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Thaumaturge_Tanishq

Bangladesh Community Project 2025 (Hires and Announcement)

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Posted (edited)

This is a Proposal Thread Announcement for a Basic Megawad based on a International Friendly Community from Bangladesh. Making Doom maps are quite unpopular in Bangladesh; as for the first time, I was seeking Bangladeshi Interested Players of DOOM 2 as an Initial Gathering for building up "Bangladesh Community Project". Each Megawad Series will consist of 30 Maps (+2 Bonus Maps). Maps will be of any strategy either: fighting, normal slaughtering or technical campings; and not very large in size.

 

ATTENTION: The Megawad complexities will be very simple. So, beginner map makers from any countries are mostly welcomed other than the Professional Mappers, as all the releases here will be for free. I am still learning to make Classical Custom Maps into a Skilled Level and have initially published many Single WADs (I will provide my wad links down in the description). Till now, I only have the Idea Proposal. As for managing the project, personally I never ran a Community Project before. I don't know yet how to launch a boom compatible Megawad and combining all individual (.wad) files with proper script defining and custom sprites using SLADE. We will have friendly discussions and social media chat for better bonding and reduced complicacies. However, I have a couple of people that can back me up in case we have problems. All Errors, Troubleshooting and Playtest Feedbacks will be solved by progress. If you don't know about making or editing maps, we will sort that out anyway. Just One Thing that matters is "Your Dedication" only. Interested Members are requested to inbox me and share your map ideas, map view, custom texture choices; and other terms related with Megawad Launching. 

 

Please do read the Following Terms and Progress Requisites of Making Map for "Bangladeshi Community Project 2025":

 

Gameplay Formats:

  • Maps should be made with "Ultimate Doom Builder" and edited with "SLADE 3". 
  • Map Format: ZDoom ACS - UDMF Format (Doom 2)
  • Sourceport: GZDoom (and any others if relevant)
  • Gameplay Options: Allow Less Jumping, No Falling Damage and No Crouch
  • Gameplay Difficulties: Only Easy (I'm Too Young To Die) and Ultra-Violence
  • Only for One Person Shooting (No Deathmatches)

 

Submission Formats:

  • Beginner Mappers from all countries are very welcomed for submitting their maps and map ideas for this Megawad Project.
  • One Person can submit more than 1 Map (maximum 4 Maps). 
  • After finishing the Maps, make a Readme Text File to add credits for Texture, Music and or any Copyrights along with your Name, Country and Mail Address.
  • Prefix the used Custom Textures with some letter combination to avoid clashes with others' custom textures.
  • Arrange the Map Info, Sound Info and Textures Files in order to combine them in a Single (.wad) file.
  • Editing Script Prefer: DECORATE Only. No pk3 formats will be used.
  • Submit the Map Files and Readme Text File altogether using in a Zip Folder. Rename the Zip Folder with Map Number and Map Name. For Example: "Map07 - Aborted Execution Of Chittagong Port by Thaumaturge_Tanishq"
  • 2 Bonus Maps will be very special. It will have have inspiring changes in Thing Sprites. These slots will be reserved for professional mappers those who are willingly to support this very new community for free.

 

Map Editing Formats:

  • Each Map Size Limit: 16000 by 16000
  • Start with Floor Height 0 and use Ceiling Heights up to max 8000
  • Sectors, Lines and Draft Extension: Up to Infinite (But complicated geometries will be ignored for this time)
  • Sector Mode Focus: Triggered/Key Locked/Switch/Generic Doors; Simple Stairways, Floor Lowering and Raisings; Locked Gates and Switches, Elevators and Crusher.
  • Each Maps should have all Three Keys and a surprising Exit Door Sector.
  • Make not more than 10 Secrets. Secret Sector entrance can be either simple or complicated.
  • Skybox and Swimmable Water Sectors are optional
  • Player Teleports are optional, but Monster Teleportings are preferable.

