It's done, and so is this enormous thread! Release discussion goes here:
Here is the list of wads selected for the final release of DTWID set for Dec. 10. This list was largely arrived by consensus through playtesting and discussion in IRC. Big thanks to everyone who made this project a resounding success, especially when I went MIA the last month or so. Special thanks to Xaser and Alfonzo for compiling the list and Xaser for putting together the Beta. Here is Xaser's announcement:
This list is more or less a final & solid set of maps. Just want to give a huge thanks to everyone who's contributed, and if your map or another one you love is not on this list, don't fret because there will be a 2nd 3-episode compilation of maps to follow this one to showcase all the runners-up.
I should be posting up a public beta within a few days, including some bugfixed and tweaked maps. I'd like to ask that the authors of the selected maps old off on making any changes just yet, since I've fixed a few miscellaneous bugs and made some tweaks to the things in the beta, and I wouldn't want the fixes to get out of sync just yet. Once the beta's up, there's still some difficulty settings and multiplayer support to take care of, and the floor will be open for authors to tweak their own maps if they like (or leave it to me if they're tired of messing with 'em :P ).
We're close to a release... psyched yet? :P
We are coming down the home stretch, now. If your map is selected, here are some things to think about for authenticity until the beta is released at which time you can apply changes to your maps:
Check for sector heights that are not divisible by 8. Avoid
repercussions in gameplay caused by rounding up or down to the nearest 8.
Sector brightness must be divisible by 16 (excluding 255)
Limitations Check: we still haven't figured out the best way to do this. Anyone have a 386 or 486 lying around? :D
Alignment: Check for blatant auto-align abuse
Thing placement: does your map have decorations? Appropriate number and placement of armor helmets and health potions? For E1 make sure your map has some short lamps as e1 has lots of these.
Skill settings: this be a good time to put in skills settings for your maps.
Player starts: don't forget to put in player starts and DM starts and maybe some extra ammo and health and weapons for deathmatch the way id did. When in doubt, look at the maps in the IWAD!
Thanks Alfonzo for the help with this list.
Release date for DTWID is December 10th
Thanks to BondEar for his DOSBox 386 emulation post for dtwid playtesting!
Join us on IRC! It's easy: Mibbit.com Webchat to get on IRC without downloading anything at all. Just choose OFTC as the server to connect to from the dropdown menu. Then choose a nickname to use, and then type #doomtwid into the channel field.
For those working on this project. Go to Ellmo's new DTWID submission site and register so that you can upload your wads to the new site. Thanks Ellmo and Xaser! Use www.mediafire.com to upload your wad(s) (one at a time) and then copy and paste the download link into the submission form. If you have any questions, send me a PM.
We are broadening our resources for teamwork by including discussions on the project in IRC!
E1M8 Challenge: Build an e1m8 that is fresh enough to surprise the player while being a 'believable' alternative to the original e1m8. You don't have to use the < 10% sector, but if you don't, you should make sure your ending matches the end episode text. Reward for your map being used in the final is credits for the mapslot.
* Disclaimer: Parts of maps or ideas in maps may be used with other ideas/maps from multiple contributors. More than one name may be listed in the credits.
This entire thread on one page: http://www.doomworld.com/vb/showthr...26&perpage=5000 You can "Save As..." html or txt. Or use "View Source". Thanks Grazza!
Some inspiration provided by 40oz. Check it out! http://www.doomworld.com/vb/fan-fic...ugh-of-despair/
Download--Doom the Way id Did Alpha-- (This is now outdated. Check the top of this post for an updated beta.)
Xaser has put the levels up on a separate website for easier access! Thanks Xaser! >>>>>>>>>>http://ionline.vectec.net/doom/dtwid/<<<<<<<<<<<
John Romero dishes up some goods and answers some questions. To find his various posts, search for oremor or any other word that appears in his custom title. :)
If you are working on this project and your name isn't on the list or your maps aren't entered, PLEASE PM ME and I will add you to the list along with your maps. Likewise, if you posted a map for feedback and never heard anything from me, PM me. The thread is overgrown and I simply overlooked it.
we need more second half episode e1 maps! Map slots e1m4 through e1m9. Maybe Romero would be better able to field questions related to those maps than me. ;)
If you want to participate in this project, we are still accepting mappers! Extra maps that don't make the final cut will be released in a separate standalone Lost Episode(s). Cutting off mappers while this thing is steam rolling ahead just doesn't make sense in my mind.
I encourage you to peruse this thread to get an idea of what the project is about. A detailed mapping guide to help get your map closer to looking like an official DooM map will be coming soon!
Mappers working on this project
Dragonsbrethren: e1m2-ish, e1m7-ish (def do this one too!)
st.alfonzo: e2-somewhere in second half
Foodles: e2m3ish, e3m3ish
Walter confalonieri: e3m1
Lawstiker: e1 and e3
Mr. Chris:E2M4, E2M1
Lorenzo:e1m2-e1m3ish - "Supply Station"
C30N9 one map for each episode
Pcorf: e2 or e3
Dannebubinga:E3 (second halfish)
Those who expressed interest but can't commit for various reasons[/b]
I'm listing you guys in case you change your mind. :p
Agent Spork? (We could sure use an agent on such a project)
I want to send a message to Romero, but I want it to really grab his attention. So anyone who wants to write a draft of message we could send him, post it in this thread: I'm thinking a SHORT appeal to Romero asking if he has any interest in our project and if he wants to offer any advice! What do you think? Let's put together a SHORT proposal he can't refuse!
