Dutch Doomer Posted December 28, 2005 Dr. Zin said:EDIT: And to those not in the know, Linedef action 271 is your friend if you want to change the sky. Thank you Dr Zin sky has been changed to SKY1, didn't knew this trick yet. 0 Share this post Link to post
Grazza Posted December 28, 2005 Dr. Zin said:Linedef action 271 is your friend if you want to change the sky. Note that this is an MBF feature, so some Boom-compatible ports (including Boom itself) don't support it - they just use the default sky instead. In general, I would suggest that for a Boom-compatible project, one specific version of one specific exe is specified in which each map must work*. Given the variety of features supported or not supported by the various "Boom-compatibles", this seems the best way to avoid a wad that won't work in its entirety with anything. <small>* People could still use visual effects (such as these special skies) that don't work in that exe, just as long as they don't make it unusable in it. And obviously the intention is that the overall wad should function in as many Boom-compatible ports as possible - that's the whole point of Boom compatibility, after all.</small> 0 Share this post Link to post
Macro11_1 Posted December 28, 2005 Map - Map04 Name - Zumma Monster - ChaingunGuy Resource Code - n/a Wont be adding anything. Is there a set map length for early maps? 0 Share this post Link to post
scwiba Posted December 28, 2005 Sounds really interesting. I really hope this works out because I'm looking forward to it. If I can give some suggestions, looking at pcorf's progression of enemies, I think it would probably be a bad idea to use the same monster twice in a row. I also think it would be cool if one or two levels were sort of 'boss' levels, having only one enemy used in a way that makes them especially dangerous and interesting to fight. Just a thought. I'm working on a project of my own at the moment, but I would like to help out if I have time. I'll get back to you on that. 0 Share this post Link to post
-_DLD_- Posted December 29, 2005 I'll try my hand at this. My first attempt at a map will probably be Map05 - Shooting Gallery. Monster: Heavy Weapon Dude. Wish me luck! Oh yes, should these be playable from Pistol Starts or not? I'm also not building this for DM/Coop. Is there a problem with that? 0 Share this post Link to post
Dr. Zin Posted December 29, 2005 Grazza said:Note that this is an MBF feature, so some Boom-compatible ports (including Boom itself) don't support it - they just use the default sky instead. ... * People could still use visual effects (such as these special skies) that don't work in that exe, just as long as they don't make it unusable in it. And obviously the intention is that the overall wad should function in as many Boom-compatible ports as possible - that's the whole point of Boom compatibility, after all. Even though the sky changing linedefs aren't strictly kosher, I think they should still be used because the effect is only cosmetic (as you stated). Macro11_1 said:Wont be adding anything. Is there a set map length for early maps? There are no set map lengths. Do what you want. I also just gave you the code of NA to simplify things. -_DLD_- said:Oh yes, should these be playable from Pistol Starts or not? I'm also not building this for DM/Coop. Is there a problem with that? Oh, I need to add that to the rules. The maps do need to be playable from a pistol start. You can put co-op in if you want, but I'm not. I think DM starts are silly considering that DM is dominated by Dwango. Also, what resource code do you want? 0 Share this post Link to post
-_DLD_- Posted December 29, 2005 Dr. Zin said:what resource code do you want?If I'm using anything custom (I doubt it, aside from music), then it'll be DLD. 0 Share this post Link to post
Use Posted December 29, 2005 I'll bite. Sounds like fun. Map - Map01 Name - The Dead Maker Monster - Zombieman Resource Code - US 0 Share this post Link to post
Psyrus Posted December 29, 2005 I started on a map of my own, but I may be a little rusty in terms of balanced gameplay and such. I'll go ahead and give this an attempt anyway. Map - Map22 Name - Knightmire (name pending) Monster - Hell Knight As for resources, I won't be adding any new textures/flats, but how does this apply to music replacements? Map22 has that version of the The Dave D. Taylor Blues with a stuck note at the end...unless that depends on the player's computer's MIDI synth. 0 Share this post Link to post
-_DLD_- Posted December 29, 2005 Is it an iron mandate that all maps are skill-compatable? I'm making mine playable on all difficulties. And a little progress report: I've got about 60 sectors done (this is uber speed mapping by my standards...my first ever dabblings with DB) and I'm setting up some pretty vindictive Chaingunner traps. Thus far, most of the textures are of the BRONZE varity. Incase anybody's curious, I've been playing TNT on UV lately...and all of their fucking evil Chaingunner traps inspired me to make this map. 0 Share this post Link to post
Vile Posted December 29, 2005 Hmm, how many existing maps have done this before? The only one I can think of is plutonia map11. 0 Share this post Link to post
Grazza Posted December 29, 2005 Vile said:Hmm, how many existing maps have done this before? The only one I can think of is plutonia map11. Equinox map10 is also arch-viles only (great map too). I recall there being at least one other archies-only map somewhere too. phtga has several levels with just one monster-type (the map itself is the same in each case). 2sectors map15 had only SS Nazis. And of course there's Cyberdreams. 0 Share this post Link to post
Dutch Doomer Posted December 29, 2005 Just wondering is there an texture recource wad availible with all wolf3d textures. I might add a few missing wolf3d textures, couldn't find any when I searched for it. Some statistics of my map so far: -2530 vertices -2803 linedefs -4523 sidedefs -379 sectors 0 Share this post Link to post
RjY Posted December 29, 2005 Vile, Grazza: there was also that arcade megawad 0 Share this post Link to post
