting set with a slime fall, but a water flat! Pinchy had a similar situation, but also marble textures. 0 Share this post Link to post
dobu gabu maru Posted June 19, 2019 (edited) Here's a sample of an intro that could be used for each of the maps. Only thing added is the black texture/flat, and you can easily swap out the player 1 start in the main maps with a teleport thing and marking the sector 999 (unless it has some other #, then you'd just change the teleport trigger lines). I didn't include space for doors because I'm not even sure people use the same amount of door textures per map; the main thing to showcase is just what the set hands to you. TEtest.zip Edited June 19, 2019 by dobu gabu maru 1 Share this post Link to post
riderr3 Posted June 23, 2019 Done. Quote "Cosmic canning shop" by riderr3 For Texture Extravaganza Community project. Advanced engine needed: Boom compatible Music: Iron Maiden - The Evil That Men Do.mid Skybox by Mechadon Single Player: Designed for Cooperative: Yes Deathmatch: Yes Difficulty Settings: Yes Build Time: 5 days Editor(s) used: GZDoomBuilder-bugfix, SLADE3, WadSpy Tested With: PrBoom-Plus 2.5.1.4 Description: UAC corporation sends you to a remote cosmic canning shop. Recent reports indicate that most of the metal equipment has turned to rocks, and the shop has also been attacked. We need to find out what's going on. Download: http://www.mediafire.com/file/803m0fw4wghd713/coscshop.zip Screens: 3 Share this post Link to post
Walter confetti Posted June 23, 2019 On 6/19/2019 at 9:58 PM, dobu gabu maru said: Here's a sample of an intro that could be used for each of the maps. Only thing added is the black texture/flat, and you can easily swap out the player 1 start in the main maps with a teleport thing and marking the sector 999 (unless it has some other #, then you'd just change the teleport trigger lines). I didn't include space for doors because I'm not even sure people use the same amount of door textures per map; the main thing to showcase is just what the set hands to you. TEtest.zip Looks pretty cool! 0 Share this post Link to post
Walter confetti Posted June 24, 2019 (edited) Finished my secret level and send to NaZa via PM! Edited June 24, 2019 by Walter confetti 1 Share this post Link to post
Pegleg Posted June 29, 2019 @NaZa With the deadline for submission today, I'll have to resign myself to not being able to finish the map I started for this project. The time I expected to have didn't materialize and I was only able to make part of one room. Oh well. I'm looking forward to the release. 1 Share this post Link to post
NaZa Posted July 1, 2019 @Pegleg Don't worry, it's okay. I've hit a few bumps along the way of getting this thing out, but it'll happen next Monday. Been a rough one, this week, with commitments for a load of other things too, which is kinda ironic since it's holidays. Oh well. 1 Share this post Link to post
NaZa Posted July 3, 2019 Bugfixing Day 1 ----------------- @StormCatcher.77 - Flooded Palace has a softlock spot near the beginning of the level - from the place in the picture you can straferun into the window. I have not been able to find a way out as the door? doesn't open from the inside. 1 Share this post Link to post
StormCatcher.77 Posted July 4, 2019 (edited) @NaZa, my special thanks for bringing the project back to life! I already forgot about it... I decided to make some changes to my map, in addition to fixing bugs. It was obvious that the idea with instand-death-traps was unsuccessful in gameplay terms, and I refused it. Now the marks on the floor only play the role of barriers in some places. The lighting that was originally designed to look good in GLBoom has now been reworked and looks much better in software render. And several other bugs found and fixed during testing (in addition to one mentioned by NaZa). Today I have not tested the map fully yet, so I can not guarantee that I did not break anything... > Download P.S. And yes, I believe we can see next iteration of this project someday. Mapping in such strict frames is fun experience that could ever plunge into once again. Edited July 4, 2019 by StormCatcher.77 1 Share this post Link to post
riderr3 Posted July 5, 2019 http://www.mediafire.com/file/g625dnnn5v6kpmv/synabulw_v2.zip/file My update for Synas Bulwark, at the request of Naza. Now it contains one more secret area and secret exit. 1 Share this post Link to post
NaZa Posted August 1, 2019 (edited) RC1 (edit: HOTFIX) IS AVAILABLE FOR DOWNLOAD: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=61690 Known issues: Title, Intermission and Text MIDIs underway. Custom Intermission screen might happen, but I can't create those. Custom text screens will be added. Edited August 2, 2019 by NaZa 4 Share this post Link to post
NaZa Posted August 2, 2019 Nevermind. RC1 has a couple of issues. Link taken down for the time being. 1 Share this post Link to post
NaZa Posted August 2, 2019 Okay. RC1 HOTFIX is out. All of the individual map issues were dealt with, also fixing a sky transfer issue on MAP10 and a few softlocks on MAP12. Texture Extravaganza - Release Candidate 1. Hotfix. 5 Share this post Link to post
NaZa Posted August 20, 2019 Paging @joe-ilya, @dobu gabu maru and @Dragonfly (for Spiralling Torment - you told me to remind you but I forgot), I need music credits for your maps, and correct me if I'm wrong, but you never stated it. 2 Share this post Link to post
Walter confetti Posted August 20, 2019 Joe-ilya is not anymore on this forum like from a lot of years... But if you have a Doomer Boards account you can always send him a note... 0 Share this post Link to post
Terminus Posted August 20, 2019 Hey, I noticed nobody replied here, so I just want to say I finished this wad today and had a blast! I've been eyeing this project for a while (and even attempted a map for it years back) and I'm happy to see it finished. The creativity that everyone presented with this given limit was astounding and inspiring, showing you that you don't need a lot of fancy textures to make beautiful maps. Great stuff! I did notice one small bug, at Flooded Palace (Stormcatcher's map) there's an extra Player 1 Start before the first red skullkey pusher section. 3 Share this post Link to post
NaZa Posted August 20, 2019 (edited) 5 minutes ago, Terminus said: Hey, I noticed nobody replied here, so I just want to say I finished this wad today and had a blast! I've been eyeing this project for a while (and even attempted a map for it years back) and I'm happy to see it finished. The creativity that everyone presented with this given limit was astounding and inspiring, showing you that you don't need a lot of fancy textures to make beautiful maps. Great stuff! Thank you for giving it a playthrough! Admittedly, the OP of the thread isn't all too inviting and looks like a dev thread, but I'll change that for when RC2 rolls around which will hopefully be the definitive version of the WAD. And you are right, we all sometimes think that we need copious amounts of textures to do copious amounts of detailing, when in reality most of it is just redundant and made to fit the false criteria of "detail = great map". With 7 textures and 4 flats being the standard (Pinchy's Green Flow and rdwpa's Under the Stars both using 12 due to an additional texture/flat, respectively), and some maps like VeinCrawler's Shit'n'Chips using only 4 textures and 4 flats, it really shows it all indeed. Makes me even sadder about the fact I had not contributed anything despite starting and finishing this project. Quote I did notice one small bug, at Flooded Palace (Stormcatcher's map) there's an extra Player 1 Start before the first red skullkey pusher section. That will be looked into and fixed. Once again, thanks! 1 Share this post Link to post
Dragonfly Posted August 21, 2019 23 hours ago, NaZa said: (for Spiralling Torment - you told me to remind you but I forgot) djent.mid by ninja.kitty. Source: https://www.ultimate-guitar.com/forum/showthread.php?t=1523228 1 Share this post Link to post