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scifista42

Doomworld Mega Project 2015 - Now on /idgames

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Some sneak peak, about my upcoming map, since it's quite special, and I'm interested in your opinion.

I aimed to created a rather deep and emotional map, maybe even without monsters. Wandering in a hopeless, forgotten, post-apocalyptic world that even Hell left behind. This whole stuff is dedicated to all the maps and mods I lost in my HDD crash back in January 2014.

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Katamori said:

Some sneak peak, about my upcoming map, since it's quite special, and I'm interested in your opinion.

I aimed to created a rather deep and emotional map, maybe even without monsters. Wandering in a hopeless, forgotten, post-apocalyptic world that even Hell left behind. This whole stuff is dedicated to all the maps and mods I lost in my HDD crash back in January 2014.


I like the idea, though i found the flat straight trail of dead marines a bit dumb looking. The flow of the corpses was cool, i'd suggest you use the bloody skull texture as the floor rather than the bare-bones one... Otherwise this is a cool concept. Walking out of that bio-tube into the abandoned tunnels. Some improvements and you could have a cool concept map! The first map I ever finished involved a marine trying to fight his way back to friendly lines in a city under siege... I was really proud of that one. I'll have to show it sometime!

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@Katamori: Looks nice and even impressive, although I wasn't a fan of the heavily blinking effect inside the elevator and the fact it was an inescapable pit. I would personally NOT keep the map completely unpopulated, but at least added low-to-moderate amounts of barrels, zombiemen, shotgunguys and imps as quick/easy cannon fodders for the sake of entertainment and minimum challenge. Whether you decide to follow or not follow my advice, it will be OK.

@Mechazawa: For a first map, not bad. Very flat (no gameplay-meaningful height variation), which is underwhelming, but visuals were more-or-less OK. The very first encounter shows your inexperience / lack of empathy with players, because pistoling or fisting 2 Pinky Demons really is more tedious than entertaining. However, the latter encounters worked well-enough: Different enemies with lots of Shotgunguys among them + the player having no armor, it was reasonably challenging (even if not a lot) and that's good. The final Chaingunner encounter seemed unfair in comparison, though - I've died there despite having green armor and 150% health thanks to the secret Soulsphere, also hitscanner encounters with no cover suck and there were neither pillars, nor meaty-enough monsters (at least imps) to hide behind, although true, infighting could have been instigated among the Chaingunners easily.

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Well, I could revamp the map really, I got until the end of Dec presumably. I have increased my skills a bit much since then. So, I may actually go through and change some things up a bit. I'll fiddle around with the map and upload a new version sometime in the next few days (probably even tonight).

Question: is there a document or list somewhere showing what exactly I *can't* do in order to keep the compatibility high? I tried testing it in chocolate doom, but I am actually unsure how, dragging the wad onto the exe didnt work. So, I can't really test it, or I am just doing it wrong. But, I am guessing, slopes, 3d floors, and scripting are generally out of the question? Ideally I would want it to run in the original doom exe.

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1. Try it via command line. Put your wad into the port's folder, open CMD inside the folder, and type:

exe-name -file wadname.wad
Where "exe-name" is the file name of the port's executable (for example "chocolate-doom") and "wadname" is the file name of your wad. This method should work with every port and even with vanilla exe (but you need DOSBox/emulator to make vanilla exe work in non-DOS operating system).

2. I can tell that your wad won't work in vanilla/Chocolate Doom anyway. Firstly, your map is in UDMF format, which vanilla engine doesn't know. You should use classic Doom 2 map format. In your map editor, choose "Doom 2" configuration, which will automatically set Doom map format, and also, it will let you see and use only features available in vanilla. Secondly, your map may contain too much onscreen detail. To be vanilla compatible, map must comply to all vanilla engine Static limits (notable ones are VISPLANE and DRAWSEGS, but all are important). To check it, try using Visplane Explorer plugin for Doom Builder 2 / GZDoom Builder, or port ChocoRenderLimits which prints limits in real time while playing the map. Finally, look up the term "zdoomisms" and make sure to avoid them in your map design, and be sure to always playtest your map in the actual "lowest-compatible" port that you want your wad to be compatible with.

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Hmm, maybe that will be too simple then.

Question, what will happen with the zdoom required wads? There is a certain point of simplification that I wouldn't want to hit. If I have to hit that point in order to work on vanilla doom, then I may stick to zdoom. If I make a wad that requires atleast zdoom, how will it be handled?