esselfortium Posted December 29, 2005 dutch devil said:Just wondering is there an texture recource wad availible with all wolf3d textures. I might add a few missing wolf3d textures, couldn't find any when I searched for it. Some statistics of my map so far: -2530 vertices -2803 linedefs -4523 sidedefs -379 sectors If you want, I can send you all of the Mac Wolf3D textures as png's. There are slightly fewer variations than PC Wolf3D, but they're double the resolution (the ones included in Doom II are from Mac Wolf3D). I can also include the ones that Laz Rojas made for his "ports" of Spear of Destiny and other things like that. Mike 0 Share this post Link to post
Dutch Doomer Posted December 29, 2005 superloud4 said:If you want, I can send you all of the Mac Wolf3D textures as png's. There are slightly fewer variations than PC Wolf3D, but they're double the resolution (the ones included in Doom II are from Mac Wolf3D). Yes that would be great help can you send me the Mac Wolf3d ones. Morbid_DooMer at hotmail.com 0 Share this post Link to post
Torn Posted December 29, 2005 Map - Map27 Name - Temple of Arch-vile Monster - Arch-vile Resource Code - TO 0 Share this post Link to post
Craigs Posted December 29, 2005 I can think of a 6 ways to make a map with nothing but zombies fun and hard. With or without Zdoom. 1. Make the map big with a lot of non-deaf monsters. This way they just seem to pop out of no where and keep coming. 2. Keep the number of weapons down. Rather then placing the player in a cramped room full of them, place them in cages or on cliffs so the player can't get their ammo. 3. Don't mob the player with them. They'll just kill eachother. 4. Create traps. place crushers and nukage at key spots so that the player has to stay on his toes while fighting them. 5. Create monster closets designed not to give away their arrival when they spot the player. 6. Use just a tiny bit of DeHacKed to make them slightly harder. Just barely noticable. ;) 7. Make the rooms dark. They're zombies you fools! They belong in dark and spooky places! 0 Share this post Link to post
Dr. Zin Posted December 29, 2005 Lutarez said:As for resources, I won't be adding any new textures/flats, but how does this apply to music replacements?I forgot to say that. New music is perfectly fine.-_DLD_- said:Is it an iron mandate that all maps are skill-compatable? I'm making mine playable on all difficulties.The map should be playable on all of the normal difficulties (obviously Nightmare is a different story). It would be nice if people tried to incorporate at least a little difference between the different difficulties.Craigs said:I can think of a 6 ways to make a map with nothing but zombies fun and hard. Then join the project! 0 Share this post Link to post
Craigs Posted December 29, 2005 Gladly. When I get my own computer... :( 0 Share this post Link to post
Enjay Posted December 29, 2005 superloud4 said:Mac textures... I've been trying to get them extracted for ages. The Astrostein stuff too. Is there any way to do this on a PC or is a Mac required? I dl'd a mac based program a number of years ago but none of the Macs I had access to at the time would run it. The Mac sprites were much higher res too. Unfortunately I believe they were only from the front angle. :( 0 Share this post Link to post
Siggi Posted December 30, 2005 Sounds like fun! Slot - 3 Name - ... I'll think of one later Monster - Revenant Resource Code - PS 0 Share this post Link to post
DemonDemon Posted December 30, 2005 Oo, sounds like fun. :D Considering my last attempt at doing a level for a project got nuked by my faulty computer, I think it would be a good idea to try and make up for it... <_<; Anywho... Slot - 1 Name - Hmm... er... Imp see? Flame Retarded? Pimpin? Whatever. :) Monster - Imp Resource Code - IS 0 Share this post Link to post
pcorf Posted December 30, 2005 I havent started my map yet, should do so in the new year. Map - Map20 Name - Cyberswat Monster - Cyberdemon Resource Code - CB 0 Share this post Link to post
-_DLD_- Posted December 30, 2005 Progress report: 377 Verticies, 488 Linedefs, 767 Sidedefs, 108 Sectors, 178 Things. Aaaand a question. What should the weapons be? My map starts you with a shottie and box of shells (so it's playable from a Pistol Start, since I don't think you'd want to face a small army of Chaingunners without a Shottie), and so far has (obviously) Chainguns galore plus a secret SSG. Is that satesfactory or should I throw in a hidden Backpack and/or Rocket Launcher? What about a Chainsaw? 0 Share this post Link to post
Dutch Doomer Posted December 30, 2005 So far my map has the shotgun and the chaingun, I think ill add the SSG and the plasmarifle and thats about it. But the last two weapons will be in secret rooms with some ammo and a backpack. @ DLD I think an chainsaw will be pretty useless on an bunch of chaingunners, maybe a rocket launcher with some ammo would be better. 0 Share this post Link to post
-_DLD_- Posted December 30, 2005 Yeah, I should be able to do that. I was thinking of the Chainsaw you later levels. I may have a hidden Rocket with sparse ammo as a "reward" to make your war with the Chaingunners easier. I'm going to make this map as big as I can, and only finish it when I run out of ideas for tricks 'n' traps that abuse Chaingunners. 0 Share this post Link to post
Ichor Posted December 30, 2005 A chainsaw might be good if you were invisible. They tend to miss a lot even up close. Besides, a bunch of chaingunners would probably just kill themselves anyway. 0 Share this post Link to post
Nuxius Posted December 31, 2005 *coughs* Nuxius, on the previous page, said:Well this definitely sounds interesting. I think I'll go ahead and sign up for it. Section 2 Mancubus NU I don't have an name yet though. ;) 0 Share this post Link to post
Dutch Doomer Posted December 31, 2005 Dr. Zin said:Tenatively (and very tenatively) I am making level 31 be an Archnotron level. If someone else has a better idea they can talk to me. Maybe do map31 and map32 as an wolfenstein SS map, or map31 wolfenstein SS and map32 cyberdemon just like doomII. I can do another map for this project if you want, my other one is coming along nicely. 0 Share this post Link to post