TimeOfDeath666 Posted January 2, 2020 (edited) DOWNLOAD: DMP2020v2.pk3 https://drive.google.com/file/d/1WJ7YbwXPoMO-6JZwu-epYhIiiXlbYvQG/view?usp=sharing After the overwhelming success of the award-winning DMP2019, we're back in a new decade with DMP2020: Barbara Walters edition. Don't forget to read and follow the rules! MAPLIST 2020/10/05 # Shoe Shuffle: Fine Leapin'! by @Xyzzy01 2020/11/15 # Love will not break your heart (It will crush it) by @MidnightMage 2020/12/26 # wacky library by @eltiolavara9 2020/12/28 # Revolthater by @Scypek2 2020/12/31 # Malevolent Exhibition by @Jjp RULES Maps must be in ZDoom (Doom in Hexen) format - shown here. Maps must be compatible with ZDoom 2.8.1. Jumping will be enabled and maps must feature some required jumping (disabling jumping in mapinfo won't be allowed). Freelook will also be enabled. New resources are allowed (music, textures, decorate, etc.). If it's compatible with ZDoom 2.8.1 then it's allowed. All maps will be allowed if they follow the rules and I won't edit them. This project's goal is to simulate playing random wads by random mappers that each follow the same simple rules. One map per person. When your map is finished, post it in this thread. Deadline is DECEMBER 31, 2020 - NO EXTENSIONS. GUIDELINES Even though new resources are allowed, please don't include a giant clusterfuck of texture packs, bestiary wads, etc. Only include the resources that your map uses (don't include unused resources). ZDoom (Doom in Hexen) format is similar to Boom format mapping but it has some extra features. If you have any editing questions then feel free to ask. Here is the ZDoom wiki: https://zdoom.org/wiki/Main_Page. Here are some editing examples: Spoiler NOSTALGIA TimeOfDeath - Doomworld Mega Project 2019 TimeOfDeath - Doomworld Mega Project 2018 StormCatcher.77 - Doomworld Mega Project 2017 TimeOfDeath - Doomworld Mega Project 2016 scifista42 - Doomworld Mega Project 2015 TimeOfDeath - Doomworld Mega Project 2014 TimeOfDeath - Doomworld Mega Project 2013 TimeOfDeath - Doomworld Mega Project 2012 Edited January 5, 2021 by TimeOfDeath666 22 Share this post Link to post
Phobus Posted January 2, 2020 I feel like I learned a thing or two about how ZDoom treats teleport destinations there. Strange, as I made my start as a ZDoom mapper! Maybe I'll give this a go. 0 Share this post Link to post
Wereknight Posted January 2, 2020 Y2K, huh? I'm in. Basically, I've started my mapping experience from Zdoom in Hexen format. 1 Share this post Link to post
Roofi Posted January 2, 2020 I will maybe try to do a small zdoom map. I never mapped on Zdoom. :) Just a question , what about music in ogg format? Is there a size-limitation or a restriction to midi format? 1 Share this post Link to post
snapshot Posted January 2, 2020 I'll try to deliver something, I missed 2018 edition, I was distracted with CC64EX. Maybe it's time to make up for that. 0 Share this post Link to post
TheOrganGrinder Posted January 2, 2020 Liking the sound of this but it's unlikely I'll have free time for mapping before March so I'll see how inspired I'm feeling around then, and hopefully I'll have an idea and the time to work on it. 0 Share this post Link to post
Wereknight Posted January 2, 2020 I'll drop it here just in case. I modified original Doom palette just for this one project. I'll use this one with my map and resources. dmptestpal.rar 2 Share this post Link to post
Ribbiks Posted January 2, 2020 I'm interested to make something with jumping and platforming, consider me in. have zdoom jumping physics been set in stone since 2.8.1? I.e. if I make a gap that's barely possible to clear with sr50+jumping in zd2.8.1, will it still be possible in the latest gzdoom or whatever? 0 Share this post Link to post
Nine Inch Heels Posted January 2, 2020 (edited) 5 hours ago, Ribbiks said: have zdoom jumping physics been set in stone since 2.8.1? While I can't really answer that question, and even though the question probably wasn't directed at me, I can at least tell you from first hand experience that the distances you can cover with a single jump depends not only on the port's intrinsic "physics", but also to a great extent on air control (which is where port settings can mess things up). With air control, and you don't need much of it, you can reach DeFRaG-like speeds (relatively speaking) in Doom (even without SR50/SR40), but depending on how the ports handle friction, and how much delay there is before you can jump again, your mileage may vary greatly. So "maxing out" jumps, in particular combinations of jumps in sequence, is likely going to cause some headaches. And it's not only GZDoom that may give you different results, Zandronum may also show some drastically different behaviour, too. 0 Share this post Link to post
