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Eregore

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Posts posted by Eregore


  1. Impboy4 said:

    If there are going to be so many map submissions, you might as well just turn this project into a megawad instead in my opinion. For a single episode deal you may have to be more strict on the deadline.


    We will cross that bridge if we ACTUALLY get that many submissions. I thought April 1st is a bit far away, but everyone has different habits, and I don't want to discourage busy/slow/late coming mappers.

    Also I have an announcement: HYMN will be donating all its maps submissions to the Blasphemer project. More information about it at the first post. In a way this project WILL be contributing to a megawad, so I guess it works out.


  2. The HYMN project is now officially willing to donate all our map submissions to this project (unless individual mappers say otherwise). The maps will be in standard Heretic format with lots of unfamiliar textures. These maps will need some work before they are compatible for this project, but I speak for the Doom/Heretic community when I say we want to see this project finished, and we can help by providing some varied, competent, fantasy themed levels.


  3. I may not be the best person to answer this but:

    First, get Slade 3 . . . its a Doom editor. Load both Doom II wad and your map into the editor. Find the song your looking for in the Doom II wad, copy it and paste it into your wad. Your not done. Now you need to rename it to match whichever map slot your map uses (E1M1 or Map01, etc.). Rename your song the exact name of the song your map occupies (D_RUNNIN for example) and finally save your map. Oh, and I'm not sure if this method works with the ports you are using.


  4. Memfis said:

    How about some monster placement guidelines? Like can maulotaurs be used on the early maps?


    Creativity is up to you! While this will be an episode in the sense that it will be 8 regular levels and a 'secret' level, they should all be designed for wand start, so if maulotaurs can be reasonably defeated from wand start in your level, go for it! I will most likely choose the order of the episode's levels based on the submissions.


  5. A.Gamma said:

    You know, after expending the whole night trying different Heretic Sourceports and how they behaved, I think that the best option here might be if maps were made in vanilla format but with Zdoom/Legacy limits in mind.


    That was my original thought. But now I feel that, as a community project, making it straight vanilla will cut the confusion and encourage more to participate. Most mappers creating 'medium' sized levels probably won't hit any limits. Besides, its not exclusively vanilla; there is some new content, the texture pack.


  6. HYMN: A Heretic Community Project

    What's next? Now that I have all the submissions I will create a new thread with an episode alpha, including level order (all maps will be included!) Then we play each others' maps. We give one another feedback and suggestions for improvement. Once we have given and gotten feedback we polish our maps for the final release! Stay tuned . . .

    Hymn of the Fallen Lords (HYMN): A Heretic Community Project!

    Heretic mappers, get ready, this is the community project you’ve been waiting for! Anyone can submit a map! You will have until April 1st (04-01-13) to post a link for your level here in the forum. If your interested in joining just let me know, and I will add your name to the roster. File submissions will also be added onto the roster listed below.

    After the submission deadline (04-01-13) I will announce which maps have been selected as levels for this episode. There will be 8 levels selected, 9 levels total, including one of my own. Once these levels have been chosen BETA testing will begin. Mappers of the selected levels will have another chance to tweak and balance their levels, making final changes and adjustments before the final release.

    If your map is still incomplete by the deadline SUBMIT IT ANYWAYS! Those who have their maps chosen will get more time to fine tune their entries. Also, If there are over 18 entries a second episode will be created as well. All level submissions will be donated to the Blasphemer project as well, another great reason to submit a map.

    I will be using the following set of criteria to select which 8 levels are to be included in the episode’s final release:

    -The new texture pack has been used. Get it here: UPDATED v4a: https://docs.google.com/file/d/0B9TgHAsj1BGtNTVHeHE3ZHdvQ0U/edit
    -Design for limit extended vanilla format for Heretic. Compatible ports should include Heretic+, ZDoom, Vavoom, Legacy, Doomsday/LibHeretic, and Eternity. Vanilla Heretic is also accepted.
    -Levels are designed for ‘wand start’.
    -Levels integrate 2 or 3 ‘fantasy’ themes. Examples: medieval towns, castles, lava caves, swamps, dungeons, catacombs, temples, icy areas, etc.
    -Levels display clever, integrated, non-linear layouts.
    -Medium sized maps. Somewhere between ‘3072 x 3072’ and ‘4096 x 4096’ is recommended.
    -Game-play should be challenging but not exceedingly (impossibly) difficult.
    -New music is allowed, but not necessary. If there is new music it should reflect the Heretic fantasy theme.
    -All of Heretic's enemies, weapons, and items can be used.