Doom The Way id Did is looking for mappers! It's not too late to start work on this project! It is still in its early stages and gaining momentum. Other ways you can contribute:
1. Someone who is good at organizing information would be a great help! There is a lot of information in this thread, but it is not so well organized. If we could get all the different aspects that make up an id map in one bulleted thread, that would be great! St. Alfonso has been very gracious in offering to put the general mapping guidelines or rules for this project into a PDF, so look for that in the near future! In the meantime, There is a lot of information in this thread that currently serve as guidelines for this project so check it out! In the future, firm rules for mapping in the id vein may be set forth to bring this project closer to a more consistent and authentic feel. If you have any thoughts about how id uses motifs in doom--or any factors that you observe make an id map an id map, please post your ideas for what makes an id map have its distinct style/feel/gameplay.
2. Mr. Freeze is on top of writing fresh Doomy tracks and sprucing up the alpha tracks for this project. If you want to help in that area, you may want to PM him about it. Before beginning work on this project, please READ THIS!. If after reading this you have any questions, please quote the linked text and address your question in the thread.
The project is running very smoothly right now. People are making excellent contributions and many of the maps are looking to be oh-so-very-doomy. The preliminary results are as good as I could have hoped for. I am getting really excited about this project! The maps that have been submitted so far show that people really have the vision and enthusiasm I was hoping they would for this project to really pull it off, even though it is a tall order!
As some of you have been doing, it's probably a good idea to PM me whatever work you want to show me, rather than posting it directly in the thread. This will ensure your excellent work won't be leaked too early and will generate exclusivity for the project. Also, in light of people taking the project seriously and clearly working hard on it, I am extending the due date for 'rough drafts' of your maps. I want to make sure everyone who wants to work on this project has all the time they need to produce their best work possible!
Thanks again for all the great stuff so far!
If you have any questions or concerns--anything at all--please don't hesitate to contact me or post in this thread! Posting in the thread for most things is best as other people might have similar questions or concerns as you.
If people could say what episode(s) they are mapping for and how many map(s) along with where in the episode the map could foreseeably go (ie, near the beginning, middle or near the end) Thanks!
Given the high level of output and progress in this project I am removing the deadline for progress on maps. It was February 1st, 2011 for significant work, but I am in no rush, so I am removing this deadline.
Basically the idea of the project is to gain an intimate understanding of id levels in episodes 1, 2 and 3 of Doom, and then make a level that could fit in one of the episodes without someone being able to tell which level was not id's!
So basically the idea is to mimic id's style of mapmaking. This does not mean there will not be room for creativity. The limitations proposed in this thread are provided to help the mapper keep the level looking like an original id map. The ultimate achievement would be to come up with original ideas that would look and feel like they could have been original id maps made back in that exciting time. Every E1-E3 map had something creative and interesting in it. Yours should too!
UPDATE!: Look carefully at how all the various ways id does transitions between areas. Doors and lifts are just the beginning!pics
I always wanted John Romero to make another map for doom episode 1, and one time he replied to an email saying 'maybe I will!' but never did as far as I know. So.. this project asks the doom community to study the maps and try to make them as John Romero and Sandy Petersen did!
Consider the rules Romero used for himself when making maps (thanks nameless):
Other points to consider when approaching this project:
- conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
- creating easily recognizable landmarks in several places for easier navigation
- being strict about designing several secret areas on every level
- making sure that if a player could see outside that they should be able to somehow get there
- making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
- always changing floor height when I wanted to change floor textures
- using special border textures between different wall segments and doorways
- being strict about texture alignment
- The principles for good id maps discussed in the original thread are guidelines to be adhered to which ideally will inspire new and original ideas and level designs.
- how do sectors connect to others? Notice how many areas or rooms see into another area or room (especially in e1). Classic examples are the soul sphere in e1m3, the dark room in e1m5 where you pick up the first key, (after raising the ledge), many parts of e1m7.
- Notice sector sizes. Go into your editor and study some interesting areas (like the ones in the screenshots of maps to model your designs after). How big are they?
- notice sector heights: many in e1, for example, have a height of 72 (often when using the startan textures)
- Study the textures used and where they are used and the effect it has. Does startan look better in 128 high rooms or 72? Are the textures in episode uniform like they are in episode 4, or are they an interesting mix of textures? What floor/ceiling texture combinations are used often?
- try to stick to the textures id used for each episode and use them in ways that work, while being modeled after the id style. ie., episode 4 texturing is less innovative than episode 2. If you're not sure what textures e1, e2 and e3 used, there is some info on that elsewhere in the thread; just do your best.
TryDo not to copy existing areas from the originals. Do not do homages. If you want to do an homage, make sure it is done in such a way that it seems fresh and original (maybe the surrounding area is creative and fresh enough to put the 'homage' in a new light).
P.S. I am open to peoples' sentiments to add more height variation to episode 2 style maps (and in that sense diverge from mimicking purely the e2 style).
Here are some screenies of my sorta-successful attempt at this.
C3N09'S concept intermission pic:
Here is a good link to study sector shapes and overall map layouts.
If you look at the sector shapes in the first three episodes and then compare them to the ones in episode 4, you'll see there is an artistic and aesthetic quality to the first three episodes that the forth episode lacks. E4M1 and E4M7 are most notable in this respect. The sector shapes are less interesting and have many straight vertical and horizontal lines unlike the sector shapes in episodes 1 through 3.
Fun with physics: jet fuel and structural damage cause buildings to explode.
Last edited by esselfortium on Dec 11 2011 at 01:24