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DoctorNuriel

Community Project concepts that you would like to see?

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20 hours ago, Jayextee said:

please don't CaPitaLize my name like that. Thanks.

Not intentional, brain just did it automatically. Fixed. Sorry!

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Posted (edited)
18 hours ago, GreenAnime said:

Rocket Doom - Doom maps centered around rocket gameplay would be the greatest thing ever

I fully agree. It's a simple concept, but potentially very effective for high octane action - bonus points if the RL replaces the pistol as starter weapon and other weapons do not drop (even from enemies). Sole exception being the Berserk, perhaps.

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I'd love to see a proper sequel or expansion pack for @AD_79's Violence, with a Dan Terminus soundtrack and everything. (I know Mayhem 2018 Purple is a thing, but that's playing its own monster-catching -shooting game.)

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The Shores of Chill, a community project based around unstressful gameplay. Easy maps, cozy vibes, and combat that ranges from absent to easy (i.e. infighting is easy to incite, stronger monsters are bunched up with barrels, rockets and/or BFG are provided early).

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Posted (edited)

We have Doom quilts, do we have Doom towers? Like a 1024 version of going down. In the restrictive texture theme allow the mapper a single 128x512 texture of their own construction, have it include the sky. No other textures allowed. 

Edited by Szymanski : changed 256 to 512

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4 minutes ago, Szymanski said:

We have Doom quilts, do we have Doom towers? Like a 1024 version of going down. In the restrictive texture theme allow the mapper a single 128x256 texture of their own construction, have it include the sky. No other textures allowed. 

You mean specifically 1024x1024 and with exit always being the same?

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Its probably not what you mean but "Die Rowdy" is a tower mapset where every level has the same outside building layout with the interior design of the floor changed every level by each mapper. The levels all start and end at the elevator and you always need to find the red key to go up to the next floor.

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31 minutes ago, Insaneprophet said:

Its probably not what you mean but "Die Rowdy" is a tower mapset where every level has the same outside building layout with the interior design of the floor changed every level by each mapper. The levels all start and end at the elevator and you always need to find the red key to go up to the next floor.

Also, Hellevator.

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2 hours ago, Insaneprophet said:

Its probably not what you mean but "Die Rowdy" is a tower mapset where every level has the same outside building layout with the interior design of the floor changed every level by each mapper. The levels all start and end at the elevator and you always need to find the red key to go up to the next floor.

That's cool, I'll take a look. Difficult to keep track of stuff

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3 hours ago, ViolentBeetle said:

You mean specifically 1024x1024 and with exit always being the same?

Yeah, pretty much. But it has already been done so I'll to think of something else. I had an idea a while back for a small project:

 

MiniM - A project of smallish maps that follow directly from the previous, using palindromic names as inspiration

 

1 LeveL - Intro level showing the demonic invasion

2 MurdruM - Find the satanic sacrifice that prompted the invasion

3 ReviveR - Kill the ReviveR before an army forms

4 DevoveD - Destroy the legions of devoted hellspawn

5 DeifieD - :)

6 DeleveleD - A land destroyed, can it be saved?

 

https://www.doomworld.com/profile/1822-szymanski/?status=1739827&type=status

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On 2/9/2024 at 6:59 PM, Jayextee said:

32 Icon of Sin maps, that'd be a hoot.

 

 

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A project of levels with natural locations would be interesting. Parks, forests, lakes, etc. in addition to the more common caves and rocks in Doom. Some levels may have a lyrical atmosphere, although not all levels must be of such kind. Horror combined with nature is also interesting.

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19 minutes ago, Michael63 said:

A project of levels with natural locations would be interesting. Parks, forests, lakes, etc. in addition to the more common caves and rocks in Doom. Some levels may have a lyrical atmosphere, although not all levels must be of such kind. Horror combined with nature is also interesting.

 

 

 

 

 

 

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@Master O

If talking about examples, I would name Lost Civilization first of all. This is probably closest to what I had in mind, although authors should not limit themselves to this style.

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Posted (edited)

This is less conceptual and more structural, but just thought of maybe a project where the end product is not one big honkin' wad but a bunch of small (like 5-7 maps apiece max) wads that are listed together, but can be downloaded separately?  Like "let's make a whole bunch of miniwads together!"  Each one can have a bit of its own character, either aesthetically, conceptually, gameplay-wise, but the idea would be to give people the choice of downloading the wads that sound most cool and interesting and playing them one at a time.  It may not be that different than just dividing a megawad into episodes, but I suspect people may be keen to check out more bite-sized wads and get over the psychological barrier against skipping ahead to middle episodes, or feeling of being swamped (or, worse, having their map me swamped) in the middle of a 40-50+ map set.  It also can leave a little extra room to try a bunch of different ideas, compartmentalize, have different enemy replacements or whatever (think of all the MAP07 replacements you could do!).  If there's a concept that gets a lot of people extra excited then it can be divided into multiple Parts or whatever you want to call them, still as separate wads. And if not a lot of folks contribute or they jump ship or whatever then you just scale down and release two or three or one little community miniwads. And there’s always room to do more next time!

