Walter confetti Posted March 7, 2023 (edited) Hello and welcome to this brand new community project hosted by that guy who brought to you Deadly Standards and... uh, Fastest Shovels, where the main gimmick is to make a map based upon real world locations where you living! It will be a success? Or a disater? Who knows! Source of possible inspirations for this project: Scientist 2 Duke Nukem 3D - World Tour Street Fighter 2 (and fighting games in general) RC1 ready: https://www.mediafire.com/file/g9lia7jou8pwfck/howt-RC2.zip/file Spoiler Anyway, here's some rules for you (copied the one from Deadly Standards 4 with some modifications for this project): - Only up to 1 map from one person. - Wad of choice is DOOM2.WAD - Everyone is eligible, preferably newer mappers but literally anyone will do. You can even do a collab thing with another mapper, if you want! - You can use also some of your old unreleased / unfinished projects as a base, if you like. - It has to be limit-removing format (Doom 2: Doom Format), no fancy ZDoom stuff or Boom actions please. Use Crispy Doom for testing: https://github.com/fabiangreffrath/crispy-doom - Use this source wad for your maps: https://www.mediafire.com/file/a4j6yhj29lunhas/howt-source.wad/file If there's something that miss here, you can add new textures but you have to use a 3 word prefix before them (Example: WAL) - You can provide a MIDI with your map if you do not want to use the default tracks. - I would prefer a more classic and easier style to your maps, it doesn't necessarily have to be extremely polished/detailed to make the cut and I'd prefer not to have a slaughter map. - Maps can be completed between 10 / 40 minutes, but if you feel more adventurous and trying your hand with something longer, be my guest! - Theme is world locations with a Doom twist. In other words, make a map based upon the country you living (France, Britain, Japan, Mexico, etc) taking all the natural/architectural tropes but also adding Techbases or cities or whatever else. - Just for don't turn this mapset into a hitscanners fest, you can always try out (if you wish) new gameplay ways over the original gameplay style like tyson map, maps with telefragging monsters, maps with puzzles and platforming... anything you want! - Not troll maps or obviously low effort garbage, whilst I'm not looking for a magnum opus I'd rather not make WOOO 4. - When you release your map, give a little list that will go the final maplist at the release, like this: Title: Description: Build time: New music (if any): Tested with: - Final Deadline: 4th March 2024 (https://www.timeanddate.com/countdown/generic?iso=20240305T00&p0=157&msg=Howt&font=hand&csz=1) Discord server: https://discord.gg/dunzJapmKX Map list (can change from this order): MAP01: Walter (Intro map) MAP02: SilverMiner - Mogilny Island MAP03: Loknito - Jerković MAP04: MortisCausaDonatio - The Village MAP05: dishoriaroc - Hoarse Fredrick MAP06: Moustachio - A Bad Powder Day MAP07: senpai gru - Forgotten Lake MAP08: SwordLAAAA - Counterclockwise MAP09: RastaManGames - Siberian Settlements MAP10: Hebonky - Muckmire MAP11: stochastic - High Falls MAP12: Angry Saint - Miramare MAP13: LordPachellus - Historic Seaside Town MAP14: rita remton - Genial Gennels MAP15: Walter (Ending credits map) MAP31: Walter (Stopper map) MAP32: Walter - Infernal Space Station Spoiler Interested mappers: LadyMistDragon xScavengerWolfx reaction Chase Matthew DukeOfDoom SuperPecanMan Salamander2 Woody101 Eon Toad StarTanned ValveMercenary BedrockGames Breezep BenPaste elio_2.exe 129thVisplane StonedBaroness MrJPG DiR As usual, have fun making your maps and tell me if there's anything that needs to be changed, thanks. Edited September 5 by Walter confetti : RC1 released 45 Share this post Link to post
taufan99 Posted March 8, 2023 Ooh I'm interested! Might be a good exercise for me to try representing Indonesia for this one. 4 Share this post Link to post
xScavengerWolfx Posted March 8, 2023 Love the idea i might give it a shot. 2 Share this post Link to post
LadyMistDragon Posted March 8, 2023 I've been waiting for this. I voted for this option instead of another stinkin' vanilla set and by god, I wanna turn out something for it! 3 Share this post Link to post
reaction Posted March 8, 2023 Ohhhh, what a great idea. I'll try to whip something cool up. 1 Share this post Link to post
