UltimateDecaf Posted January 1, 2023 (edited) Welcome to BirminDoom - GZDoom community project started at the University of Birmingham Dubai as a way to introduce people to game development and level design. This project celebrates Doom II's contribution to the gaming industry as well as the longevity and welcoming nature of its modding community. The project turned out to be experimental in nature, as each mapper tried something new in mapping: from new visual tone to reimagining Doom's level design with the opportunities provided by GZDoom source port. BirminDoom was inspired by DavidXNewton's RAMP, and uses RAMPART platform. Big thanks to @DavidN for giving an opportunity to use RAMPART for this project, and helping in general! Source port to use: GZDoom (tested on version 4.10.0) Preferred Display Mode: Hardware Accelerated Freelook: Yes Jumping/Crouching: some maps allow them, the message appears in the beginning of those maps. IWAD: Doom II. The project's pk3 will look exactly for DOOM2.WAD Maps in total: MAP01 to MAP10 + HUBMAP DOWNLOAD PROJECT HERE: https://birmindoom.teamouse.net/download.php Edited April 13, 2023 by UltimateDecaf : Screenshots added, description edited. 22 Share this post Link to post
Mr Masker Posted January 1, 2023 (edited) I'll be honest, at first I thought this was going to be recreating Birmingham, England in Doom and I was concerned as to how that'd turn out. Edited January 1, 2023 by Mr Masker 11 Share this post Link to post
UltimateDecaf Posted January 1, 2023 2 hours ago, Mr Masker said: I'll be honest, at first I thought this was going to be recreating Birmingham, England in Doom and I was concerned as to how that'd turn out. That would be a difficult challenge! 0 Share this post Link to post
UltimateDecaf Posted January 1, 2023 The good thing about RAMPART is that you can try uploaded maps right away! MAP01 is completed, and you can give it a run! 1 Share this post Link to post
needsF00DBadly Posted January 2, 2023 Sounds fun. Still working on my mapping skills, but I have a few ideas that I was wanting to try. 2 Share this post Link to post
UltimateDecaf Posted January 2, 2023 6 hours ago, needsF00DBadly said: Sounds fun. Still working on my mapping skills, but I have a few ideas that I was wanting to try. That's great! You are more than welcome to try out your ideas! Will be glad to see your submission!:) 2 Share this post Link to post
A Handsome Fridge Posted January 2, 2023 I will use this project to work out a prototype for an alien lair. The quick deadline and 10-minute max rule should make this a small map, so I can take some time experimenting with custom textures and coloring. It's already looking pretty atmospheric, if I might say so myself. 8 Share this post Link to post
UltimateDecaf Posted January 3, 2023 (edited) Some screenshots from MAP01 by me:) You can play it now! Spoiler Spoiler Spoiler Edited January 3, 2023 by UltimateDecaf 3 Share this post Link to post
needsF00DBadly Posted January 3, 2023 2 hours ago, UltimateDecaf said: Some screenshots from MAP01 by me:) You can play it now! Reveal hidden contents Reveal hidden contents Reveal hidden contents Map looks great! I’ll give it a play through 2 Share this post Link to post
UltimateDecaf Posted January 4, 2023 04/01 - Fixed some texture issues in HUBMAP - Added teleports to maps submitted thus far - Added labels to WIP maps and to unused teleports 1 Share this post Link to post
UltimateDecaf Posted January 5, 2023 (edited) Not to spoil much, but at some point, something happens in MAP01, and the odds seem no longer in your favour: weaponless, you make steps forward. Unsure about your future, you look at your whereabouts in your PDA just to see a message that makes you shiver... 1 Share this post Link to post
UltimateDecaf Posted January 7, 2023 (edited) @needsF00DBadly , I'm excited to see the final result for your submission! Btw, we have 5 slots so far, really excited for the outcome. So far, it seems to me that in every map each author is trying a new approach (from new visual stuff to new approach for difficulty adjustment), which is great! I'm in the process of making HUBMAP a better place to hang out in-between slaying the demons (mostly in terms of scripting). If you have an idea, and you want to try it in a relatively short map, BirminDoom is a project for you! 3 Share this post Link to post
Steveb1000 Posted January 7, 2023 (edited) Looking forward to a map with a confusing, inescapable hell-pit, perhaps it called be called 'New Street Station?' 2 Share this post Link to post
UltimateDecaf Posted January 7, 2023 2 minutes ago, Steveb1000 said: Looking forward to an map with a confusing, inescapable hell-pit, perhaps it called be called 'New Street Station?' Haha! I see what you did there:) The name is due to the origin of the project - it started at the University of Birmingham Dubai as a way to get people into game development and level design:) 2 Share this post Link to post