I dunno it may not make any difference but there's something about like "these wads are only 5 maps long and I can play each one in an hour or two" that may be appealing to some. I kinda like the idea anyway 

Edited by Stupid Bunny

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1 hour ago, Stupid Bunny said:

This is less conceptual and more structural, but just thought of maybe a project where the end product is not one big honkin' wad but a bunch of small (like 5-7 maps apiece max) wads that are listed together, but can be downloaded separately?  Like "let's make a whole bunch of miniwads together!"  Each one can have a bit of its own character, either aesthetically, conceptually, gameplay-wise, but the idea would be to give people the choice of downloading the wads that sound most cool and interesting and playing them one at a time.  It may not be that different than just dividing a megawad into episodes, but I suspect people may be keen to check out more bite-sized wads and get over the psychological barrier against skipping ahead to middle episodes, or feeling of being swamped (or, worse, having their map me swamped) in the middle of a 40-50+ map set.  It also can leave a little extra room to try a bunch of different ideas, compartmentalize, have different enemy replacements or whatever (think of all the MAP07 replacements you could do!).  If there's a concept that gets a lot of people extra excited then it can be divided into multiple Parts or whatever you want to call them, still as separate wads. And if not a lot of folks contribute or they jump ship or whatever then you just scale down and release two or three or one little community miniwads. And there’s always room to do more next time!

I dunno it may not make any difference but there's something about like "these wads are only 5 maps long and I can play each one in an hour or two" that may be appealing to some. I kinda like the idea anyway 

So a little bit like DBPs but perhaps not as long as the bigger ones and not as daunting as 66 of them to play...

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Still trying to iron out my exquisite corpse community project idea (and get the confidence to start it). I have made a logo though:

M_DOOM-X2.png.ef9f9b0a82e47d4e505a481d490b66cf.png

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On 6/21/2024 at 2:54 PM, Matthias said:

Vanilla HeXen

That's a good one. Maybe too hard to achieve since Vanilla Hexen mapping looks pretty complicated, at least for me.

 

15 hours ago, BeachThunder said:

Still trying to iron out my exquisite corpse community project idea (and get the confidence to start it). I have made a logo though

 

Cool logo, but i am afraid that name for the same concept was already taken!

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Posted (edited)
2 minutes ago, Walter confetti said:

That's a good one. Maybe too hard to achieve since Vanilla Hexen mapping looks pretty complicated, at least for me.

Of course it is... that's why community is so hesitant to do so :)

 

To be fair, you don't need to use ACS in your maps

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39 minutes ago, Walter confetti said:

That's a good one. Maybe too hard to achieve since Vanilla Hexen mapping looks pretty complicated, at least for me.

 

 

Cool logo, but i am afraid that name for the same concept was already taken!

Oh, damn. I thought I checked, but I guess I didn't check hard enough. Maybe I should just forget it then. Although, that other community project seems to have completely link rotted...

 

Maybe I should just go the plural route...or just add "the" :P

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Posted (edited)

vanilla maps with no teleports or voodoo dolls stuff project

only shape and placement to work with

ambient midis only and nothing from another video game

vanilla textures or textures you've drawn yrself only

 

im in a server for a project i can't really submit to cos even though i like the point of the project i don't want to submit a crusty old vanilla ethos map when everyone else is making the most of new features, being all modern and brightly lit and combat positive n stuff, i don't wanna drag down their work with another zzzv millstone

i kinda hate texture packs lol i find the absolute opposite of inspiration in them

 

edit: 2nd related idea -

same standards, everyone makes a map

the map has to include at least one of every monster and decoration

once the maps are finalized you all agree not to edit them further

THEN the stuff in the .deh file gets split up between the entrants

so you get a small team of people responsible for each individual monster

its behaviour and timing and attributes and attack type are now up to them plus they could draw amateur replacement sprites for it
and maybe every individual entrant gets to draw a prop and decide its proportions

then you reassemble the whole thing and see how the maps play now

Edited by yakfak

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8 hours ago, yakfak said:

i kinda hate texture packs lol i find the absolute opposite of inspiration in them

 

I don't understand this attitude at all. The vanilla textures are so limited and limiting. The way part of this community jerks themselves into a stomachache over vanilla would be quaint if they didn't have such a hold over the rest of the fandom. I miss the old days when trying to do something relatively fresh was more common over this fixation on vanilla.

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3 minutes ago, june gloom said:

 

I don't understand this attitude at all. The vanilla textures are so limited and limiting. The way part of this community jerks themselves into a stomachache over vanilla would be quaint if they didn't have such a hold over the rest of the fandom. I miss the old days when trying to do something relatively fresh was more common over this fixation on vanilla.

 

you should definitely make whatever you like, i'm sorry you i made you think i was trying to hold you back
but if you wanna understand the attitude then ask

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It's not just you I have this gripe with, to be clear. This game is thirty years old and we have a huge toolbox of options for how we can build our maps and mods, but some people just aren't happy unless they can drag us all back to 1994 and they have a lot of influence.

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Yo, don't be equating 'vanilla' with 'uses stock assets' when there's stuff out there for vanilla like BtSX with absolutely sublime texture work.

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1 hour ago, Jayextee said:

Yo, don't be equating 'vanilla' with 'uses stock assets' when there's stuff out there for vanilla like BtSX with absolutely sublime texture work.

 

"uses stock assets" is definitely part of the Venn diagram with vanilla, though. (Usually, anyway.) It's not just about textures, it's just an overall attitude I've observed. And to be clear, it's not a new attitude either.

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Not really. The terminology means something quite specific -- in a nutshell, a WAD (and associated .deh patch) that is compatible with the original DOS executable (e.g. it doesn't break any of the static limits) is vanilla. REKKR for example uses zero stock iWAD assets and is 100% custom. And yet, it can run on the v1.9 Ultimate DOOM executable for DOS. Ergo, it is vanilla.

Conversely something such as Going Down uses stock textures exclusively, is too detailed in places to run on the DOS executable without bombing due to Visplane Overflow. Not vanilla.

This is way off-topic though.

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Posted (edited)

Again you're being insistently technical about terminology when I'm just talking about an attitude within the community about what Doom should be (and to a lesser extent who Doom is for.)

 

I agree it's offtopic tho so I'll drop it here.

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