Engired Posted September 2 (edited) DOOM 2 IN LOCATION ONLY I'm aware this was tried before (and I've been told it unfortunately couldn't be finished), but I'm hoping this time it'll be different. Context: We're going to turn this idea into actual maps - be it GermanPeter's interpretation or your own. Your goal is to make these places real. Make them make at least a little more sense. Try to aim for the same length, same difficulty, we're going for design and story, not realistic combat! I have included some tips from what I've learnt doing 'realism' in doom below. Follow them, or don't. Oh, and beginner mappers are welcome to join, but be warned this project is very much intended for intermediate and advanced mappers, and the project will be more successful if we keep it a little more advanced. Rules: Spoiler 1 - We're reinterpreting DOOM 2 to fit a 'realistic' interpretation of it. Maps should at least recognisably be a version of the original maps. Keep some landmarks, enemy motifs, et cetera. We're just changing them to look like real locations, per the above video. 2 - No custom MIDIs (although if people really want them I will allow it!), but minimal custom textures and flats are allowed. 32in24_tex has been included below for use in this project, but if there's nothing in there, I'm not against anyone adding resources. Skies are also allowed, no question. (but try not to switch into night, keep this either in daytime or cloudy.) 3 - MBF21 format, DOOM 2. This should keep it simple enough, and I hope it inspires some creativity. 4 - No DEHACKED please, of any kind. It's really annoying to deal with, and I'm not sure where to start with it. Can also be negotiated, I understand trees would be nice to add but I don't understand the new mbf21 format. And no other lumps! (animated maybe, I can learn how to deal with that!) 5 - Please test your maps!! dsda-doom or woof! Do not test in gzdoom! Behavior is different, and scrolling floors aren't properly implemented to work the same as dsda-doom or woof (or other similar ports). Also be nice. As always. 6 - No map slot amount limitations, although I'd prefer 3 max! Tips: Spoiler 1 - On lighting, I find it better to avoid fake contrast on natural areas, so avoid 90 degree angles like they're the plague. Fine for architecture (in fact they're preferred), but they kill the look of anything trying to be 'natural'. 2 - Overdetailing is your enemy. I love doomcute, but focus on the big picture. Big motifs work to define a map's look far more than that small crack in the wall. 3 - I tend to avoid harsh and darker lighting when possible, it changes the palette quite aggressively. It's okay to do that, depending on your style and map it can look really good, just keep the palette in mind when doing lighting. 4 - On textures, most are really obviously techy and abstract. Use them with purpose, and focus on making things look good, really it's a suggestion of reality at best anyway. 5 - Remember that maps exist outside of their bounds too - good use of far away visuals and techniques can really help immersion. Don't try too hard though, just pretend your map is at the top of a mountain if you want. If I or anybody else has anything to add, I can add it here! Maps: Spoiler Map preference is given to whoever comments earlier, because I may miss your comment - so sorry if that happens! Don't tell me though unless it's obvious I've missed it, I've gotten comments reminding me only a few hours after, while I've been asleep, so. It may take 24 hours. Once your name is here, your slot is guaranteed. 1 - @Foxo 2 - @Foxo 3 - 4 - @Logamuffin 5 - 6 - 7 - @ViolentBeetle 8 - 9 - 10 - 11 - 12 - @EagerBeaver 13 -@DankMetal 14 - 15 - @insanoflex312 16 - 17 - 18 - 19 - 20 - 21 - @Engired 22 - 23 - @Eviternatus098 24 - 25 - 26 - 27 - 28 - 29 - 30 - 31 - @The Name's Plissken 32 - @The Name's Plissken Download 32in24_tex: https://drive.google.com/file/d/1R7GEeIltD6p7IoYVw9Z3_m_kt3fNvwqw/view?usp=sharing Deadline is November! I will extend into the first half of December, but I want maps at least almost done by November. Edited September 4 by Engired 9 Share this post Link to post
Walter confetti Posted September 2 Interesting concept, atm i'm too involved in other projects and also i didn't really get the main theme of this (i'll write down a list of what are my interpretation of each maps) but anyway, good luck with your project, i'll keep a eye on this 1 Share this post Link to post
The Name's Plissken Posted September 2 Map31 for me. It'll probably be the easiest to do, more freedom to add realistic features, and very little stuff to be changed/fixed for realism, such as insanely thick castle walls and overly blocky layout. 2 Share this post Link to post
DankMetal Posted September 2 I've been waiting for a project like this for quite some time, i hope this project gets somewhere unlike the previous attempts! I want to take map 13, please. 1 Share this post Link to post
The Name's Plissken Posted September 2 (edited) @Engired Hey, what about changing enemy placement and their angles? (not adding or removing anything) It technically the changes difficulty minimally, but generally it's the same number of monsters in the same room. 0 Share this post Link to post
Engired Posted September 2 12 minutes ago, The Name's Plissken said: @Engired Hey, what about changing enemy placement and their angles? (not adding or removing anything) It technically the changes difficulty minimally, but generally it's the same number of monsters in the same room. Enemys don't have to be (and probably shouldn't be) the same between the versions. I'm only focusing on some motifs that remind players of the original map. You could choose to do it this way, but I recommend just vaguely having the same difficulty as base game. 1 Share this post Link to post