UltimateDecaf Posted January 11, 2023 Hi everyone! Quick update: after a three-day break, I'll come back to BirminDoom, play through completed maps, as well as work on hubmap. The project is ongoing, and the contributors really amaze me with unconventional approaches, and well-executed themes. As for now, there are 6 maps, MAP05 and MAP06 are available via console only as of now (I need to add teleporters). 2 Share this post Link to post
UltimateDecaf Posted January 15, 2023 (edited) 15/01 Update - New hubmap introduced! Hello everyone! I'm back from my short break, and I got an excited update for you: I made a rework of the HUBMAP! Since there are around 10 maps for this project, and each map has a distinct visual style, I decided that we will have not only a teleport but also a small room for each map. This idea is inspired by Civvie's Doom project. What I would like to have from the contributors: each map has a 320x320 room, you are free to recreate the tone and visual style within this sector, but please consider the following: do not move the door and the window that are present in the hubmap. teleport can be any shape or size, but it should be in the room. player should be able to return to the hall (don't lower the floor too much, unless you have a platform or a teleport to go back). room doesn't have to be a square, you can increase the length of the room to 600 units max, the width cannot be increased. How to make a sector: you can retrieve a hubmap from pk3 file, make any edits to your sector, and you can send me your copy of the hubmap, and I will add the sector to the current version of the hubmap. This info is especially important for current contributors: @TheV1perK1ller @Amiga Angel @A Handsome Fridge @Razza@needsF00DBadly Please confirm and don't hesitate to ask questions!:) Edited January 15, 2023 by UltimateDecaf 6 Share this post Link to post
Razza Posted January 16, 2023 Sounds good. Shouldn't take me long at all to get one done. 0 Share this post Link to post
UltimateDecaf Posted January 18, 2023 You gotta see the current snapshot version! The project is taking shape, and I'm more than excited to see how the final release will look like! 1 Share this post Link to post
needsF00DBadly Posted January 22, 2023 @UltimateDecaf I’m afraid I’m going to have to back out of this one. I’m unfortunately unable to give this project the time it needs. Sorry for the trouble. 0 Share this post Link to post
UltimateDecaf Posted January 23, 2023 16 hours ago, needsF00DBadly said: @UltimateDecaf I’m afraid I’m going to have to back out of this one. I’m unfortunately unable to give this project the time it needs. Sorry for the trouble. No worries 1 Share this post Link to post
Amiga Angel Posted January 23, 2023 screenshots from my map... quad challenge : 3 Share this post Link to post
UltimateDecaf Posted January 23, 2023 6 hours ago, Amiga Angel said: screenshots from my map... quad challenge : Thank you for the screenshots! I gave the map a run after the updates, the experience is more cohesive, I like it! 1 Share this post Link to post
UltimateDecaf Posted January 24, 2023 As we are approaching the deadline for the initial submissions (Jan 25th), let me share some screenshots from the hubmap. Each map has a room to showcase the visual tone of the level, and I really like how it is getting shape. 6 Share this post Link to post
UltimateDecaf Posted January 26, 2023 BirminDoom is closed for new submissions! Now mappers are refining their maps, and I'm making final touches to the project (level counter in HUBMAP, fixing texture bugs, etc.) Feel free to try, what we have so far, you can download current snapshot version from the website: https://birmindoom.teamouse.net/ 1 Share this post Link to post
UltimateDecaf Posted January 27, 2023 Made some updates for MAP01! Check this and other maps! 1 Share this post Link to post
Amiga Angel Posted January 27, 2023 (edited) On 1/23/2023 at 7:31 PM, UltimateDecaf said: Thank you for the screenshots! I gave the map a run after the updates, the experience is more cohesive, I like it! cool :-) I also made an update to my map just now... so I hope people will give this CP a whirl and maybe even record some video! 1 Share this post Link to post
UltimateDecaf Posted January 29, 2023 29/01 HUBMAP Update: Room for MAP10 added. @jerrysheppy created a room that eloquently shows, what you are about to experience 2 Share this post Link to post
Amiga Angel Posted February 6, 2023 added minor extra detailing to quad challenge in certain areas 1 Share this post Link to post
UltimateDecaf Posted February 7, 2023 @DavidN played through @Razza's MAP06 "Redback"! We are still in the process of finalizing and refining the project, but you can always try the snapshot version of BirminDoom and give us feedback!:) 2 Share this post Link to post
UltimateDecaf Posted February 28, 2023 28.02 UPDATE - HUBMAP has all rooms designed by the contributors - Thanks to @ANonThingie!, we have a level counter in place. We are very close to the open test/release! Stay tuned! 6 Share this post Link to post