Capellan Posted August 2, 2015 Other theme options: - no hitscanners - at least 1024 x 1024 of player-accessible outdoor area (not necessarily all in one place) - at least half the sectors have to be 256+ high I'm really not sure themes are necessary, mind you. I know ASS and Mayhem do them, but not every community project needs to follow suit. 0 Share this post Link to post
Surreily Posted August 3, 2015 Throwing in some theme suggestions of my own: - Extreme height variation. - Huge health and ammo stash that player must return to. - Lots of transparent mid-textures. - 3 hidden keys, 2 required to exit. - The map is a giant 1-way circuit. Feel free to expand on these ideas. I believe that the best themes are those that can be explained in just a few seconds without having to add a bunch of extra conditions to make the idea work. 0 Share this post Link to post
Beed28 Posted August 3, 2015 Thanks. I've changed the themes now. Here are my chosen ones: Map theme #1: Silent teleporters in playable area Map theme #2: 3 hidden keys, 2 required to exit Map theme #3: Ancient ruins 0 Share this post Link to post
Surreily Posted August 3, 2015 Awesome, I think I'll try some ancient hellish ruins along with the keys (and maybe some silent teleporters if I can fit them in somewhere). 0 Share this post Link to post
Pinchy Posted August 4, 2015 Since it's a full megawad of complete maps (not speedmaps) I think a set of 3 themes for each episode is a better idea. Episode 1 Map theme #1: Silent teleporters in playable area Map theme #2: 3 hidden keys, 2 required to exit Map theme #3: Ancient ruins Episode 2 Map theme #1: [Line Action Mechanic] Map theme #2: [Items, Monsters] Map theme #3: [Structure/Visual] Episode 3 Map theme #1: [Line Action Mechanic] Map theme #2: [Items, Monsters] Map theme #3: [Structure/Visual] 31 + 32 - Anything Possible Ideas - Extreme lighting contrast, lights changing from 35/255 - Only very close or very long range combat. - Tech, wood or flesh encrusted mountains - Apply decorative/detailing actions to lines that also open progress/optional areas. - Two progression choices, one key to open both. Different monster sets and items each one. - The structures are almost entirely made of vehicles such as ships, cars, flyers etc. -Replacing the floors with damaging ones as the map gets more intense to reduce the safe area. 0 Share this post Link to post
Surreily Posted August 4, 2015 The texture pack has all-black textures... I totally know what I'm doing now :D 0 Share this post Link to post
Beed28 Posted August 4, 2015 Pinchy said:Since it's a full megawad of complete maps (not speedmaps) I think a set of 3 themes for each episode is a better idea. That's an excellent idea. How would these do for episodes 2 & 3? Episode 1 Map theme #1: Silent teleporters in playable area Map theme #2: 3 hidden keys, 2 required to exit Map theme #3: Ancient ruins Episode 2 Map theme #1: Transparent textures Map theme #2: No damaging floors Map theme #3: Wooden structures Episode 3 Map theme #1: Scrolling walls or floors Map theme #2: No hitscan enemies Map theme #3: Black void Secret Levels Anything goes. 0 Share this post Link to post
Havoc Crow Posted August 4, 2015 Working slowly on a map that uses silent teleporters, if everything goes smoothly I may finish it in time. Though for some reason the teleporters seem to act awfully glitchy at times. 0 Share this post Link to post
Capellan Posted August 4, 2015 Beed28 said:Map theme #2: No damaging floors For a "no X" theme you need to eliminate something that tends to be pretty fundamental to level design, like "No doors", "No keys", or "No 90 degree angles". "No damaging floors" will be practically invisible as a design element. 0 Share this post Link to post
Beed28 Posted August 5, 2015 Capellan said:For a "no X" theme you need to eliminate something that tends to be pretty fundamental to level design, like "No doors", "No keys", or "No 90 degree angles". "No damaging floors" will be practically invisible as a design element. Thanks for the advice. Here's what I'm hoping is the final, final theme listings: Episode 1 Map theme #1: Silent teleporters in playable area Map theme #2: 3 hidden keys, 2 required to exit Map theme #3: Ancient ruins Episode 2 Map theme #1: Transparent textures Map theme #2: No keys Map theme #3: Wooden structures Episode 3 Map theme #1: Scrolling walls or floors Map theme #2: No hitscan enemies Map theme #3: Black void Secret Levels Anything goes. 0 Share this post Link to post
Suitepee Posted August 5, 2015 Beed28 said:If you take up MAP30, you may go ahead and provide a custom DeHackEd boss. I doubt that anybody will want to fight the Icon of Sin for the umpteenth billion time. I like this project already. Best of luck to you Beed28! 0 Share this post Link to post
Phobus Posted August 12, 2015 I'm surprised - over 1/3 of the month gone and no early entries. I suspect going for a full megawad is a touch ambitious :p I quite fancy the silent teleporters idea, so I'll try and get something done later this month. 0 Share this post Link to post
Beed28 Posted August 13, 2015 Phobus said:I'm surprised - over 1/3 of the month gone and no early entries. I suspect going for a full megawad is a touch ambitious :p I quite fancy the silent teleporters idea, so I'll try and get something done later this month. I'm quite surprised too. I think it's because of the rather rocky start regarding map themes. Then again, I'll need to start making a map myself. Just need to decide which episode it will be. 0 Share this post Link to post
