EpicTyphlosion Posted October 10, 2020 Hopefully the wad will take about 12 hours to beat once we're done, lol 1 Share this post Link to post
CBM Posted October 10, 2020 (edited) 10 minutes ago, EpicTyphlosion said: Hopefully the wad will take about 12 hours to beat once we're done, lol why 12 hours? LOL for a 32 level megawad that will leave 20 minutes (22,5) on average to beat each level 0 Share this post Link to post
EpicTyphlosion Posted October 10, 2020 1 minute ago, CBM said: why 12 hours? LOL Dunno, I just like the sound of wads that'll keep me entertained for a long time. Also, what GZ/LZDoom version are we aiming for? 0 Share this post Link to post
CBM Posted October 10, 2020 (edited) 8 minutes ago, EpicTyphlosion said: Dunno, I just like the sound of wads that'll keep me entertained for a long time. Also, what GZ/LZDoom version are we aiming for? We will aim for the current version of GZDoom (v.4.4.2) or newer the theoretical minimum required version will be the one that added support for Surface Skins, since I use that ALOT when making MD3 3D monsters (unsure what version added this but it seems the "SurfaceSkin" feature, might be something that was added within the last 2 years or so) Edited October 10, 2020 by CBM 0 Share this post Link to post
EpicTyphlosion Posted October 10, 2020 Got it. Also, is the first deadline for adding new maps? Meaning you can still modify the maps after that point, just not add any more? 0 Share this post Link to post
CBM Posted October 11, 2020 3 hours ago, EpicTyphlosion said: Got it. Also, is the first deadline for adding new maps? Meaning you can still modify the maps after that point, just not add any more? precisely.. like alpha and beta stages in software development 0 Share this post Link to post
EpicTyphlosion Posted October 11, 2020 28 minutes ago, CBM said: precisely.. like alpha and beta stages in software development Got it. Time to fill up MAP02-99 with something 0 Share this post Link to post
Walter confetti Posted October 11, 2020 2 hours ago, Oldschoolgeek32 said: Is the wad in UDMF format? I was going to ask the same question, I have a unfinished short UDMF map (yes, another one!) to donate for the project, if you wish. Are you ok for having maps in UDMF or it just need to be stick to Doom in Hexen format? 0 Share this post Link to post
CBM Posted October 11, 2020 2 hours ago, Oldschoolgeek32 said: Is the wad in UDMF format? 3 minutes ago, Walter confetti said: I was going to ask the same question, I have a unfinished short UDMF map (yes, another one!) to donate for the project, if you wish. Are you ok for having maps in UDMF or it just need to be stick to Doom in Hexen format? Of course... it is DOOM2 UDMF :-) 1 Share this post Link to post
waciej Posted October 11, 2020 Sooooo we can add some of unfished UDMF format maps to this wad? 0 Share this post Link to post
CBM Posted October 11, 2020 41 minutes ago, waciej said: Sooooo we can add some of unfished UDMF format maps to this wad? yes, no problem 1 Share this post Link to post
Oldschoolgeek32 Posted October 11, 2020 I gotta question. Is this project going to use 3D models? 0 Share this post Link to post
CBM Posted October 11, 2020 (edited) 5 hours ago, Oldschoolgeek32 said: I gotta question. Is this project going to use 3D models? i want to but I can drop it if people doesnt like it it is not essential and I can always do a 3d pack later if every1 wants sprites at this time 0 Share this post Link to post
Redead-ITA Posted October 11, 2020 5 minutes ago, CBM said: i want to but I can drop it if people doesnt like it it is not essential and I can always do a 3d pack later if every1 wants sprites at this time I'd say we should probably make the whole 3d thing as an addon for it We make the mapset with just vanilla monsters and weapons so that people can play mods without us requesting for a vaccinated edition of sorts. It's a win win. 1 Share this post Link to post
CBM Posted October 11, 2020 3 minutes ago, Redead-ITA said: I'd say we should probably make the whole 3d thing as an addon for it We make the mapset with just vanilla monsters and weapons so that people can play mods without us requesting for a vaccinated edition of sorts. It's a win win. Agreed 0 Share this post Link to post
CBM Posted October 11, 2020 (edited) new rule all monsters and weapons must be vanilla to avoid issues with addon packs more info on those when gzdoom-1 is done 1 Share this post Link to post
URROVA Posted October 15, 2020 (edited) I think that 3D models are good for vehicles, or trees, i think that wold be good some 3D decoration and the enemies and items with 2D sprites. And i think that for a mod for GZDoom will be better the pk3 format than the plain WAD format 0 Share this post Link to post
