NuMetalManiak Posted July 18, 2013 Fuck it, I made 6 sector map instead of 10. http://www.mediafire.com/download/eca48y05l91lo09 Level Name: 6 Sectors Under the Sea (6secsea.wad) Author: Hurricyclone Build Time: 3 and a half hours Editors: DB2, XWE Music Track: Plutonia MAP13 (Donna to the Rescue) Playtesting: Playtested on ITYTD, HNTR, and HMP. Have not playtested UV or NM yet. Bugs: ? Inspiration: My map Riptide from NOVA, as well as other aquatic maps I am currently working on. Comments: Originally, this was made to be a 10-sectors tribute, but I digressed and ended up with less than expected. Three keys to leave the level, open one door and the next one closes. Manageable combat, but the enemies guarding the blue key could be overwhelming (lots of spectres and demons). The level is kinda shaped like a tea jug, this was unintentional. Fills the MAP11 slot, but put it in a different slot if you wish. Also I luv seaweed. :) EDIT, this should be a limit-removing map. 0 Share this post Link to post
Ijon Tichy Posted July 18, 2013 TimeOfDeath said: The first post has been updated. I think Decorate should be allowed, but only if you use the sprites/sounds from doom2.wad and don't replace default things. Is that ok? It eliminates one of the possibilities I had (having visually distinct weapons stronger than the BFG - yes, that would be necessary), but I can work with it. Worst comes to worst, TEXTURES abuse happens to get to that end. I'm in, and ready to bust out major ACS chops (god dammit ijon why). 0 Share this post Link to post
Yugiboy85 Posted July 18, 2013 Hmm, I guess I will give it a try. Never been part of a project but this one sounds interesting :) Although I will start once I'm done with a map of my own (Called pain and it is for zdoom). I don't like working on two many maps at the same time. The map I'm working on should be finished soon (hopefully by august) and then I guess I will start working on a map for this project. The rules seem fair and they do give us quite some freedom. I will try not to overuse "new" textures (I say "new" because I'm probably gonna end up using already exixsting textures). I will try and respect the deadline. 0 Share this post Link to post
Xaser Posted July 18, 2013 TimeOfDeath said:Xaser: teehee *Ahnuld image* Please make this the INTERPIC. 0 Share this post Link to post
scifista42 Posted July 18, 2013 NokturnuS said:Custom sprites are allowed ? OP says they aren't. EDIT: Sorry, I posted in the thread without refreshing it, thus without seeing all those replies posted in the meantime. 0 Share this post Link to post
Springy Posted July 18, 2013 Here's the map I'm going to finish. I'll start by reworking this area at some point. 0 Share this post Link to post
Jayextee Posted July 18, 2013 No idea whether to contribute to this. On the one hand, it'll be great to make a map that isn't attached to something (like, I'm doing my 900-Lines episode and a 32-level megawad) but on the other hand, I fear anything I do make will be totally lost within such a mish-mash of different maps targeting different ports with different focuses. 0 Share this post Link to post
joe-ilya Posted July 18, 2013 I'm gonna make a hell map called "Steak streak" 0 Share this post Link to post
Ribbiks Posted July 18, 2013 Jayextee said:I fear anything I do make will be totally lost within such a mish-mash of different maps targeting different ports with different focuses. So don't pour your soul and hundreds of hours into the map then. I think an interesting variation on DMP for a community project could be something like "a portrait of doomworld" sort of thing, where (like this project) everyone would get a single mapslot where they could make a map that epitomizes the type of maps/gameplay they enjoy, so it could be like a survey of everyone's tastes/preferences, but in the form of maps... idk I'm just thinking out loud. Anyways I'll probably make something for this eventually. 0 Share this post Link to post
TimeOfDeath Posted July 18, 2013 I updated the OP about sprites/sounds: I think new sprites and sounds are ok as long as they don't replace the original ones from doom2, so feel free to use them with Decorate or some other way (sprite/sound size limit: 1 MB) NokturnuS said:I think i can do this. Eternity maps are allowed? Maping in eternity is a lot of fun, with all the cool features it have, and there are almost zero eternity only maps out there. Custom sprites are allowed ? Yes, Eternity maps are allowed. Custom sprites are allowed now, but only if they don't replace the original ones. Does Eternity have a way to use new things similar to ZDoom's DECORATE? Btw, I really liked Realm of Shades! Ijon Tichy said:It eliminates one of the possibilities I had (having visually distinct weapons stronger than the BFG - yes, that would be necessary), but I can work with it. Worst comes to worst, TEXTURES abuse happens to get to that end. I updated the OP and am allowing new sprites/sounds. You can add new decorate weapons as long as they don't replace the original weapons. Jayextee said:No idea whether to contribute to this. On the one hand, it'll be great to make a map that isn't attached to something (like, I'm doing my 900-Lines episode and a 32-level megawad) but on the other hand, I fear anything I do make will be totally lost within such a mish-mash of different maps targeting different ports with different focuses. It's basically like going through /idgames and playing a bunch of random levels. Just like last year, the maps will be sorted by map format, so it's not as random. Feel free to join, the more the merrier. :) 0 Share this post Link to post
