42PercentHealth Posted December 10, 2017 Mkay... the other project I'm working on is due at the end of January. :-\ Don't put me down for anything right now... I'll try to get something together when I'm ready, and hopefully there will still be a slot for me. 0 Share this post Link to post
AleksB Posted December 10, 2017 (edited) Do the hell knights have to be in like a boss battle, or can you disperse 150 hell knights throughout the map? And just to be clear, you can have seperate rooms with no doors? It has to be One giant open area? 0 Share this post Link to post
stonedbaroness Posted December 10, 2017 22 minutes ago, 42PercentHealth said: What's the due date on this? I'm currently working on a map for another project and don't want to start this one until it's done... Also, a limit of 200 monsters total seems kinda strict. There won't be much for "interesting" BFG gameplay. Pump those Plasma gun Muscles baby, here we come going fully automatic! 0 Share this post Link to post
stonedbaroness Posted December 10, 2017 4 hours ago, Ancalagon said: This wad is definitely aiming to be a cacoward winner. I must agree, its a strange however unique type of demand for level design with the perfect opportunity for "Easy to make" levels however "Difficult to master" For it to be done right and in a satisfying way. 1 Share this post Link to post
THMG Posted December 10, 2017 46 minutes ago, AleksB said: Do the hell knights have to be in like a boss battle, or can you disperse 150 hell knights throughout the map? And just to be clear, you can have seperate rooms with no doors? It has to be One giant open area? All the requirements are in the OP, but the answer to all your questions is "yes." 0 Share this post Link to post
AleksB Posted December 10, 2017 1 minute ago, THMG said: All the requirements are in the OP, but the answer to all your questions is "yes." I know, I just wanted to be sure 0 Share this post Link to post
Spie812 Posted December 10, 2017 I got the Icon of Sin to only spawn hell knights, so I'll do Map30 (I don't have a theme in mind yet.) 2 Share this post Link to post
AleksB Posted December 10, 2017 Ill try it out. Ill do map 06. GZDOOM 3.2.0, udmf and ill do a moon base or uac base theme 0 Share this post Link to post
THMG Posted December 10, 2017 17 minutes ago, Spie812 said: I got the Icon of Sin to only spawn hell knights, so I'll do Map30 (I don't have a theme in mind yet.) I would think "Icon of Sin" would be theme enough. 0 Share this post Link to post
Walter confetti Posted December 10, 2017 Oh boy, this thing is become real? 1 Share this post Link to post
muumi Posted December 10, 2017 Yee, new community project. Map 11 Theme: Train Map choo choo 1 Share this post Link to post
Major Arlene Posted December 10, 2017 Map02- Giger theme. I'm going to have to completely rework my map with these requirements, however... Here's what I have. The rooms look entirely the same, just get bigger with each teleport, minus the little opening hallway. 2 Share this post Link to post
Empyre Posted December 10, 2017 How about a smaller room with walls that lower to make it a bigger room, which has walls that lower to make it an even bigger room? 1 Share this post Link to post
Major Arlene Posted December 10, 2017 28 minutes ago, Empyre said: How about a smaller room with walls that lower to make it a bigger room, which has walls that lower to make it an even bigger room? That could work. Just gotta figure out how to. Would walking over a certain linedef to trigger it make it work? I'm super new at mapping so I have very little idea what I'm doing >.< 0 Share this post Link to post
Empyre Posted December 10, 2017 Just now, Major Arlene said: That could work. Just gotta figure out how to. Would walking over a certain linedef to trigger it make it work? I'm super new at mapping so I have very little idea what I'm doing >.< You could use a walk-over trigger line or a switch, whichever fits the situation. I was asking the question not only to you but also to YHMG because he might consider the lowering walls to be enough like doors to disqualify the map. Another question for THMG: Would it be allowed to have monsters teleporting in? 1 Share this post Link to post
42PercentHealth Posted December 10, 2017 2 hours ago, Major Arlene said: Map02- Giger theme. I'm going to have to completely rework my map with these requirements, however... Here's what I have. The rooms look entirely the same, just get bigger with each teleport, minus the little opening hallway. Not sure this will work, because.... 14 hours ago, THMG said: The area the player can access must be one continuous area. 2 Share this post Link to post
AleksB Posted December 10, 2017 Just now, 42PercentHealth said: Not sure this will work, because.... I was about to say the same thing. It look pretty cool tho 1 Share this post Link to post
Major Arlene Posted December 10, 2017 Just now, 42PercentHealth said: Not sure this will work, because.... Yep. I'm going to rework it. I got a couple ideas from @Empyre that can hopefully be implemented without too much issue. Just need to figure out how to do my ambushes and if they're allowed. 1 Share this post Link to post