 

 

Things and Distribution:

  • Sufficient Light Sources, Obstacles Decoration and variation in Texture Brightness Levels. 
  • Maps should not have any BFG Weapon. Each Maps should have limited ammos (enough ammos from Secrets) with gameplay Pistol Start. 
  • Use Weapon Priority as: Shotgun > Chaingun > Super Shotgun > Rocket Launcher or Plasmagun. Optional Reservation for Plasmagun can be applied on Boss Fights.
  • Monster Negotiation: Try to avoid using Cyberdemon or Spider Mastermind as Boss Monsters 
  • Things Negotiation: Try to Put a Backpack in very First Sector, Limited Health & Armor Balance in Each Sectors and avoid multiple Powerups together.
  • Monster Distributions will be arranged and modified according to "Zero Dominance of Doomguy". Remember: You are not the Boss here.
  • Environmental Sound Blockings, Monster Ambushes and Stand Still
  • Include Things Activation or Thing Tags with Simple Walkover Traps.

 

Custom Resources:

  • Custom Map Music (Optional): Any Instrumental Choice
  • Custom Texture Choices: Realm667 Repository Website (maximum 20 textures) in a Single (.wad) file. All added Textures must be aligned on 3D Editing Mode.
  • Use Simple Texture Environments (Optional): Atmospheric Hellish, Ambient Gothic; Factory, Computers, Dark Bridge/Garden, Blood Castle, Marbles with Temple etc. 
  • There will be no BrightMap Sprite Configurations
  • Custom Monster Choices (Optional): A Modified Decorate Script Files (Custom Monster Pack) will be provided to use  from Realm667 Repositories Website. Modifications on monster attack properties will be done if necessary. Following Monster Classes will be used on Scale Order-
  • Custom Monster Class Group A: Pyro Helion, Plasma Helion, Weak Afrit, Strong Afrit, Pyro Demon (Boss Monster) 
  • Custom Monster Class Group B: Plasma Volacubus, Poison Volacubus, FatShot Vocabulus, MiniCelt, Celt (Boss Monster)
  • Custom Monster Class Group C: Lord Of Imp , Weak Cybruiser, Strong Cybruiser 

 

 

Gameplay Themes and Concepts:

 

EPISODE 1 - HAUNTED BY NATURE

  • Map01 - Spectral Shores of Mohamaya Lake [Slot Available]

Concepts: Narrow Paths with Scary and Broken Pathways, Lake Side, Dark Water flows, small marbled Temple, Hilly floor heights.

No. of Monsters: Easy (50) - UV (100)

Original Monsters: Former Human, Former Sergeant, Imp, Spectral Demon, Hell Knight

Custom Monsters: Lord Of Imp, MiniCelt

Weapons: Pistol Start, Chainsaw, Shotgun, Chaingun

 

  • Map02 - Sitakunda and the Ghostly Ruins [Slot Available]

Concepts: Water-based map with submerged areas, underwater/water pathways, dark caves and small hallrooms.

No. of Monsters: Easy (100) - UV (150)

Original Monsters: Former Human, Former Sergeant, Imp, Spectral Demon, Hell Knight, Barron Of Hell, Cacodemon, Mancubus

Custom Monsters: Lord Of Imp, MiniCelt, FatShot Volacubus

Weapons: Pistol Start, Chainsaw, Shotgun, Chaingun, SuperShotgun

 

  • Map03 - Cursed Chambers of Ruplal House [Slot Available]

Concepts: Claustrophobic corridors, long hallrooms, dim lightning and sudden monster jumps. 

No. of Monsters: Easy (150) - UV (200)

Original Monsters: Former Human, Former Sergeant, Imp, Spectral Demon, Hell Knight, Barron Of Hell, Cacodemon, Mancubus, Arachnotron, Archvile

Custom Monsters: Lord Of Imp, FatShot Volacubus, Plasma Volacubus, Poison Volacubus, MiniCelt

Weapons: Pistol Start, Chainsaw, Shotgun, Chaingun, SuperShotgun, Shotgun, Rocket Launcher

 

  • Map04 - Dhaka Central Jail [Slot Taken]

Concepts: Short flooded sectors, cages and jail layout with lots of hidden passages and gate-locked rooms.

No. of Monsters: Easy (150) - UV (250)

Original Monsters: Former Human, Former Sergeant, Imp, Spectral Demon, Hell Knight, Barron Of Hell, Cacodemon, Mancubus, Arachnotron, Archvile, Pain Elemental

Custom Monsters: Lord Of Imp, FatShot Volacubus, Plasma Volacubus, Poison Volacubus, MiniCelt

Weapons: Pistol Start, Chainsaw, Shotgun, Chaingun, SuperShotgun, Shotgun, Rocket Launcher

 

  • Map05 - Phantom Siege in Teesta [Slot Available]

Concepts: Open Sky and maximum gameplay over a large bridge with small decks, broken sectors and waterflows both side.

