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kildeth

NOVA: The Birth - v1.1 release now on idGames!

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Well I asked because i saw phobus name on the list and i know that he is not new to the mapping scene. well I will be happy to do something for this project although i'm not a newbie mapper.

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If I'd be holding a space a newb would otherwise have, I'll happily pull out of the project and use the map elsewhere - consider my participation in Nova 2 filler, in the same way that I was basically a cameo in the first one.

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Phobus said:
If I'd be holding a space a newb would otherwise have, I'll happily pull out of the project and use the map elsewhere - consider my participation in Nova 2 filler, in the same way that I was basically a cameo in the first one.


I'm willing to do the same. Even though I've only made one map before, I will withdraw if there is massive turnout for new mappers.

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@CorSair - That can be done. :) I'm allowing experienced mappers extra maps if they do collaborations with newbies anyway so that'll be fine.

@SFoz911 - Ok, one map for you then, unless you collaborate with someone new or someone who was in the NOVA project last time.

@Phobus and Stygian - Feel free to map for the time being as I'm allowing 21 slots for experienced mappers and more if they're willing to collaborate with newbies. If we get full you can always pull out and use your map for something different like dobu did with 'Immundum'.

@Superluigieth1 - Yay! Welcome aboard! :D

By the way, the texture sets are just the Doom II stock accompanied by these...

Doom Textures for Doom II
Final Doom Textures

...from here:
http://realm667.com/index.php/repository/texture-stock-mainmenu-152/doom-style-mainmenu-153

Any further textures will just be recolours of these and Doom II stock or entirely new textures designed by mappers for the use of the project, unless we get someone who exclusively wants to make new NOVA II textures which would be cool but not essential. Any custom textures will come as people make them so there's no need to wait. There might not be any and there doesn't need to be cause we've got plenty to work with already.

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I'm definitely in. I spent some more time working with Doombuilder and actually got a working map together on my 1st night. I'm friggin' stoked.

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My map was conveived as a Doom 1 map, using only Doom 1 stuff. It is very tempting to use the Doom 2 stuff but...I relent.

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Superluigieth1 said:

No IDTEX pack? :(


What do you think everyone? Should we throw IDTex as a texture pack in as well? The pack basically includes stuff from the Doom Alphas and Console Versions. If we throw this in, I may forgo allowing custom-made textures as we should have more than enough as it is.

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kildeth said:

What do you think everyone? Should we throw IDTex as a texture pack in as well? The pack basically includes stuff from the Doom Alphas and Console Versions. If we throw this in, I may forgo allowing custom-made textures as we should have more than enough as it is.

I could compile all those 3 wad resources to make one?

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I think allowing IDTEX would be fine, but I still think allowing custom textures should be allowed. I have an idea for a secret map I'd like to do & I would need to make my own custom textures for it.

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Ok, I'll allow both the IDTEX pack and custom made textures by authors. I think that should be plenty to decorate maps with.

Oh and note on the custom textures - provide them separately as well as in your map so we can compile a NOVA II texture set from them. Who knows, someone else might like your textures too and want to use them in their maps. :)

@Superluigieth1 - If you could combine the three, that'd be alright.

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Thanks for that, Superluigieth1. I might make Nova 2 a real thread tomorrow now that we've got the basics sorted.

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Superluigieth1 said:

PLEASE make NOVA 2 a real thread! Download for resource pack!

Fuck me, is IDTEX really that badly put together? All the patches are just added in as textures blindly, despite the odd dimensions and clear intention to use them like they are in the final run. Some of the other stuff looks pretty suspect as well, like the "voltage" warning sign not being centred enough to actually fully display.

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I (who have hardly ever started a map, never mind coming to close to completing one) will tentatively throw my hat into the ring. I've got an idea I'd like to try to bring to fruition. The problem, of course, is one of time: I'd rather be playing maps than making them. :)

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Is the IDTex issue going to screw us over or can we subvert it?

In other news, welcome Salt-Man Z. If you don't get around to finish a map, you can always help out by playtesting for us if we get a few maps together in the coming months.

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Wow, there's a lot of support for this already! Even though I said pages ago I wouldn't contribute, I'm tempted to return as an alumni and give mapping another go... so sign me up.

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Welcome back Dobu!

Wow, the IDTex thing looks real bad in Doom Builder. I better look further into this whole texture pack thing before we continue.

Edit: I think I know what's going wrong with the textures; some of the textures from multiple packs share filenames and thus when they are put together, they clash. This will have to be fixed for all the textures.