NokturnuS Posted July 18, 2013 TimeOfDeath said:I updated the OP about sprites/sounds: I think new sprites and sounds are ok as long as they don't replace the original ones from doom2, so feel free to use them with Decorate or some other way (sprite/sound size limit: 1 MB) Yes, Eternity maps are allowed. Custom sprites are allowed now, but only if they don't replace the original ones. Does Eternity have a way to use new things similar to ZDoom's DECORATE? Btw, I really liked Realm of Shades! Yes, you can add new things in Eternity via EDF without replacing existin ones, and EDF files can be embedded in WAD files. Nice you enjoy my wad :) Can't believe it's 15 years old now! 0 Share this post Link to post
Ijon Tichy Posted July 18, 2013 TimeOfDeath said: I updated the OP and am allowing new sprites/sounds. You can add new decorate weapons as long as they don't replace the original weapons. Oh, really? Sweet. Now I have something for the player to fight back with if the system I use decides to shit out 500 cyberdemons. 0 Share this post Link to post
Memfis Posted July 18, 2013 Can you please make a texture wad with some classic animations, like WFALL for example? Something that many people will probably need. That would be a lot more convenient than if everyone had to make an ANIMATED lump for that stuff and you then had to combine them. 0 Share this post Link to post
Xaser Posted July 18, 2013 D2INO has a ready-made one. Might be worth asking Eris if one may snag it. 0 Share this post Link to post
TimeOfDeath Posted July 18, 2013 WFALL animates automatically, no need for an animated lump, just add them to your wad and they'll animate. It looks like D2INO replaces two sets of animated walls with mud and lava ones. 0 Share this post Link to post
Memfis Posted July 19, 2013 Well, different versions of the waterfall texture exist so I thought it would be good to have an "official" one, along with maybe some other useful animations... 0 Share this post Link to post
TimeOfDeath Posted July 19, 2013 Memfis said:Well, different versions of the waterfall texture exist so I thought it would be good to have an "official" one, along with maybe some other useful animations... I was thinking of the blue version of the BFALL and SFALL textures. What other animations did you have in mind? 0 Share this post Link to post
Ijon Tichy Posted July 19, 2013 Day one of development: http://i.imgur.com/vISswqZ.png Things are a clusterfuck. 0 Share this post Link to post
XutaWoo Posted July 19, 2013 I barely ever contribute to Doomworld stuff. Sign me up, why not? 0 Share this post Link to post
Spendoragon Posted July 19, 2013 Great, I'll throw something together for this. 0 Share this post Link to post
TerminusEst13 Posted July 19, 2013 I'll try my hand at this. I'll make a beach. A beach in HELL. 0 Share this post Link to post
Yugiboy85 Posted July 19, 2013 Just a little question, which slot should the level we make take? Should they all be map 01? This I guess can be important to know if you make maps that use scripts. 0 Share this post Link to post
scifista42 Posted July 19, 2013 Scripts can be moved to another map slot as well as maps. I think it doesn't matter which slot you use now. In the worst case, you'll have to slightly alter the script after the mapslots will be decided at the end of the year. 0 Share this post Link to post
Memfis Posted July 19, 2013 TimeOfDeath said:I was thinking of the blue version of the BFALL and SFALL textures. What other animations did you have in mind? Well, I guess these 3 animations from D2INO (brown and blue bfall/sfall + better lava texture) would be enough. And by different versions I meant that for example Plutonia's waterfall is brighter than Requiem's one. :) 0 Share this post Link to post
Yugiboy85 Posted July 19, 2013 Nevermind, after a brief search, I found out you could set the script to activate on the current map regardless of which map slot you use. This can be achieved by setting the map value to 0 in the acs_execute action. Anyways, I guess i will just start my map on the map 01 slot. 0 Share this post Link to post
Tristan Posted July 19, 2013 Our brown+blue liquid falls were taken from DRD Team. I don't know if they were made by a member of DRD team for the project or if it was already around before, but that's where it came from originally anyway. I can see the lavafall has had a mixed reception. I was going to use the orange BFALL originally. 0 Share this post Link to post
Antroid Posted July 19, 2013 Eris Falling said:I can see the lavafall has had a mixed reception. I was going to use the orange BFALL originally. Wait what? I thought people liked it :/ An orange BFALL is really unfitting for lava so I'm going to disagree (strongly, too) with anyone who thinks that would be better than something that looks like the lava flat slowly moving down, because that is how something of lava's consistency would fall. 0 Share this post Link to post