Aurelius Posted January 2, 2020 9 hours ago, Wereknight said: I'll drop it here just in case. I modified original Doom palette just for this one project. I'll use this one with my map and resources. dmptestpal.rar While there is nothing wrong with the palette, the colormap seems to have some problems (especially the grey). If you do palette modification that isn't just a hue change, you should generate a new colormap that that would result in a more natural fade (SLADE has a tool for this). Unless the existing colormap was intentional, but I'm assuming that it's not. 0 Share this post Link to post
TimeOfDeath666 Posted January 3, 2020 11 hours ago, Ribbiks said: I'm interested to make something with jumping and platforming, consider me in. have zdoom jumping physics been set in stone since 2.8.1? I.e. if I make a gap that's barely possible to clear with sr50+jumping in zd2.8.1, will it still be possible in the latest gzdoom or whatever? In addition to NIH's post, I'm also not sure about that. But dmp2020 will only be marketed for zd2.8.1 and nothing else. By default, zd281 has a tiny bit of air control that lets you "grab" on to ledges, but I don't think it affects player speed. I'll add the default air control and gravity values to every map's mapinfo (unless a mapper specifically uses a different value) and if a player changes it for some reason then that's on them. Cool to see a dmp return of ribbiks :) 15 hours ago, Wereknight said: I'll drop it here just in case. I modified original Doom palette just for this one project. I'll use this one with my map and resources. dmptestpal.rar Thanks for your interest but this project will use the standard doom palette. 18 hours ago, Roofi said: I will maybe try to do a small zdoom map. I never mapped on Zdoom. :) Just a question , what about music in ogg format? Is there a size-limitation or a restriction to midi format? If zd281 supports ogg then yes you can use it. There's no size-limitation, but try not to be obnoxious about it. zdoom mapping is fun :) 1 Share this post Link to post
Impboy4 Posted January 3, 2020 (edited) I still think you should reconsider just going for UDMF format. Edited January 3, 2020 by Impboy4 3 Share this post Link to post
Li'l devil Posted January 6, 2020 Can I submit a map if it's a remake of my map from DWMP2016? A substantial remake, not a slight remake. Also, said map was in Vanilla format, I converted it to ZDoom format with Slade, but I don't know if it's Hexen format or not, and there seems to be no way of checking it. 0 Share this post Link to post
Scypek2 Posted January 6, 2020 51 minutes ago, Li'l devil said: Can I submit a map if it's a remake of my map from DWMP2016? A substantial remake, not a slight remake. Also, said map was in Vanilla format, I converted it to ZDoom format with Slade, but I don't know if it's Hexen format or not, and there seems to be no way of checking it. If it has all the vanilla lumps like SECTORS and LINEDEFS, it's the Hexen format. If it's just TEXTMAP, that's UDMF. 0 Share this post Link to post
Li'l devil Posted January 6, 2020 I know, but, IIRC, there are ZDoom (Doom in Doom format) and ZDoom (Doom in Hexen format), both aren't UDMF, but they differ somehow. 0 Share this post Link to post
TimeOfDeath666 Posted January 6, 2020 6 hours ago, Li'l devil said: Can I submit a map if it's a remake of my map from DWMP2016? A substantial remake, not a slight remake. Also, said map was in Vanilla format, I converted it to ZDoom format with Slade, but I don't know if it's Hexen format or not, and there seems to be no way of checking it. Yes you can remake your dmp2016 map. How did you convert it with Slade? I can't figure out how to do that. Another method would be to copy all of the sectors/things from your original map, then create a blank hexen format map and paste everything into it. You'll have to change all of the linedef actions and sector effects (and maybe thing flags, I can't remember). To make a ZDoom (Doom in Hexen) format map in Slade you can go to File-New-New Map, Game: Doom2 / Port: ZDoom / OK, Map Name: map01 / Map Format: Hexen. 0 Share this post Link to post
