Logamuffin Posted May 7 (edited) Summer is fast approaching and that means Doomguy needs a vacation! And where else to go but the tropics? I love tropical themed wads, some of my favorite wads are based around a tropical/island theme. So that's why I'm starting TropicHELL, which is a MBF21 Community Project based around tropical, beach, and ocean scenery. This community project is heavily inspired by Overboard, as well as various other ocean-themed wads like Ray Mohawk 2, Epic 2 and Pirate Doom. So let's dive in, shall we? The beta is now out! Give it a download below Download the TropicHELL Beta (TropicHELL_Beta_RC1fix.wad) You can see the maplisting in the below post. If you encounter any issues, post it on here or in our Discord. Set sail and have fun on your vacations, y'all! Original post: Rules 1. Your map must be made in MBF21 format. We are using DOOM2 as the IWAD. 2. Use the custom resource pack available for download below. It is a resource pack I put together from various tropical-themed wads (mainly Overboard) as well as a handful of texturepacks like 32in24tex. It also has a handful of edited and original sprites/textures in it. Using vanilla textures is OK, but don't use stuff that sticks out or clearly doesn't fit with the theme. If there's anything not in the texture pack that you want, just ask and I'll see about adding it! 3. Your map should be tropical themed and set on the ocean. If you claim a slot in Episode 1 your map can be set on a larger landmass (aka not be completely surrounded by water). Otherwise your map should be an island. Also, follow the guidelines for the episode themes, and if you are unsure about anything, just ask me. 4. Your map must start and end on The Boat(tm). Doomguy needs a boat to sail to all these islands right? This is another idea shamelessly ripped from Overboard but I built a Boat(tm) for this project and you're going to start and exit on it (with the exit requiring a key), just like in that wad. That means your map has to be designed around backtracking. In terms of The Boat(tm) itself, it is contained in a template level I made available for download below. Oh, and since you asked so nicely here is a picture of The Boat(tm): 5. Difficulties, Co-op starts and a MIDI are all required. If you don’t have these, I will provide them for you. No requirements for your MIDI as long as it fits the tropical vibe…6. Your maps' difficulty should be based on what Episode you choose. For Episode 1, it should be traditional gameplay only, with difficulty not rising above Plutonia. For Episode 2, I'm willing to accept all the way up to slaughter-lite. And for Episode 3, full on slaughter maps are allowed, since those should be larger maps anyway. However, 2000 monster behemoths where the BFG is the only relevant weapon are generally not going to be allowed. 7. (Optional) Join the Discord server. You don't have to but it sure makes communication a whole heck of a lot easier. I haven't set it up completely yet but here is a link. 8. The deadline for submissions is September 30th. Please drop your mapslot if you can't make it by that point. Downloads Download the updated resource pack (TropicHELL_Resources_v1.4.1) Download the demo map (TropicHELL_DemoIslands) Download the template map (TropicHELL_Template) Please use the template map when creating your level! It contains The Boat(tm), as well as a vast sea for you to start building your level upon. Also above is Demo Islands, a short level I made to show off the textures and sprites that I have in the resource pack. It won't be a part of the main map roster, but I might put it as a bonus map later. Load it alongside the resource pack and give it a play if you want, it's fun and shouldn't take you longer than 2 minutes. Here's a screenshot: Map Submission Format Map Name: Map Slot: Author: MIDI: Coop/Difficulties: Comments: Screenshots: Edited October 25 by Logamuffin 32 Share this post Link to post
Logamuffin Posted May 7 (edited) Maplist and episodes Here is the maplisting for the Beta version of TropicHELL. The maps have been swapped around in the interest of theming and difficulty curve, since we didn't make it to 32 maps. Maplist: Spoiler Episode 1: The Coast Map1 - Vacation Over? by @Logamuffin Map2 - A Little Slice of Paradise by @Lizardcommando Map3 - The MS #Nightmare by @Logamuffin Map4 - Skull Rock by @ByRntStarOEI Map5 - Nave-Yagon Excursion by @BEG Map6 - Coastal Getaway by @Logamuffin Map7 - Support Your Local Mancubus by @Logamuffin Episode 2: The Resort Map8 - Lost and Found pt. 1 by @Sneezy McGlassFace Map9 - Melting Work and Pleasure by @Beubeu Map10 - Sunset Rush by @Fun-E Personn Map11 - Tropic Monster Alliance by @CBM and @Amiga Angel Map12 - Sunlush Resort by @ABearInThaWoods Map13 - Devil's Sea by @horselessheadsman Map14 - Lost and Found pt2. by @Sneezy McGlassFace Episode 3: The Lost Islands Map15 - Forgotten Sea Fort by @Heretic926 Map16 - Lunar Waterfalls by @Frank Harper Map17 - Ashen Archipelago by @AshtralFiend Map18 - On The Rocks by @anrgyn Map19 - Into The Heart of Vesuvius by @Moustachio Map20 - Untitled by @ByRntStarOEI Map21 - The Serpent by @Logamuffin Map22 - Vacation Over (credits map) Secret Map (accessible through credits) Map31 - Swim 2 It! by @ByRntStarOEI Super Secret Map (only accesible through idclev) Map32 - Demo Islands by me Credits Spoiler Overboard by @mouldy (aka the GOAT): Sea, sand and palm tree textures, along with many others. Knee Deep in the Jungle by @Sergeant_Mark_IV: Palm tree and bush sprites, various textures Epic by Eternal: Zombieman sprites, bonus sprites Epic 2 by Eternal: Various textures Ray Mohawk 2 by @Doomkid: Hula imp sprite Lost Civilization by @Jaska: Various textures and sprites Pirate Doom! by @Darch: Various sprites Deus Vult II by Huy Pham: Sunglasses statusbar sprites 32in24tex-15 by @esselfortium: Various textures Realistic Texture Pack by Rottking: Various textures StalungCraeft Texture Pack by DooMAD: Various Textures Machete with Doomguy gloves by Printz: https://forum.zdoom.org/viewtopic.php?p=1145175 Struggle: Antaresian Legacy by Antares031: a few textures (https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/strg) Realm667: Font Edited October 23 by Logamuffin 5 Share this post Link to post
Sikreci Posted May 7 I would love to claim an early episode 1 map, something fast and easy-ish. I'll take a random slot in the 01-06 range if that's agreeable. 1 Share this post Link to post
DoomGappy Posted May 7 I want to claim a slot, but I'll probably be creatively bankrupt for a few more months. Good luck on the project! 1 Share this post Link to post
Heretic926 Posted May 7 Plutonia-esque, you say? I'd like to claim MAP21 for now. 2 Share this post Link to post
Raith138 Posted May 7 (edited) I will take map 02! Is there a deadline or am I blind and not seeing it. (nvm I am blind) 1 Share this post Link to post
MattFright Posted May 8 am i able to claim two spots? if so i'd like to claim map12 and map22, if not then only map22 2 Share this post Link to post
Boss Posted May 8 If you wouldn't mind, I'd like to take a slot somewhere in episode 2. Any of them is fine. 2 Share this post Link to post
Logamuffin Posted May 8 (edited) 58 minutes ago, MattFright said: am i able to claim two spots? if so i'd like to claim map12 and map22, if not then only map22 Actually, I think I want to wait a bit before letting people claim multiple spots, since I don’t know how many people are going to participate in the project yet. I’ll give it a couple days and add you back in for Map22 if the slots aren’t claimed by that point, and let everyone else get a chance to claim multiple spots at that point as well. Just make absolute sure you have the time and energy for it… Edited May 8 by Logamuffin 2 Share this post Link to post
Lizardcommando Posted May 8 Oh, this sounds fun! Sign me up for MAP03. 1 Share this post Link to post
Amiga Angel Posted May 9 I would like to claim map slot 5 This may end up being a collab between me and cbm.. is it ok to make a map that is a city on a tropical island? 2 Share this post Link to post
CBM Posted May 9 (edited) screenshot of what amiga and I have so far EDIT: apparently imgbb is completely broken right now new link https://www.imghost.net/oKaybfS2ptqhOw5 4 Share this post Link to post
Sikreci Posted May 9 Isn't that your D2ICO map but on an island? It looks really familiar. 1 Share this post Link to post
Logamuffin Posted May 9 8 hours ago, Amiga Angel said: I would like to claim map slot 5 This may end up being a collab between me and cbm.. is it ok to make a map that is a city on a tropical island? Yeah, that’s fine! I might need to add some more textures to make a city map work though.. 0 Share this post Link to post
dac Posted May 9 You know, I think I'm ready after D2ICO didn't end well for me. Sign me up for MAP29! 1 Share this post Link to post
Amiga Angel Posted May 9 (edited) 1 hour ago, Sikreci said: Isn't that your D2ICO map but on an island? It looks really familiar. it is .. or its a compact version of it... however .. cbm and me plan on making plenty of changes to it this is just cbms island with a compact version of my city and the boat on it at the moment... I wanted to try some things in this map that will make this play very differently from the map I made for d2ico 45 minutes ago, Logamuffin said: Yeah, that’s fine! I might need to add some more textures to make a city map work though.. cbm made some car textures and added them to a texture wad ... the wad has 32 in 24 and the new car textures and I am sure cbm would be more than happy to send the wad to you, that would also allow the custom sector cars cbm made to show up correctly on the map also 32 in 24 has lots of city stuff Edited May 9 by Amiga Angel 0 Share this post Link to post
