The Green Herring
Welcome, everyone, to the rules thread for Community Chest 4!
Please read this post before you sign up. It'll save me and everyone else a whole lot of hassle.
Here are the rules:
UPDATE (6/7/2008 6:26 PM PDT): As the result of widespread complaints, I have altered rule 10. Please take a look ASAP.
UPDATE (10/21/2008 1:57 PM PDT): Rule 1 has been modified due to recent events. Please look at it ASAP.
UPDATE (01/07/2010 10:59 PM PDT): The guideline about staying within the 32768 SEGS limit has been removed; see this post for an explanation.
And here are some guidelines to ensure full compatibility with Boom:
- All finished maps must be submitted to both eabaker(at)san(dot)rr(dot)com and the(dot)eternal(dot)ruler(at)gmail(dot)com.
Receiving your maps at both my regular e-mail address and my Gmail address will be very useful should I fail to receive them at my usual address. Beta test reports from the beta-testing team must be sent to both of them as well. When sending to these addresses, replace (at) with "@" and (dot) with ".", all without quotation marks; they're rendered the way they are in this post in order to repel spambots.
- This is a Boom-compatible project. As in, a project which will run in Boom and any port that can run Boom maps.
This means mapping for a specific port besides Boom will be prohibited. See the guidelines below this list for tips on how to avoid "ZDoomisms."
- All cooperative starting positions and at least four multiplayer starting positions must be included.
Even if it's not built for coop or deathmatch, please include these so at least the level won't crash the game if you try to play those on it.
- Custom textures apart from the resource WAD are allowed.
However, only use them if you honestly can't create what you want using the resource WAD. Make sure you begin any custom textures with a specific code to identify yourself. (The sign-up form will have a space for this.)
- Sky transfers are prohibited.
Unfortunately, CodeImp seems to be under the impression that this is a Boom feature, and Doom Builder's Boom configuration lists it as such. It's not. It was only introduced in MBF and will not work in Boom. Plus, it would make the megawad look more like a bunch of random maps than a unified project. Don't use it. There are new skies in the resource WAD anyway.
- Custom weapons/sounds/monsters are prohibited.
CC4's gameplay and sound effects will be the same as Doom II. Besides, there are enough shitty sound replacements as it is.
- If someone's map seems subpar, help them.
Don't just go "lololol ur map sux," give them constructive criticism on what could be improved. It will help them improve as mappers, too.
- Beta testing is mandatory.
Please playtest your maps before submitting them! Send your map to a member of the beta-testing team (preferably all of them) for additional scrutiny. Trust me, you'll save me a lot of effort that way.
- Beta testing must be kept within this project.
Don't send it to anybody outside the project for testing, lest you risk having them leak your map somewhere. There is the beta-testing team (or will be) if you want someone else to playtest a map for you.
- Custom MIDIs are allowed.
However, if you didn't make it yourself, please tell us where the song you're using is from and/or who made it. If this is not possible, please at least tell us where you got it from. Of course, if you intend to retain the song your map slot normally uses, that's all right as well.
The CC4 resource pack may be found here.
- If you are marking a door or lift as switch/gunfire activated, make sure you actually tag them!
Only ZDoom allows you to open switch/gunfire doors which are untagged. In any other port, these will not work.
- If there's a special linedef (or more) in front of a switch or door, make sure that linedef is set as PassThru!
PassThru is a linedef flag in Boom that allows "Use" actions to pass through them and apply to any special linedef on the other side. Special linedefs that do not have this flag set will block all "Use" actions, and render any switches/doors behind them inoperable. See CC2 MAP24 for a particularly horrific example that prevents completion of the map in Boom.
- Arch-vile jumps only launch you about 32 map units into the air!
Only in ZDoom do they launch you at two times that height. Keep this in mind if you're making Arch-vile jumps required for anything (be it a secret or something else,) or otherwise, the player will be unable to reach them in Boom!
- Don't put solid objects in places the player must pass over or under!
Odd as this sounds, Doom does not have proper Z-clipping for actors, and neither does Boom; solid objects will block you even if you try to go over or under them. Thing types 49-53 and 73-78, all hanging bodies or body parts, are solid objects and will similarly block you. Doom Builder's thing listing is unfortunately misleading in this regard and gives the impression that anything not labeled as "blocking" is non-blocking, including types 73-78. Don't be fooled.
- Don't make ridiculously tall sectors!
If you make any sector insanely stupidly tall, there's a chance Boom will crash if you step into it. Rooms as tall as the crusher room in Doom II MAP06: The Crusher are adequate enough.
- The Green Herring
Last edited by The Green Herring on Feb 9 2010 at 00:22