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scifista42

Doomworld Mega Project 2015 - Now on /idgames

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I didn't prefix my custom textures because they are from cc4-tex.

If someone else uses them, won't it create duplicates? What's the method of dealing with that?

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It's not quality control, just standard feedback + suggestions (in the OP, I've promised feedback to those who contribute maps). If GregLafitte refused to update his map, I'd keep it anyway, of course. All non-abusive maps will be accepted, and the death trap was minor-enough issue to be acceptable - but still pretty annoying, which I felt a need to mention. I simply like discussing level design, and this projects gives a good opportunity to do so (for everyone, actually). Any feedback would be possibly useful for the mapper's future work and for other readers too.

@GregLafitte: Quality doesn't play a role. Precisely, no maps will be rejected because of their quality.

@Pinchy: At the end of the year, I will simply put your wad into the compilation without your textures, then put the entire cc4-tex in the compilation, and the map should work with them as intended.

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GregLafitte said:

https://www.mediafire.com/?74i5lbacklxuqz7

I got rid of the death trap and replaced it with some enemies and I also got rid of the invincibility sphere as well. Again thank you and I will try to improve by next years Project.


Uhm.. better than the first map uploaded but please get rid (or make them visible) of the invisible monsters, they're annoying as shit

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(Silly?) question: can we use some Doom 1 textures as well, providing their names have not been reused in Doom 2?

Also, I was wondering about an agreement between us to use the available WFALL1-3 as blue waterfall like in Plutonia.

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@tomatoketchup: you should be able to use any custom textures you want. As for the WFALL textures.. I used them, you should be able to as well, just make sure they animate and remember to include and prefix your textures.

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tomatoKetchup said:

Also, I was wondering about an agreement between us to use the available WFALL1-3 as blue waterfall like in Plutonia.

I was gonna ask the same thing, although for the Lavafall textures as main concern, just before I've gotten to realising that the OP says it directly:

New textures and flats must either be contained in an external official texture pack (for example cc4-tex, d2text)(...)

CC4-tex AFAIK contains both WFALL* and LFALL*.

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Thanks to you both for your answers.

I know about custom prefixed textures but I was just trying to save me the hassle of having to do it for official Doom 1 textures (I'm having some issues importing textures with XWE). I'd like to have Scifista's opinion on that (just wondering if it's easy enough to transfer Doom 1 textures into Doom 2 wad).

As for FFALL, it's cool to know that CC4-tex (that I don't use) already includes them.

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Instead of spending an hour pinpointing and copying D1-specific textures, download this ready-made Doom 1 Texture Pack for Doom 2 and use it as a resource. On a side note, I can recommend you to use SLADE3 over XWE. XWE is bugged and not developed anymore. SLADE3 allows copying textures between TEXTURE1 lumps in different wads and automatically copies the respective patch graphics too.

If multiple people will use different WFALL*s without prefixing them, I'll probably settle on one type and keep only that one for all maps. Maybe cc4-tex waterfalls, maybe d2text ones, maybe Plutonia ones.

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Thanks for the link to this pack, It's certainly gonna facilitate this thing!

I will also have a look at Slade3 for real, I have it but never really took the time to mess around with it.

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I'll probably end up neglecting and forgetting about this, but... what the heck! The deadline is the end of 2015! So...

SIGN ME UP!â„¢

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Hey everyone. I'm sorry about the delay on replacing my current submission for this project, but I was working on a layout for a plutonia themed map, and I'm sorry to say that I've lost interest in the project, since I'm no longer in the mood to map as of now. If anyone would like to finish it for me, I'd really appreciate it. Once again, sorry about this.

Probably
Comp level is Boom btw.

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Each map should have one author. You've already provided download (or was it more than one?) to a functional map. In accordance to the goal of this project, I want it to contain as many maps as possible. That said: I would like to pick one of the maps you've posted here, and mark it as the final one, as is. It doesn't matter if its unfinished or imperfect, better something than nothing. If you've lost interest, which map should I pick then?

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I don't really think you should pick any of the maps. I'm opting out of this project. I just feel like it's not necessary to contribute to this project. Sorry for the disappointment.

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It's OK, thanks for expressing yourself clearly. I've removed you from the OP.

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valkiriforce said:

MAP23 of The Twilight Zone is switch porn.


Haha. Well guess what.

I am working on an even more frustrating sequel for the Doomworld Megaproject 2015. It will be named Spaceswitch Take 2 and is Boom compatible (uses voodoo dolls and boom specific lines). It will be longer than the original with more switch puzzles. If you press the wrong switch, you are dead!

Uses the same music from Memento Mori.

100% kills possible.

No Commander Keens and no SS Nazis.

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Killing for using the wrong switch is super harsh, but quality doesn't matter here, you'll just get bad grades for the map.

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I'm gonna bump the thread with a WIP called Haunted Bunker:

https://www.dropbox.com/s/gs3tc5jyekkhhh7/Haunted%20Bunker.wad?dl=0




It is Boom compatible and is obviously mean't to be played without jumping/crouching. The map is incomplete but it is my most detailed to date (My maps are always simplistic). Tell me what you think!

EDIT: This is my first time editing in Boom format.
The map is also pretty short like 2-4 mins.

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TheNerdTurtle2 said:

I'm gonna bump the thread with a WIP called Haunted Bunker:

https://www.dropbox.com/s/gs3tc5jyekkhhh7/Haunted%20Bunker.wad?dl=0

FDA, recorded in PrBoom-plus -complevel 9. You kind of pissed me off by not putting an exit to the map, I've been searching for it for some time. The map was OK and fun with that MIDI especially, good choice. (What's the MIDI, by the way?) I've noticed lots of oddly aligned rusty STARTAN that tiled into borderline textures or top sides of doors on higher walls, etc. I didn't particularly mind it, it can even be acceptable, but IMO it would be better without such little errors. I think the map would easily end right where the Arachnotron is, the current length was OK and matched the map's relative design simplicity.

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Okay sorry about the exit, I was going to say that when you see the Arachnotron that was the end of what I created but I figured players would figure it out. Thanks for the FDA! I'm gonna watch it in a little bit.

The midi is Haunted Woods from Diddy Kong racing, best game ever.... Besides Doom of course....

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TheNerdTurtle2 said:

I was going to say that when you see the Arachnotron that was the end of what I created but I figured players would figure it out.

My experience says that playable maps without exits are never being posted without warning (and I've assumed your map to be playable). The exceptions are extremely rare and they're usually completely shitty maps anyway. Well, you said "incomplete", which wasn't indicative enough for me. I don't blame you, these unwritten rules are no actual rules to be enforced, they just come from my experience and I rely on them without questions everytime. I suppose I'm not alone, but I can't know.

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No I agree, I shouldn't have posted without warning of no exit :/ But anyway in your texture complaint it would help so much if you explain further/show me a screenshot of the problem so I can fix and avoid the problem in the future.

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Okay well I fixed everything in your first screen shot, IDK how I missed that but I don't think fixing every bend of startan would be worth it or even look that much better IMO. Thanks a lot though! And I'll be posting the final map later today or tomorrow.

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