Li'l devil Posted January 7, 2020 Thanks, it worked! Quote How did you convert it with Slade? I can't figure out how to do that. Every time I open a map in Slade it asks the port of choice, and I assume that if you choose ZDoom, it automatically converts to ZDoom (regular, not Hexen). 0 Share this post Link to post
Gez Posted January 7, 2020 5 minutes ago, Li'l devil said: Every time I open a map in Slade it asks the port of choice, and I assume that if you choose ZDoom, it automatically converts to ZDoom (regular, not Hexen). No. The port you choose determines the configuration, so the features that the editor will consider available. But it doesn't convert anything. SLADE separates game, port, and map format, so you can set them independently. Of course, some combinations aren't valid (you can't make a vanilla Doom map in Hexen format, or a vanilla Hexen map in Doom format for that matter) and therefore aren't allowed. If you set the game to Doom and the configuration to vanilla or Boom, you will only be allowed Doom format maps, whereas if you set it to ZDoom you will also be allowed Hexen format maps and UDMF maps. 0 Share this post Link to post
Gez Posted January 7, 2020 On vendredi 3 janvier 2020 at 3:52 AM, TimeOfDeath666 said: In addition to NIH's post, I'm also not sure about that. But dmp2020 will only be marketed for zd2.8.1 and nothing else. By default, zd281 has a tiny bit of air control that lets you "grab" on to ledges, but I don't think it affects player speed. I'll add the default air control and gravity values to every map's mapinfo (unless a mapper specifically uses a different value) and if a player changes it for some reason then that's on them. Cool to see a dmp return of ribbiks :) You may want to add compat_limited_airmovement to make sure Zandronum behaves like ZDoom instead of doing its own thing. https://zdoom.org/wiki/Skulltag_features#Compatibility_flags So for the people who are confused by map formats. In SLADE, the interface works like this (open spoiler): Spoiler Notice that you have one drop-down for game, another for port, and look at the little letter in front of the map names: (D) for Doom format, (H) for Hexen format, (U) for UDMF. Simple. Maps cannot be converted. However, when you create a new map, you get a drop-down which lets you choose which format you want to use: The formats you can use depend on the port chosen. Note how choosing Boom puts red cross marks in front of the (H) and (U) maps, showing that they can't be edited in that configuration. And the ports you can use depend on the game chosen. Note how Boom and Eternity disappear when choosing the game Hexen. 2 Share this post Link to post
Ninehills42 Posted January 7, 2020 (edited) Count me in here! Edit: Actually, not sure. Rule number 3 (jumps required) ruined it for me. Edited January 7, 2020 by Ninehills42 0 Share this post Link to post
VanaheimRanger Posted January 9, 2020 (edited) Hexen format... Jumping required... I hate it... Count me in! EDIT: I am going to tentatively say "Maybe" as current projects I'm working on have grown a bit in their ambition, but I will try to fit this in over the next year. Edited January 24, 2020 by guitardz 1 Share this post Link to post
VanaheimRanger Posted January 9, 2020 On 1/2/2020 at 9:14 AM, Ribbiks said: I'm interested to make something with jumping and platforming, consider me in. have zdoom jumping physics been set in stone since 2.8.1? I.e. if I make a gap that's barely possible to clear with sr50+jumping in zd2.8.1, will it still be possible in the latest gzdoom or whatever? I can't wait to see what kind of rocket assistance required jumps you want the player to pull off...I'm counting on this. 0 Share this post Link to post
Scypek2 Posted March 28, 2020 I'm busy with all kinds of other things at the moment, but I already decided on what kind of map I want to make for this one! It would be a semi-realistic one inspired by Thomas van der Velden's Revolution. 0 Share this post Link to post
TimeOfDeath666 Posted March 28, 2020 Sounds good! I was going to finish a map I started planning years ago, but will probably just do another 1 week map near the deadline like last year. 0 Share this post Link to post
Ninehills42 Posted March 30, 2020 Is it possible to change rule number 3 to not be required to have jumping in the map? I mean jumping can be enabled but why does it have to be necessary to have parts where its required? 0 Share this post Link to post
TimeOfDeath666 Posted March 31, 2020 Unfortunately the rule can't be changed, but don't worry, even just one part that requires just one jump will be acceptable. 2 Share this post Link to post