No. of Monsters: Easy (200) - UV (250)

Original Monsters: No Limits

Custom Monsters: Lord Of Imp, FatShot Volacubus, Plasma Volacubus, Poison Volacubus, MiniCelt, Celt (Boss)

Weapons: Pistol Start, Chainsaw, Shotgun, Chaingun, SuperShotgun, Shotgun, Rocket Launcher, Plasmagun

 

EPISODE 2 - SINISTER UNDERGROUNDS

  • Map06 - Dark Mines of Modhupur [Slot Available]

Concepts: Cave Layout, Open Arenas, Factory sides, technical  and Gothic Rooms

No. of Monsters: Easy (200) - UV (250)

Original Monsters: No Limits

Custom Monsters: Group A, Pyro Helion.

Weapons: No BFG

 

  • Map07 - Catacombs in Mohasthangar [Slot Available]

Concepts: Archaeological Setups, Broken Hallrooms, few Locked Small Forts and gates, open sky sectors with sand field.

No. of Monsters: Easy (225) - UV (250)

Original Monsters: No Limits

Custom Monsters: Group A, Pyro Helion, Plasma Helion, Weak Afrit

Weapons: No BFG

 

  • Map08 - Boro Mowdok's Battlefield [Slot Available]

Concepts: Flooded Bases, Waterways, Bridges, Rocky gardens and elevated structural sectors or large maze with small sectors inside.

No. of Monsters: Easy (225) - UV (250)

Original Monsters: No Limits

Custom Monsters: Group A, Pyro Helion, Plasma Helion, Weak Afrit, Angry Afrit

Weapons: No BFG

 

  • Map09 - Collapsed Buildings of Sylhet City [Slot Available]

Concepts: Tight spaces, narrow corridors, horizontal passages, green poison flows or sky-open areas with rock fields.

No. of Monsters: Easy (225) - UV (250)

Original Monsters: No Limits

Custom Monsters: Group A, Pyro Helion, Plasma Helion, Weak Afrit, Angry Afrit

Weapons: No BFG 

 

  • Map10 - Wraith Waters from Kaptai [Slot Available]

Concepts: Flooded Camps, Waterways and Cavelike structures, Height changes and multiple pathways.

No. of Monsters: Easy (250) - UV (300)

Original Monsters: No Limits

Custom Monsters: Group A, Pyro Helion, Plasma Helion, Weak Afrit, Angry Afrit, Pyro Demon (Boss)

Weapons: No BFG 

 

EPISODE 3 - MONUMENTS OF RARE AND DEATH

  • Map11 - Haunted Ahsan Manzil [Slot Available]

Concepts: Castle layout with multiple floors, hidden rooms and ghostly sectors.

No. of Monsters: Easy (250) - UV (300)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Weak Cybruiser

Weapons: No BFG 

 

  • Map12 - Mysteries in Mahavihara [Slot Available]

Concepts: Monastary-like layout with secret passages, multiple garden sectors, gates and cyber sectors

Concepts: Castle layout with multiple floors, hidden rooms and ghostly sectors.

No. of Monsters: Easy (250) - UV (300)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Weak Cybruiser

Weapons: No BFG 

 

  • Map13 - Bloodstained Boulevards of Saidpur [Slot Available]

Concepts: Barricades, maze sectors, sideways of lakes or waters, railways and long terrains.

Concepts: Castle layout with multiple floors, hidden rooms and ghostly sectors.

No. of Monsters: Easy (275) - UV (350)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Weak Cybruiser

Weapons: No BFG 

 

  • Map14 - Nawabpur Corridors [Slot Available]

Concepts: Narrow alleyways with tight corners, hidden passages and small passing bridge, height elevations and tricky steps

Concepts: Castle layout with multiple floors, hidden rooms and ghostly sectors.