AleksB Posted December 10, 2017 1 minute ago, Major Arlene said: Yep. I'm going to rework it. I got a couple ideas from @Empyre that can hopefully be implemented without too much issue. Just need to figure out how to do my ambushes and if they're allowed. To my understanding, ambushes are allowed, just as long as the room is one continuous area 0 Share this post Link to post
Major Arlene Posted December 10, 2017 Also, are any opening hallways allowed? Spawning directly in a square room feels... very odd. There would be no other doors after that point. 0 Share this post Link to post
42PercentHealth Posted December 10, 2017 1 minute ago, Major Arlene said: Also, are any opening hallways allowed? Spawning directly in a square room feels... very odd. There would be no other doors after that point. I don't know.... I play a lot of slaughtermaps, so spawning in a big open space doesn't feel weird to me. However, you could spawn the player in a small corridor that leads to the main room, and just skip the door. Maybe have the corridor curve or something, if you don't want it to be visible right away? Just a thought. 0 Share this post Link to post
Major Arlene Posted December 10, 2017 Just now, 42PercentHealth said: I don't know.... I play a lot of slaughtermaps, so spawning in a big open space doesn't feel weird to me. However, you could spawn the player in a small corridor that leads to the main room, and just skip the door. Maybe have the corridor curve or something, if you don't want it to be visible right away? Just a thought. Good idea. Thanks. 0 Share this post Link to post
Memfis Posted December 10, 2017 (edited) I think this will stop being funny in a few days and the project will crash. Now prove me wrong, I challenge you. 5 Share this post Link to post
Major Arlene Posted December 10, 2017 BTW, since I missed this the first time, my map is in Doom in Hexen format. 0 Share this post Link to post
Misty Posted December 10, 2017 (edited) 7 minutes ago, Major Arlene said: BTW, since I missed this the first time, my map is in Doom in Hexen format. Hey, it's kind of unrelated with this project, but you can join the joy of mapping discord server(if you didn't do that) and people will help you with all mapping issues. 1 Share this post Link to post
Nine Inch Heels Posted December 10, 2017 8 hours ago, THMG said: I'd prefer to be able to release this in late January/ early February. As for the 200 monster limit, I'm open to suggestions as to what it could be. Imo, you shouldn't limit the monstercount in any way period. That aside, you also shouldn't limit people choice of themes in a "first come first serve" fashion, because it will drive potential mappers away if they can't use their preferred theme at all. Also the continuous area idea seems a bit of place, but maybe that's just me. Also you should clarify what "main focus on hellknights" means, because the moment someone wants to also have cybies or viles in the map they're gonna need quite a few more cybies because of how fast HKS can kill them under certain cirumstances. 2 Share this post Link to post
Big Ol Billy Posted December 10, 2017 Interesting challenge, I like it. How about putting me down for MAP11, floating Mayan temple (sorta like a JOM5 episode 4 map)? 0 Share this post Link to post
Empyre Posted December 10, 2017 (edited) 13 minutes ago, Nine Inch Heels said: Imo, you shouldn't limit the monstercount in any way period. That aside, you also shouldn't limit people choice of themes in a "first come first serve" fashion, because it will drive potential mappers away if they can't use their preferred theme at all. Also the continuous area idea seems a bit of place, but maybe that's just me. Also you should clarify what "main focus on hellknights" means, because the moment someone wants to also have cybies or viles in the map they're gonna need quite a few more cybies because of how fast HKS can kill them under certain cirumstances. The point of the project is to make a room with 150 hell knights in it, in response to somebody complaining about exactly that. I agree with you about the themes. A compromise would be "No more than x maps of any single theme." with the exact number for x being chosen by the op, THMG (but not just 1). This would be less strict, but still encourage a variety of different themes. 1 Share this post Link to post
AleksB Posted December 10, 2017 (edited) Is there anyway we can stretch the continuous area a bit? I like the idea of having no doors, but I was thinking of building rooms that lead into hallways which there will be weapon pickups and such and monsters, then that all leads into on main area where the rest of the hk's spawn. The map is a linear kinda map and is always moving forward and then you will hit the "arena" room if you will Edited December 10, 2017 by AleksB 0 Share this post Link to post
Spie812 Posted December 10, 2017 8 hours ago, THMG said: I would think "Icon of Sin" would be theme enough. Alright then, that works for me! 0 Share this post Link to post