Logamuffin Posted May 9 5 minutes ago, Amiga Angel said: cbm made some car textures and added them to 32 in 24 and I am sure cbm would be more than happy to send them to you (they have been added to a custom version of 32 in 24 that also has tons of city stuff), that would also allow the custom sector cars cbm made to show up correctly on the map Yeah, if you could send them to me, that’d be good. Also, can you join the discord so we can chat about your map easier? 1 Share this post Link to post
Moustachio Posted May 9 I have an idea for how to end Episode 2. Sign me up for MAP20 please! 1 Share this post Link to post
Lizardcommando Posted May 9 Progress is coming along much more smoothly and faster than I thought. The buildings can be entered via silent teleporters. The Inn is more or less completed. I still need to make the inside of the restaurant and make some more adjustments with the island, including difficulty settings. 5 Share this post Link to post
Logamuffin Posted May 9 2 minutes ago, Lizardcommando said: Progress is coming along much more smoothly and faster than I thought. The buildings can be entered via silent teleporters. The Inn is more or less completed. I still need to make the inside of the restaurant and make some more adjustments with the island, including difficulty settings. Ooh, looks very nice! Though now that the project is getting going, I am noticing some limitations with the texture pack, it probably needs a good amount of additional textures, such as a better sand side texture and more island building textures. Again, if you have any suggestions for textures you would want for your map, give me a shout and I'll add them in. 3 Share this post Link to post
Xaser Posted May 9 If you're targeting MBF21, then UMAPINFO is also available, so you'll be able to split the project into proper episodes of whatever length you want, move the secret maps/exits, expand/shrink the available map slots based on interest, and so forth -- there's no need to stick to Doom 2's 32-map format. Relatedly, it's generally a good idea to have folks reserve an episode (for theme's sake) but not a specific map slot, then figure out the optimal order based on the submissions that come in. If map slots are pre-reserved and there isn't a directed effort to have folks coordinate with their neighbors, you'll end up with super-wonky difficulty curves and pacing issues (e.g. 3 people making huge maps in a row). Or at least reserve the right to rearrange stuff afterward, so folks know to expect it. 12 Share this post Link to post
Logamuffin Posted May 9 7 minutes ago, Xaser said: If you're targeting MBF21, then UMAPINFO is also available, so you'll be able to split the project into proper episodes of whatever length you want, move the secret maps/exits, expand/shrink the available map slots based on interest, and so forth -- there's no need to stick to Doom 2's 32-map format. Relatedly, it's generally a good idea to have folks reserve an episode (for theme's sake) but not a specific map slot, then figure out the optimal order based on the submissions that come in. If map slots are pre-reserved and there isn't a directed effort to have folks coordinate with their neighbors, you'll end up with super-wonky difficulty curves and pacing issues (e.g. 3 people making huge maps in a row). Or at least reserve the right to rearrange stuff afterward, so folks know to expect it. Thanks for the advice! I was mainly sticking to the 32 map format with reserved slots for simplicity's sake. I am most likely going to rearrange the mapslots later, and I should put that on the OP since I didn't mention it. I am gonna be using UMAPINFO for this as well, so the episode lengths may change too. 3 Share this post Link to post
Fun-E Personn Posted May 9 (edited) Id like an episode 1 Map slot please (If there will be a lot of unfulfilled slots I can take more). 1 Share this post Link to post
Sikreci Posted May 10 Unfortunately I have to withdraw from this already. My computer is having some critical issues and I won't be able to replace it for months probably. :( 1 Share this post Link to post
Tiramisu Posted May 10 (edited) Me when I hear there's a vaguely Plutonia-related project: Spoiler Sign me up for any episode 3 map other than MAP30! :) 3 Share this post Link to post