CBM Posted October 15, 2020 (edited) 28 minutes ago, URROVA said: I think that 3D models are good for vehicles, or trees, i think that wold be good some 3D decoration and the enemies and items with 2D sprites. And i think that for a mod for GZDoom will be better the pk3 format than the plain WAD format it will be pk3 format... but all monsters and decorations will be vanilla with optional 3d packs (AFTER GZDoom-1 is completed) with MD3 files for decorations and monsters. I will NOT be allowed custom sprite based monsters in this project. That is non negotiable. For that there are Doom-2 and others... if it had been 100 percent up to me then we would have 3d monsters and decorations from the start... but since some people hate 3d models, I made the compromise to use vanilla resources for monsters and decorations in the initial version. HOWEVER... feel free to make sprite packs for monsters and decorations AFTER GZDoom-1 is completed... then people can select if they wish to play the megawad with vanilla stuff, custom MD3 models, custom sprites or even a mix for max compatibility, custom monsters should ideally just be vanilla monsters with a different look for flavour and to ensure same look across freedoom2 and doom2 IWAD based playthroughs Edited October 15, 2020 by CBM 0 Share this post Link to post
URROVA Posted October 15, 2020 question: DECORATE or ZScript for custom content? 0 Share this post Link to post
CBM Posted October 15, 2020 (edited) 1 hour ago, URROVA said: question: DECORATE or ZScript for custom content? decorate would be preferred 0 Share this post Link to post
URROVA Posted October 15, 2020 (edited) Release v0.02: Added MAP02: It starts on a sort of spaceship. At the end is a switch that doesnt do nothing yet (actives an empty script), you can continue the map from it. Added some decorations (a chair and some uac holograms) converted to ZScript (sorry CBM i converted before you say it, but we can use both decorate and zscript) Added the HORUS skybox from kothic for MAP02 Converted the WAD into a pk3 Link: https://mega.nz/file/fOgQXTDa#kmuW1W6YdkHId5BEuQ3yjWTZOqn_uHOddYPoKyw_slk 1 Share this post Link to post
CBM Posted October 15, 2020 (edited) 8 minutes ago, URROVA said: Release v0.02: Added MAP02: It starts on a sort of spaceship. Added some decorations (a chair and some uac holograms) converted to ZScript (sorry CBM i converted before you say it, but we can use both decorate and zscript) Added the HORUS skybox from kothic for MAP02 Organized into a pk3 Link: https://mega.nz/file/fOgQXTDa#kmuW1W6YdkHId5BEuQ3yjWTZOqn_uHOddYPoKyw_slk ok, I have no problem mixing zscript and decorate if needed :) edit: just tried the level... I like it, especially the sensation of movement... but I can't find the exit ..LOL ...the holograms are nice but we will need to do something about those sprite chairs at some point Edited October 15, 2020 by CBM 1 Share this post Link to post
URROVA Posted October 15, 2020 7 minutes ago, CBM said: it: just tried the level... I like it, especially the sensation of movement... but I can't find the exit ..LOL I didnt added an exit yet xD 1 Share this post Link to post
CBM Posted October 15, 2020 (edited) 19 minutes ago, URROVA said: I didnt added an exit yet xD ahh ok :D couldnt the chairs be made using 3d floors? (and then added as a resource) otherwise... here is a suggestion to how a 3d model for the spaceship chairs could look like (could be in obj format if need be, since it is very easy to work with) 0 Share this post Link to post
CBM Posted October 15, 2020 other options either a 3d floor chair could be exported directly to an obj or to a prefab a prefab might be best since its not strictly a 3d model 0 Share this post Link to post
URROVA Posted October 15, 2020 3D models for chairs will be cool, and i didnt know that you can export the 3D floor as a obj model, i thinked that DB exports the dummy sectors xD 0 Share this post Link to post
CBM Posted October 15, 2020 5 minutes ago, URROVA said: 3D models for chairs will be cool, and i didnt know that you can export the 3D floor as a obj model, i thinked that DB exports the dummy sectors xD I can try messing around with some low poly 3D chairs we could use instead of the sprite chairs, but if we mus obey by the rules regarding no sprite or 3d based changes related to deco and monsters then I'd say I should do some chairs using 3d floors and then I can always include a prefab of the chair for easy reuse in other maps 0 Share this post Link to post
Hitboi Posted October 17, 2020 On 10/9/2020 at 8:15 AM, CBM said: corona macrovirus: On 9/2/2020 at 9:13 AM, CBM said: No adding dumb stuff. If it does nothing good or funny or is just really dumb, then it shouldn't be there. You made something that broke your own rules Seriously, This is a joke 2 Share this post Link to post
CBM Posted October 17, 2020 1 hour ago, HitBoi64 said: You made something that broke your own rules Seriously, This is a joke I do not agree but it can be omitted if need be 1 Share this post Link to post