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The Mysterious Moustachio

Interception: Part II (Texture Pickings Underway!)

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Some of you may have been wondering about Interception: Part II. After all, the old thread's been abandoned for months! Well, look no further, because I2 is getting a reboot! Only, this time we're doing things a bit differently...


Interception: Part II is the sequel to Interception (go figure). Following the events of Interception, the minimal plot involves the player being sent to the demons' home dimension. The difficulty should be very high (not slaughter-level, however), and there will, in fact, be 32 maps total. However, there are two big changes made to the formula here:


#1: No Partial Conversion! I was in a bit over my head by trying to make I2 a PC. We're just going to keep it simple and focus more on gameplay this time around. This will still be vanilla-compatible!

#2: No reserved map slots! One of the main issues with Interception was that the quality and pacing of the maps were unbalanced, and the wad suffered for it. This was mostly due to the mappers having to reserve a slot. With I2, however, we will instead let you map for a certain episode theme. When we reach the minimum amount of maps for every episode, the testers and I will go through and decide which ones will be included and the order in which they will go.



Episode 1:
-Theme: Frozen Over or Dried Up Hell
-Minimum Number of Maps: 15

Episode 2:
-Theme: Otherworldly Dimension
-Minimum Number of Maps: 13

Episode 3:
-Theme: Hellish Techbases
-Minimum Number of Maps: 14

Secret Levels:
-No Specific Theme!
-Minimum Number of Maps: 6


Texture Pack:
http://www.mediafire.com/download/3x6bxjigtvbzlu1/i2rsrcs.wad


Please, test your maps in Chocolate Doom or DOSBox!



Maps Submitted:

Episode 1:
-Hopping Dimensions by Matt534Dog (EXAMPLE): A very short example map from the original I2 attempt. Just wanted to show what a frozen over dried up hell could look like.
http://www.mediafire.com/?3x6bxjigtvbzlu1

-Valley of the Mighty by C30N9
http://imageshack.us/photo/my-images/96/screenshotdoom201305201.png/
http://imageshack.us/photo/my-images/203/screenshotdoom201305201.png/


Episode 2:
-Gamma Tower by Pottus (90%)


Episode 3:
-Red Heat by cannonball (DONE)
http://img706.imageshack.us/img706/4121/redheat.png


Secret Levels:



Mappers:
-Matt534Dog
-Pottus
-C30N9
-CorSair


Testers (0/5):


Musicians:


Visual Artists:
-Matt534Dog


OLD I2 Thread:
http://www.doomworld.com/vb/wads-mods/61981-interception-part-ii-a-vanilla-compatible-pc-for-doom-ii/

PM me if you want to contribute as a musician/tester/visual artist!

Leave any questions/comments below! This information is not final and is always subject to change!

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The screenshots don't look very frozen to me. It's hard to create a frozen feeling without using, you know, ice and stuff...

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A texture pack would be nice, although I would recommend choosing something more unique than cc4tex. There are already lots of projects that use it and, unsurprisingly, they all look somewhat similar. A unique texture pack would make the wad stand out more. I don't mean that you necessarily need new textures, just an interesting selection of graphics from various packs/wads.

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It would have best if you made a texture pack so that everyone has the same resource to work from. If it's by request you will probably end up with an inconsistent looking megawad where the visual style is very different from map to map.

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I could make a map but I'm still learning some tricks at the moment and I might release my own wad and if this is still going when I'm finished, then i'll do one but until then i'm unsure.

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Here are some custom metal/brown textures I whipped up last night:



And yes, they look appropriately gritty in the Doom palette. ;)

Let me know if I should keep going with these.

EDIT: Also, I'm having some trouble importing flats in SLADE 3. When converted or imported, they show up as an unknown file instead of a flat file. Does anyone know what's going on? FIXED

EDIT 2: Just making this edit to clarify that you do not need to use custom textures! If you'd rather make a map using stock textures, go right ahead.

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Vanilla stuff isn't exactly my cup of tea, but... whatever. I might hop on board and do a map or two.

Might I ask rough deadline for the project?

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Fortunately I already have 90 percent of a map done for this already (Gamma Tower) yes we need to toss in a tower map it's Interception's tradition.

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I'm thinking it would be best in episode 2.

Edit - I'll post some screens shortly so you can get a feel for the style/design of the map.

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Here's the basic texture pack we'll be adding on to over time:

http://www.mediafire.com/?3x6bxjigtvbzlu1

It includes the bare necessities (Snow textures, plus a few other textures I either made or just threw in from Memento Mori and CC4), and will be updated as this project goes along. If you would like to request textures to be added, feel free to ask me; I'll put those in an update so that everyone can use them.

Also, the example map I posted in the OP (with custom textures added):

http://www.mediafire.com/?vi199ljmo5z4du6

EDIT: I'm thinking we should let people request textures over the next week; then, we could use the end result as our final texture pack. Thoughts?

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You know I think I'll make a map for this, it's been a while since I mapped for vanilla so it will serve as a good exercise.

As for the texture pack, I'll say add some hellish variants, maybe some more snow textures and be done with it. Constantly updating the texture pack will only result in people not always using the latest version (that's what happened with HYMN).

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I'm thinking about adding blue textures (such as blue GSTONEs, water falls, etc...), because in the future I might make a map with blue theme for Episode 2.

EDIT: Also some screenshots of an E1 map "Valley of the Mighty" (you can suggest any other names).



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C30N9 said:

I'm thinking about adding blue textures (such as blue GSTONEs, water falls, etc...), because in the future I might make a map with blue theme for Episode 2.

Before you spend a lot of time and energy making custom textures, you might want to look into Nightmare's nb_recol.wad and minipack. He's covered a lot of the recolored-texture ground already.

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There's some good icy textures in Heretic and Hexen, but taking those might be a big no-no (I admit I'm not up on the texture-stealing rules).

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Urban Space Cowboy said:

Before you spend a lot of time and energy making custom textures, you might want to look into Nightmare's nb_recol.wad and minipack. He's covered a lot of the recolored-texture ground already.


Thank you so much for this! That saved me a ton of work looking for basic recolors! I guess if anyone has any more requests, you better get them in before the end of the week. After that, whatever's in the texture pack will be final.

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There are a few things here, the animated textures won't work correctly they need to be assigned to existing texture names.

We should have a lavafall as one of the animated textures.
http://www.mediafire.com/?slveyza3dc9iahp for the lava (Naming it wfall1, wfall2, wfall3, wfall4 animates it as that is a free slot in Doom animated textures)

Textures with a height of 256 need to be removed.

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Alright, will do. Also, some textures had to be removed, so be sure to check and retexture your maps in case any textures are broken.

EDIT: I haven't found any textures with a height of 256. Can you make a list of them, or are you just stating that for future reference?

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