Another Edit: Ok, it definitely looks like this is the problem. I've got a job for someone who is willing to do it - could someone compile all the textures from the IDTex, Final Doom and Ultimate Doom Realm667 packs and change all their names so they do not clash with each other nor any of the textures used in the Doom II stock? I could do this but I imagine some of you will want to dig into the textures right away.
This will be something to keep in mind for the custom texture makers also. You have to come up with unique filenames other than those used in the Nova II combined pack or things won't work.
Oh and one other thing, how can we be sure animated textures will still work with filename changes and such? I don't know how this works so this will have to be considered by someone who does.

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@kildeth

Funny, all I really wanted was to make that NOVA:The Nursing Home joke because it seemed some experienced mappers were becoming interested, and I imagined myself doing the same thing. But hey, I'll be happy to join as a representative of Doom Senior Citizens. :D

I understand the terms and conditions, and on that score I know that one map is my max contribution, and also that this map will be the first to go to make room for new mappers. I understand, also, that I have an option to collaborate with newbies, and to offer playtesting services.

Even though I began in '96 with good old Realm of Chaos, some of the Nova mappers -- cannonball and mouldy spring to mind -- have produced way more maps than I have and, given that they also have certain mapping skills and knowledge I presently lack, are actually more experienced than I am.

I suppose I should play the original megawad, too. Apart from some EvilNed maps that I enjoyed, I know it mostly by reputation.

Anyway, I'm aboard.

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Man...those extra resources sure are tempting...but I am determined to finish my first map with just Doom 1 stuff. After that I might make more.

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kildeth said:

Another Edit: Ok, it definitely looks like this is the problem. I've got a job for someone who is willing to do it - could someone compile all the textures from the IDTex, Final Doom and Ultimate Doom Realm667 packs and change all their names so they do not clash with each other nor any of the textures used in the Doom II stock?


I'll get on this, will have it in time for tomorrow.

As far as switches and animated textures go, I think just keeping it to the stock Doom and Doom 2 ones only is best, since for limit-removing maps you're stuck with hardcoded names for switches/animations. I'll put in the waterfall in the WFALL textures, and maybe replace DBRAIN with a more useful lavafall if that's OK, but apart from that I think the normal Doom/Doom2 textures should take priority, and trying to do composite animation textures like in tnt.wad is a hassle and harder to use when mapping anyhow.

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kildeth said:

Welcome back Dobu!

Wow, the IDTex thing looks real bad in Doom Builder. I better look further into this whole texture pack thing before we continue.

Edit: I think I know what's going wrong with the textures; some of the textures from multiple packs share filenames and thus when they are put together, they clash. This will have to be fixed for all the textures.

Another Edit: Ok, it definitely looks like this is the problem. I've got a job for someone who is willing to do it - could someone compile all the textures from the IDTex, Final Doom and Ultimate Doom Realm667 packs and change all their names so they do not clash with each other nor any of the textures used in the Doom II stock? I could do this but I imagine some of you will want to dig into the textures right away.
This will be something to keep in mind for the custom texture makers also. You have to come up with unique filenames other than those used in the Nova II combined pack or things won't work.
Oh and one other thing, how can we be sure animated textures will still work with filename changes and such? I don't know how this works so this will have to be considered by someone who does.


:O

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Getsu Fune said:

Hurricyclone is starting to become tempted too, despite prior words.


Ah, a Doomer with MPD. ;D j/k

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In NOVA related news, Vermil just dropped this off on my comments page

"Map17 of this wad has a mapping error that means it requires a Boom compatible port, rather than just limit removing.

Door Sector 29 accidently has a tag of 3, meaning it is accidently affected by the constantly moving floor trigger on linedef 173, which prevents the door from being opened on non-Boom ports.

In Vanilla Doom, only the floor or ceiling of a sector can move, not both at the same time. The afore mentioned constantly moving floor trigger is always on and thus the floor is considered always moving. This blocks the door triggers (which attempt to move the ceiling) from working."

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I've got a few questions but I'm not sure where or who to consult about minor things I need to know in Doombuilder. I've got the basics down:rooms, connecting them, steps, doors, lifts, and I've been playtesting the heck out of each little section I finish. Since I am only two days experienced on mapping, I'm going to concentrate on the gameplay more than impressive architecture. I'm a better than average Doomer, so I tend to go a little more slaughter map style with little ammo to spare. Anyone willing to help me out with minor stuff would be greatly appreciated.

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SteveD said:

Ah, a Doomer with MPD. ;D j/k


Music Player Daemon? D:

j/k there, I know what you're talking 'bout.

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TOMORROW!? Well, there goes my plans for having my Map 01 candidate done by the start date, but hey, it doesn't matter because I'M SO EXCITED! :D

I also must shift my priorities. I have been spending most of my time working on the first episode of a Web Series that I've created, but this is now a higher priority.

See you all in the new thread!

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