No. of Monsters: Easy (275) - UV (350)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Weak Cybruiser, Super Cybruiser

Weapons: No BFG 

 

  • Map15 - The Unlikely Mongla [Slot Available]

Concepts: Slaugther fights and heroic movement areas, open areas and cover spots of elevated sector, stairways based hallrooms and water sided ports

No. of Monsters: Easy (300) - UV (350)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Weak Cybruiser, Super Cybruiser

Weapons: No BFG 

 

EPISODE 4 - WHITEWASH SECRETS

  • Map16 - Citadels of Maynamati [Slot Available]

Concepts: A Citadel layout with Doomed Sectors, Hellish gardens and gothic sectors.

No. of Monsters: Easy (300) - UV (350)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map17 - Kantaji Temple's Dark Secrets [Slot Available]

Concepts: Marble layouts with temples, short sectors, mazes and blood fallen structures. 

No. of Monsters: Easy (325) - UV (350)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map18 - Irradiated Jamuna Powerplant [Slot Available]

Concepts: Factory layouts, short sectors with cyber form sectors, computer rooms, poison flows or water flows.

No. of Monsters: Easy (350) - UV (375)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map19 - Execution Khulna Claustrophobia [Slot Available]

Concepts: Large elevated sectors, gateways, small waterflows, passage with short bridges and combined building layouts.

No. of Monsters: Easy (350) - UV (375)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map20 - Brutal Monuments of Akhaura [Slot Taken]

Concepts: Railway station like layouts, short factory sides, broken structures 

No. of Monsters: Easy (375) - UV (400)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

EPISODE 5 - PATHOGENIC DUTIES 

  • Map21 - Hidden Mythology of 1971 [Slot Available]

Concepts: Blood covered marble layouts, tight hallrooms, broken structures in open-sky, short sector buildings with locked gates and waters.

No. of Monsters: Easy (400) - UV (425)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map22 - Abnormal Reports from Andharmanik [Slot Available]

Concepts: Flooded bases, Floor elevated tight sectors, updown hill zones, waterways, scary and green environments.

No. of Monsters: Easy (400) - UV (425)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map23 - Locked Hellgates in Satkhira [Slot Available]

Concepts: Hellish broken sectors, updown floors, lava fields and hellish gardens, locked gates and gothic randomings. 

No. of Monsters: Easy (400) - UV (425)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map24 - Jamalpur's Undisturbed Laboratories [Slot Available]

Concepts: Computer rooms, Chemical factory layouts, technical sectors with scare fights, Laboratory layouts with poisoned flows, crackled stairways and cyber 

No. of Monsters: Easy (425) - UV (475)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

  • Map25 - Return Of Vomitorial Guardian [Slot Taken]

Concepts: Poisoned flows, dark marble blocks with hellish gardens, open-sky with waterways and flooded arenas with scary research rooms.

No. of Monsters: Easy (425) - UV (500)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C (Selectives)

Weapons: No BFG 

 

EPISODE 6 - APPROACHING IN THE DUSK

  • Map26 - Blindfolds of Bhabanipur Temple [Slot Available]

Concepts: Marble gardens and hallrooms, dungeon style layouts with tight moving sectors, gas or mineral rock environmental with window gates, silence environment.

No. of Monsters: Easy (500) - UV (550)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C

Weapons: No BFG

 

  • Map27 - Back to Dhaka Pilgrimage [Slot Available]

Concepts: Tight slaugthering bases with technical sector ideas, long height elevators with scary movements

No. of Monsters: Easy (525) - UV (550)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C 

Weapons: No BFG

 

  • Map28 - Devil's Call from Chittagong Port [Slot Available]

Concepts: Flooded sectors, riverside, port sectors, gates, large elevators, cranes and side roadways, oil pasages or sewage layouts, fire stations and hazards.

No. of Monsters: Easy (550) - UV (575)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C 

Weapons: No BFG

 

  • Map29 - Flooded Camps in Sunamganj [Slot Available]

Concepts: Lots of flooded sectors, open skyway, island like sectors connected to many sectors and dimensional cyber rooms. 

No. of Monsters: Easy (575) - UV (600)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C 

Weapons: No BFG

 

  • Map30 - Last Defender Of Vomitorial Guardian [Slot Available]

Concepts: Icon of Sin in Blood flow gardens, haunted marble houses and elevated sectors.