Havoc Crow Posted August 13, 2015 I have been working on an ep1 map for some time now, though I don't have much to show yet. 0 Share this post Link to post
Havoc Crow Posted August 15, 2015 I got a question. I know we cannot add extra textures, but can I bend the rules a little and add one extra flat which is nothing but a mirrored version of an existing flat? I need it for a special effect. 0 Share this post Link to post
Beed28 Posted August 15, 2015 JudgeDeadd said:I got a question. I know we cannot add extra textures, but can I bend the rules a little and add one extra flat which is nothing but a mirrored version of an existing flat? I need it for a special effect. Alright, I might be able to let that one slide. What special effect do you have in mind? 0 Share this post Link to post
Havoc Crow Posted August 15, 2015 Beed28 said:Alright, I might be able to let that one slide. What special effect do you have in mind? Basically, an "impossible topology" trick like something out of Portal or Antichamber, using silent teleporters. You are on a ledge and can see the opposite ledge across a cliff... and a door right next to you leads right onto the same ledge which you are right now watching from afar. But to make the illusion seamless I need to use the same, yet inverted flat for the opposite ledge, otherwise the flat will be seen to instantly invert when the player walks through the silent teleporter. 0 Share this post Link to post
Obsidian Posted August 17, 2015 Map name: The Dark Semprini Format: Boom Map slot: MAP30 Difficulty settings: Yes Multiplayer: Player starts only Music: "Nemesis: Final Metamorphosis" From Resident Evil 3 Build Time: about 4 or 5 hours http://i.imgur.com/Gebn6Cb.png?1 And yes, it includes a custom boss. :3 Hopefully this prompts a few more people to participate. Let me know what you think. EDIT: Spelling. 0 Share this post Link to post
Obsidian Posted August 17, 2015 Updated with a quick bugfix. Link is the same. 0 Share this post Link to post
Beed28 Posted August 17, 2015 It's great, and nice use of the episode 3 map themes. The last boss is also decent, though the "walls" should be "sky portals", if you know what I mean, because rockets exploding off of them is weird (don't forget, you can use sky transfers and a custom black sky if you need to). 0 Share this post Link to post
Obsidian Posted August 17, 2015 Beed28 said:It's great, and nice use of the episode 3 map themes. The last boss is also decent, though the "walls" should be "sky portals", if you know what I mean, because rockets exploding off of them is weird (don't forget, you can use sky transfers and a custom black sky if you need to). Heh, I suppose I was using the low-budget void, wasn't I? :P I'll fix that up. 0 Share this post Link to post
Obsidian Posted August 18, 2015 Just to clarify for other mappers: the Commander Keen is still intact in case anyone wants to use it. The only non-Nazi frames I used were the Pain Elemental's resurrection frames(which only see use in glitches) and the Cyberdemon's BossDeath frame(which is only used in E2M8 of Doom I). Also I updated the link again to catch a little bug with the DeHackEd. 0 Share this post Link to post
Havoc Crow Posted August 23, 2015 ...So... Is anyone else actually making maps for this? So far I only see two maps (Obsidian+me). And to be frank, I'm not sure if I will manage to complete mine before the deadline. 0 Share this post Link to post
Beed28 Posted August 23, 2015 It is disappointing that not many people are showing interest. Hmm... Even me. I don't know why, but I just can't bring myself to GDoom Builder and make a full map. I really hope it's not mapper's block or anything. I could extend the deadline if I want to... 0 Share this post Link to post
vizyeay Posted August 23, 2015 I might be able to help, I've been working on a map for a while, but it uses skulltag stuff, so i might have to re-texture. 0 Share this post Link to post
vizyeay Posted August 23, 2015 vizyeay said:I might be able to help, I've been working on a map for a while, but it uses skulltag stuff, so i might have to re-texture. ok, i think i've decided what im going to do, i would like a map slot from 9, 10, or 11, and im going to go ahead and retexture, because it fits the theme of the 2nd episode. hope i can be able to finish it soon! 0 Share this post Link to post
DoomTheRobot Posted August 24, 2015 I'll try doing a map with the no hitscan enemies theme. I'll try and brew up something special. Hopefully I can make something before the deadline. 0 Share this post Link to post
vizyeay Posted August 24, 2015 DoomGeek101 said:Hopefully I can make something before the deadline. Me too, I hope we will be allowed more time if we can't, but that'd be bending the rules, maybe deadline 31st? 0 Share this post Link to post
Pinchy Posted August 28, 2015 Although it will probably end up in something else by the looks of it, here's what I put together, likely for the end of E1. Ruinous Impact It uses sky transfers so for now run it with the resource in Zdoom (The sky should be black with small white stars) Gallery: http://imgur.com/a/nXuaN#0 Music: Sit by Jmickle66666666 0 Share this post Link to post