ViolentBeetle Posted September 2 (edited) I have an idea for MAP07, inspired by the text screen lore. I'd like to try bringing it to life. How hard do you want those maps to be? My idea would be served better if I add more monsters compared to the original. Edited September 2 by ViolentBeetle 2 Share this post Link to post
insanoflex312 Posted September 2 I'll take map 15, Industrial Zone sounds like a fun concept 1 Share this post Link to post
Engired Posted September 3 8 hours ago, ViolentBeetle said: I have an idea for MAP07, inspired by the text screen lore. I'd like to try bringing it to life. How hard do you want those maps to be? My idea would be served better if I add more monsters compared to the original. As hard as Doom 2 normally gets, although if necessary, I'm fine with higher difficulty. as long as it's not too extreme. 0 Share this post Link to post
The Name's Plissken Posted September 3 Oh I'll also take map32, so there can be consistency between the levels. 1 Share this post Link to post
Eviternatus098 Posted September 4 Hi, I'd like to take map23, barrels o' fun thanks. 1 Share this post Link to post
EagerBeaver Posted September 4 So, if I understood correctly, we're trying to make Doom 2 maps more "real life-like", right? I would like to take MAP12 "The Factory" then. In my hometown, there was a factory not so far from my house (now demolished... the factory, I mean), so I have some real-life references to use during map-making. 1 Share this post Link to post
Engired Posted September 4 4 hours ago, EagerBeaver said: So, if I understood correctly, we're trying to make Doom 2 maps more "real life-like", right? I would like to take MAP12 "The Factory" then. In my hometown, there was a factory not so far from my house (now demolished... the factory, I mean), so I have some real-life references to use during map-making. More to what the map is actually suggesting. Instead of how abstract it normally is. 0 Share this post Link to post
Eviternatus098 Posted September 5 The mapping has started! MAP: Barrels o' fun. 3 Share this post Link to post
DRON12261 Posted September 5 A little feedback from the side. I think this kind of naming style is a bit tired. To be honest, I didn't immediately realize it was a new project when I saw the thread on the list. Maybe in the future the project should be renamed to a more sound and memorable name, so that it doesn't get lost over time? 2 Share this post Link to post
insanoflex312 Posted September 5 @Eviternatus098 Screenshots looking good over there! Nice work. 0 Share this post Link to post
Engired Posted September 5 4 hours ago, DRON12261 said: A little feedback from the side. I think this kind of naming style is a bit tired. To be honest, I didn't immediately realize it was a new project when I saw the thread on the list. Maybe in the future the project should be renamed to a more sound and memorable name, so that it doesn't get lost over time? it's just something I came up with in like 5 minutes, I don't really have any better ideas right now. I'll probably change it to something different when it comes to release, as I have done for my previous community projects. 1 Share this post Link to post
The Name's Plissken Posted September 5 2 hours ago, Engired said: it's just something I came up with in like 5 minutes, I don't really have any better ideas right now. I'll probably change it to something different when it comes to release, as I have done for my previous community projects. Architect's Doom II ? 1 Share this post Link to post
Engired Posted September 7 On 9/6/2024 at 12:17 AM, The Name's Plissken said: Architect's Doom II ? Maybe, I'll figure something out. 0 Share this post Link to post
Foxo Posted September 7 WIP Screenshots of Map 02: Underhalls, decided to turn it into a flooded subway station. Spoiler 5 Share this post Link to post
Firedust Posted September 7 Maybe my memory is acting up, but I swear there was a similar project to this one a few years back. 1 Share this post Link to post
Engired Posted September 7 9 hours ago, Firedust said: Maybe my memory is acting up, but I swear there was a similar project to this one a few years back. From what I remember there have been a few similar projects, like there has been quite a few attempts to recreate doom and doom 2 into more modern GZDoom type wads as an example. I wouldn't be surprised if there was a more realism-based attempt too (I vaguely remember something like that. not sure if it ever released) but I don't think there has been a reinterpretation into 'real' places before. But I do think I remember something similar a while ago, although I also wouldn't be surprised if it was UDMF as many of these projects are. 1 Share this post Link to post
The Name's Plissken Posted September 8 8 hours ago, ViolentBeetle said: Doom II: De-abstractized. (Un)abstract kind of hell (on earth) 1 Share this post Link to post
The Name's Plissken Posted September 10 Castle Wolfenstein. Spoiler Spoiler 5 Share this post Link to post
Cryomnia Posted September 14 I'll be down to submit some maps, I'll take Map 28 and Map 24 for now! 1 Share this post Link to post
Eviternatus098 Posted September 20 (edited) Even more updates: Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Formatting I formatted this reply badly... 3 Share this post Link to post