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Doomkid

JAMAL JONES TRILOGY - Old development thread - [Doomkid's 20 Years Mapping Contest]

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Really cool resource pack, though I'm surprised there's no new skies. I guess that keeps with the theme of classic Doom. I love Doom 2's Sky1, so I'm not complaining.

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God damn, you are on a role with these. I swear these characters sound like something out of an exploitation movie

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I am a huge fan of the wad in sense returning to the original Rudy look and feel, Rudy 2 was an improvement in many ways but I missed the look and feel of the original. 

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1 hour ago, Dusty_Rhodes said:

Really cool resource pack, though I'm surprised there's no new skies. I guess that keeps with the theme of classic Doom. I love Doom 2's Sky1, so I'm not complaining.

I may actually change the skies, but just to other subtle/natural skies that should mesh just fine.

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Not sure why there are 2 different packs of lavafall textures in this texture pack, but this is cool! Big fan of Rowdy Rudy stuff.
I'll try to cook something up.

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"Jamal Jones: One Man Jury", one hell of a title! A straight-to-VHS movie about a vigilante ex-cop. He gets things done - with his fist and a gun.

 

I don't generally map for vanilla, but this contest sounds cool!

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very nice 
i may actually participate in this contest 
since i have some free time after im done with some mods im about to finish 
will most likely make a small map for it anyways 

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sounds fun!

But the 50 wad limit combined with first come first serve is a letdown. At my general mapping pace, I can't commit the hours to making an excellent vanilla map if I'm not guaranteed entry when it's done in a couple of weeks.  

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Wonderful, another contest! And I'm not sarcastic! How many levels can be included in a wad? One or more?

 

Good luck with the contest! I don't know if i can do something since I'm involved in many other projects...

Edited by Walter confetti

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10 minutes ago, Pistoolkip said:

the 50 wad limit combined with first come first serve is a letdown. At my general mapping pace, I can't commit the hours to making an excellent vanilla map if I'm not guaranteed entry when it's done in a couple of weeks.  

This limit was imposed mainly for the sake of my own sanity as a compiler and "project lead" more or less (despite this being a competition and not a traditional CP). I wouldn't want to turn people away though who would otherwise have a vanilla submission made for this, so I'll get rid of the limit for the time being. I seriously doubt I'll get that many actual wads handed in within the next 7 weeks, so I'm happy to remove this limit.

 

4 minutes ago, Walter confetti said:

Good luck with the contest! I don't know if i can do something since I'm involved in many other projects...

Thank you Walter! And please, only one map per person. I'll clarify this in the OP!

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Cool project! 😗
So the WAD would be a map01 with custom music? No DEHACKED lump or anything? Just tell you the level name and provide the intermission screen graphics?

Deathmatch and Coop starts I guess?

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9 minutes ago, sectrslayr said:

Cool project! 😗
So the WAD would be a map01 with custom music? No DEHACKED lump or anything? Just tell you the level name and provide the intermission screen graphics?

Deathmatch and Coop starts I guess?

Yep, the wad you send me will just be a MAP01 and a custom MIDI track! You don't even need to provide inter graphics, just a map and a MIDI (the map being made using OneMan.wad from the OP as a resource, of course - just clarifying this for others).

 

When you're testing your map, just load it alongside "OneMan.wad" so that it pulls the correct textures and enemies. Also yes, please do include 4 coop and DM starts just to avoid crashes!

 

EDIT: OneMan.wad does have the DeHackEd embedded, so most ports will just read it natively. The separate .DEH file is just for vanilla Doom's sake!

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Hmmm.....

 

I'm tempted to try and make something for this.  I just finished playing through both Rowdy Rudy wads for the first time recently & rather enjoyed them, however I've never made anything before that strictly conforms to vanilla limits before so I'll have to figure out how to test for that.

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There are a few different ways you can make sure your map is totally crash-free in vanilla Doom:

 

- Firstly, of course, make sure you're mapping in plain-Jane Doom2 format. (An easy one to get wrong which I've done an embarrassing number of times)

- Secondly, if using Ultimate Doom Builder or GZDB, you can use the "Visplane explorer" option. This will show red areas where the the game will crash if the player walks because too many sectors are in view at once.

- Thirdly, you can try using ChocoRenderLimits. It will tell you in real time as you test your map if it's breaking limits (Link at bottom of page)

 

Between Visplane explorer and ChocoRenderLimits, it becomes a whole lot easier to make sure your map is conforming to vanilla's rather strict limits!

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Hello! I am thinking about maybe trying my hand at a vanilla map in this project (and more mapping in general, finally), so I tried setting up ports and mapping environment.

 

First I had to change "S_END" to "SS_END" in the .wad (so it matches "SS_START") to make UDB load the sprite replacements.

 

Now for a bit of trouble: I was trying to use Chocolate Doom for this. When loading the embedded dehacked in the .wad in Chocolate Doom with -dehlump in the UDB game configuration, Chocolate Doom gives me different errors always along the lines of what is in the picture. It all works perfectly fine when testing my simple room in any other port like Crispy Doom or GZDoom.

 

Am I maybe doing something wrong with how to get Chocolate Doom to load the dehacked, or should I simply try to run it all in dos Doom?     

the_error.PNG

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So, when testing, try renaming the last SS_END lump back to just be S_END again before actually booting the map. (The reason for this is that Vanilla Doom wants an S_END lump if it’s looking for new sprite names but NOT an S_START lump, which is why the convention of renaming it SS_START came to be)

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I see! I am not too familiar with the inner workings of .wads and how they are read. I renamed "SS_END" back to "S_END" and the dehacked loads in Chocolate Doom. So switching it back and forth between mapping and testing is the way to go for me it seems. Thank you for clearing up the confusion!

Edited by Glikkzy

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I'm a sucker for maps that stink like 90s' and I've always wanted to replicate that strange feeling in a map. Sadly I don't have enough time to cook up a map, however I'm really curious how this will turn out! Good luck everyone!

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Not sure I have the time, but just in case, does the savegame buffer overrun count as non-vanilla compatible here? It's a natural guide back to the 90s style I suppose!

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I don't think I have a lot of time for this, but I would like to try. Count me in.

Also, I love 90s wads!

Edited by Hitboi

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3 hours ago, Doomkid said:

So, when testing, try renaming the last SS_END lump back to just be S_END again before actually booting the map. (The reason for this is that Vanilla Doom wants an S_END lump if it’s looking for new sprite names but NOT an S_START lump, which is why the convention of renaming it SS_START came to be)

Is this if you only rename the sprites?

I have found that vanilla doom will accept s_start if all names are the same, But you would also need to include all sprites from the iwad, and while I don’t believe that is illegal, it balloons the lump count. 

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