    This episode should be more complex and more detailed than the original Heretic episodes, so that it feels more modern, epic, and interesting than the original. Can’t wait to see the creativity! Happy mapping!

    About the texture pack: Textures are compatible with Zdoom, Vavoom, Legacy, Doomsday/LibHeretic, and the Eternity ports. 180 textures and flats have been carefully selected from both Medieval and Baker’s Legendary texture packs. A few select textures from Cage, Eternal Doom, Gothic Doom, and Community Chest 4 have also been included. Everything is Heretic themed and provides crucial supplements for the very limited original Heretic palette.
    Download: UPDATED v4a: https://docs.google.com/file/d/0B9TgHAsj1BGtNTVHeHE3ZHdvQ0U/edit

    Roster:
    -A.Gamma (project support) - https://docs.google.com/file/d/0B9TgHAsj1BGtWW03YmRNdHk0UzQ/edit?pli=1
    -Boared - http://www.mediafire.com/download.php?8k1w7kjc7121w07
    -Cacowad - v2 http://www.mediafire.com/?92d6bzpppx3izap
    -dilks - http://dl.dropbox.com/u/62350852/CastleZ%20v10313.wad
    -DooMAD - http://www.teamhellspawn.com/adetic.zip[url]
    -Dragonsbrethren
    -Egregor (project host) - [url]http://www.mediafire.com/?frzmli8i73mhmb6

    -Dragonsbrethren
    -Egregor (project host) - http://www.mediafire.com/?frzmli8i73mhmb6
    -EvilNed01 - http://www.filmklubben.eu/wads/Badlandsv2.wad
    -LakiSoft
    -Olympus
    -Optimus - ftp://ftp.untergrund.net/users/opti...ymn_optimus.zip
    -Philnemba
    -ShadesMaster
    -Stygian

    Special Thanks:
    -Quasar (for port compatibility support)
    -Wesley Johnson (for port compatibility support)

    Mapset Donation to the Blasphemer Project:
    To encourage and support the community creation of free IWADs, this project will donate ALL map submissions to the Blasphemer project http://www.doomworld.com/vb/doom-general/62832-whats-happening-to-blasphemer/. If there are any mappers that do NOT want their levels donated to Blasphemer they must say so when they place their submissions.


  7. I've been looking for ways to make more interesting nature areas. I know the DOOM engine isn't exactly ideal for recreating The Great Outdoors, but perhaps yous might know of any WADs that have done an exceptional job of creating jungles, forests, or nature in general. Suggestions?


  8. I have noticed a lack of competent Heretic episodes. Is there any interest in making a new Heretic community project? It could include a new texture pack to make it distinct. The most frustrating thing about Heretic is its lack of hit-scanners. Perhaps a new enemy could be designed to fill this void. I don't know how to do this, but perhaps someone else from the community could step up to the plate.

    An alternative to this idea would be to make a new Doom community project, which borrows the architectural and textural themes (medieval/fantasy) from Heretic. It could also include a similar texture pack to be used. The difference being that the exciting enemies/weapons/game-play of Doom would still be intact.

    Is there any interest in this? Are either of these WAD ideas the type you'd be interested in playing, or perhaps mapping for?


  9. Your becoming obsessive compulsive. Pottus said it pretty well. Focus on what your aiming to do if spontaneity is proving to be unsuccessful. Pick a general theme or layout and make a goal of succeeding in finishing that project before moving on to the next. Not only are you practicing mapping, your practicing breaking the bad habits you've created. Be satisfied with the imperfections of completed levels as your finishing them, learn from your mistakes, and move on.

    If your really out of creativity take another look at the maps most inspiring to you and make some map 'remixes', just to get your inspiration back. Hope that helps!


  10. Copy and paste this into your /ANIMDEFS using Slade 3:

    texture WFALL1
    range WFALL4
    tics 6

    It should be the first and last name of the animation. In this case 'WFALL1' is the first, 'WFALL4' is the last. Tics controls the speed. You may or may not need to update your PNAMES and TEXTURE1 things.


  11. For me, it is interesting because of the mapping. Its all about the mapping. Mapping, compared with other FPS's editors, is easy and accessible. Most FPS's don't even have the option. Doom mapping is sort of the gamers equivalent of being a Dungeon Master from the D&D board games. It allows us to create complex worlds with seemingly endless amounts of themes. We can use our imaginations to create immense and submissive worlds and situations, becoming the puppet master. It can even be said that mappers emulate God, or rather Satan. When you place that first vertex its like The Big Bang; the creation of a new universe. That, for me, is what keeps Doom alive.

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