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In this project, it's no problem. There will be "sections" (maybe separate wads, maybe just a range of mapslots inside 1 wad) designated for maps of different "compatibilities", such as vanilla, limit-removing, Boom, ZDoom or GZDoom compatible maps - this is for convenience of players. See the original post - people already submitted maps of varied compatibilities, and of course, all are getting in. This is a special trait of this particular project, which basically accepts all maps from everybody - other projects almost always look for maps of a specific compatibility, have real quality control, etc.

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scifista42 said:

I would personally NOT keep the map completely unpopulated, but at least added low-to-moderate amounts of barrels, zombiemen, shotgunguys and imps as quick/easy cannon fodders for the sake of entertainment and minimum challenge. Whether you decide to follow or not follow my advice, it will be OK.


Someone suggested that keeping both ammo and health on low while placing only a small amount of monsters might make the map actually creepy. I may take this advice if I'll populate the map with monsters. Thank you anyway!

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I'm making a map right now for this. Dunno if I'll finish it in time (2 months should be fine though). If I don't finish it in time well, I guess I'll use this map as a standalone one.

It will be for zdoom(doom in doom format). Don't want to add scripts but I do want to use some of zdoom's features. Added a few new monsters and a few textures from plutonia.

The only screens I have for now (there isn't much to show really but these are 2 areas that I'm quite happy with so why not).



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Looks good to me. Just the fences in windows could use some kind of borderlines out of an appropriate material, because it looks slightly odd how they just float there while touching the red marble. Also, looks like you disclosed a secret switch in your 2nd screenshot. :)

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Yes, I thought the same while looking closer at the railings. And hum, oops (for the secret switch) lol

Thx for the feedback. Even though, it's nowhere near completion (started working on it literally yesterday).

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What "Tei Tenga" are you talking about, and how do you mean "based on"? Like that you took somebody else's work and tweaked it?

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Uhm, i think it was inspired by this Tei Tenga wad (Assault on Tei Tenga, maybe?), or at least i think it's like this...

or he/she/it tuned up this wad without giving a link to the original source, but i don't think so...

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@ducon: What do you mean? Do you recognize the level as a version of another level from somewhere else? I'm also confused why XLightningStormL's wad contains 2 maps.

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I was originally going to make a "Doom Reloaded" thing, which was going to remake doom 1 with inspiration from the "Doom Bible" and the main doom, that's why there's 2 maps (I did try to separate the maps, but i didn't know how to)

As for the "Tei Tanga" that's explained by the Doom Bible (the original design document by Tom Hall before John Carmack said the famous line comparing game stories to porno stories.

Have a look for yourself
http://5years.doomworld.com/doombible/

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I made a little silly map with a few new textures. I might submit it here by the end of the year. Custom sky texture allowed?

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XLightningStormL said:

I was originally going to make a "Doom Reloaded" thing, which was going to remake doom 1 with inspiration from the "Doom Bible" and the main doom, that's why there's 2 maps (I did try to separate the maps, but i didn't know how to)

Open the wad in SLADE3 and delete lumps of the superfluous map (from "MAP02" marker to "BLOCKMAP" below it). This project accepts exactly 1 map per person, anyway.

XLightningStormL said:

As for the "Tei Tanga" that's explained by the Doom Bible

*facepalm* I know Tei Tenga from Doom bible. But you said that your map is 'Based on the Tei Tenga "Hanger 2"'. What is this 'Tei Tenga "Hanger 2"'? Where to find it? Also, can you please directly answer whether you've made your map from scratch, or as a modification of another map?

SFoZ911 said:

Custom sky texture allowed?

Yes.

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More screenshots (probably the last, wanna keep the surprise ^^). This, I believe, is my first successful (for me at least) atempt at going for a castle like look and so far, I'm very happy with what I've done. You see that tower on some of the pictures? Believe it or not, this took me ages to do lol.

Anyways, enough rambling, here are the screens. (They are quite big once you see them full size so you've been warned).

https://imgur.com/a/Ob52P

Savor them while you can lol cause there won't be any more. :D

Release: Hopefully by the end of the year (in time for the project). If not well, when it's done ^^

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scifista42 said:

@ducon: What do you mean? Do you recognize the level as a version of another level from somewhere else? I'm also confused why XLightningStormL's wad contains 2 maps.


The thumbnails are darker and cooler than the full images when you follow the links.

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