No. of Monsters: Easy (600) - UV (600)

Original Monsters: No Limits

Custom Monsters: Group A, Group B, Group C

Weapons: No Limit

 

+ 2 Bonus Maps

 

 

Please Feel Free to share the knowledges if I have missed anything for informing about launching MegaWADs. I will be very glad to get help on anything from everyone

Mail: [tanishq2000metalio@gmail.com]

Social Media (Facebook Group: DOOM Repositories) : Wzeove Venklyn Psarvok

My Maplists: https://www.doomworld.com/forum/topic/145893-wads-by-thaumaturge_tanishq/

Edited by Thaumaturge_Tanishq : Wad Making Details

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This looks like a pretty interesting thing, good luck with your project!

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you might want to change compatibility to MBF21. GZDoom-exclusive projects tend to not get many participants.

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9 hours ago, LadyMistDragon said:

you might want to change compatibility to MBF21. GZDoom-exclusive projects tend to not get many participants.

That depends. DUMPs and RAMPs and Vine Mapping Contest got a lot of participants; though they tend to work mostly outside of Doomworld.

 

Also they're "anything goes" projects that are aimed at encouraging newbies to map, so they don't really have a quality filter; or a set number of slots. This project here has a very different approach.

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Wow, it looks like something big. I will try to make something for this project, even if it's little. Good luck!

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Not to disparage the thought you put into this, but I think the amount of detail you've specified in your post does more harm than good. Much of it is either irrelevant or unnecessarily prescriptive. Some examples:

  • "Maps should be made with "Ultimate Doom Builder" and edited with "SLADE 3"." - Why does it matter what editors people use? If someone wants to use Eureka, why shouldn't they?
  • "Each Map Size Limit: 16000 by 16000" - Aside from avoiding blockmap overflow issues (which I don't think is an issue in GZDoom), I don't see what this accomplishes. It's not small enough to be a meaningful thematic restriction like Congestion 1024 either.
  • "Start with Floor Height 0 and use Ceiling Heights up to max 8000" - Again, what's the point of restricting heights like this?
  • "Each Maps should have all Three Keys and a surprising Exit Door Sector." - Why?
  • "Make not more than 10 Secrets." - Why?

Going as far as to specify the title and theme of every map, and what weapons and monsters are available and how many there should be, makes me wonder how much of a "community" project this is. If you want to showcase the talent of Bangladeshi Doomers, you should be encouraging creativity, not smothering it.

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10 hours ago, Shepardus said:

Not to disparage the thought you put into this, but I think the amount of detail you've specified in your post does more harm than good. Much of it is either irrelevant or unnecessarily prescriptive. Some examples:

  • "Maps should be made with "Ultimate Doom Builder" and edited with "SLADE 3"." - Why does it matter what editors people use? If someone wants to use Eureka, why shouldn't they?
  • "Each Map Size Limit: 16000 by 16000" - Aside from avoiding blockmap overflow issues (which I don't think is an issue in GZDoom), I don't see what this accomplishes. It's not small enough to be a meaningful thematic restriction like Congestion 1024 either.
  • "Start with Floor Height 0 and use Ceiling Heights up to max 8000" - Again, what's the point of restricting heights like this?
  • "Each Maps should have all Three Keys and a surprising Exit Door Sector." - Why?
  • "Make not more than 10 Secrets." - Why?

Going as far as to specify the title and theme of every map, and what weapons and monsters are available and how many there should be, makes me wonder how much of a "community" project this is. If you want to showcase the talent of Bangladeshi Doomers, you should be encouraging creativity, not smothering it.

 

Thanks for your recommendations. These are not restrictions or to smother the megawad creativity though maximum doom editors faces issues where and how to start. These are some of my own recommendations that I've already mentioned in the very beginning. 

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On 7/27/2024 at 7:51 PM, Thaumaturge_Tanishq said:

Remember: You are not the Boss here. 


seriously?

anyway, hopefully you have been involved in several classic doom mapping community projects before attempting to lead a community project. if you have, perhaps you could list the projects you were involved in for others to gauge your skill and experience managing such an endeavour? by the way, your project outlined above seems pretty awesome though. so, good luck!

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On 7/30/2024 at 10:13 PM, Yousuf Anik said:

When is the deadline? So I can think if I can make something in time.

Yeah I wanna know this too since I'm going through a bunch of shit right now and I am not entirely sure if I can even make a map for this.

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