knifeworld Posted March 8, 2023 that's a super generous deadline, and I recently finished up maps for 2 other projects, thankfully, so count me in!! 1 Share this post Link to post
Arno Posted March 8, 2023 In ancient times I've made RTCW maps based on real locations in the Netherlands. I would love to revisit that theme. I'm also curious what others come up with in this project. Count me in! 5 Share this post Link to post
Chase Matthew Posted March 8, 2023 Awesome idea dude! Always wanted a wad like this and I'm glad to see you behind it! 1 Share this post Link to post
SilverMiner Posted March 8, 2023 7 hours ago, Walter confetti said: As usual, have fun making your maps and tell me if there's anything that needs to be changed, thanks. The missing stuff should be included. Limit removing wads shouldn't break Zdoom. Here's also SW01 and SW02 replacements (there's better 64x64 plutonia skulls, photoshopped from bosfa0 by me) https://www.dropbox.com/s/3iubj55ff7rjjji/shoppedskulls.wad?dl=1 1 Share this post Link to post
Martin Howe Posted March 8, 2023 Fascinating idea. IMO this is what Doom 2 should have been. 3DR's Duke version will be a hard act to follow, though :) 1 Share this post Link to post
Walter confetti Posted March 8, 2023 (edited) Awesome to see that many people already want to join this project! I'll see to do the according fixes to the source wad tomorrow. 0 Share this post Link to post
RastaManGames Posted March 8, 2023 What about custom resources? I mean... Textures. 0 Share this post Link to post
Walter confetti Posted March 8, 2023 27 minutes ago, RastaManGames said: What about custom resources? I mean... Textures. Read the rules in OP 1 Share this post Link to post
DukeOfDoom Posted March 8, 2023 (edited) What happened to the SLADRIP textures? Are they supposed to look so strange? 1 Share this post Link to post
Walter confetti Posted March 8, 2023 (edited) Yes, it uses a lava texture of sorts taken from the texture pack i used for the source wad. Anyway, i made a Discord server for the project! https://discord.gg/dunzJapmKX If you have discord, you can join there as well! Edited March 9, 2023 by Walter confetti : New discord link 2 Share this post Link to post
RastaManGames Posted March 8, 2023 2 hours ago, Walter confetti said: "If there's something that miss here, you can add new textures but you have to use a 3 word prefix before them (Example: WAL)" Gotcha. But... How many I can add? What is the strict limit of count? 0 Share this post Link to post
RastaManGames Posted March 8, 2023 Just now, Walter confetti said: There's no limit Okay! I am still gonna try to use as less space as possible (maybe I am even gonna need to learn about nice work with patches). Then... Can I claim a city-themed map in Russian setting? 3 Share this post Link to post
SuperPecanMan Posted March 8, 2023 Consider me interested. In honor of my home state of New Jersey, I think I'll make a highway-themed map (Not to scale of course, or maybe it will be?). 2 Share this post Link to post
RichardDS90 Posted March 8, 2023 It sounds awesome. I hope there will be no demons in Madagascar, if you get the reference. :P 2 Share this post Link to post
Eon Toad Posted March 9, 2023 Sounds like an awesome project. Count me in. 1 Share this post Link to post
rita remton Posted March 9, 2023 asking for clarification: when you mean by "limit-removing", does it mean in [ultimate doom builder] i ought to use [boom: doom2 (doom format)] but not use boom-specific line actions (eg: wind/current, translucent middle textures, friction), or i should use [doom: doom2 (doom format)] but i can let the [visplane explorer] and linedefs count etc be in the red? i have read [here] and [here] what "limit-removing" means, but got lost with all the technical jargon used. i'm no technical person and a newbie to mapping. thanks in advance for any guidance given. 1 Share this post Link to post
Berubaretto Posted March 9, 2023 24 minutes ago, rita remton said: asking for clarification: when you mean by "limit-removing", does it mean in [ultimate doom builder] i ought to use [boom: doom2 (doom format)] but not use boom-specific line actions (eg: wind/current, translucent middle textures, friction), or i should use [doom: doom2 (doom format)] but i can let the [visplane explorer] and linedefs count etc be in the red? i have read [here] and [here] what "limit-removing" means, but got lost with all the technical jargon used. i'm no technical person and a newbie to mapping. thanks in advance for any guidance given. Just use the [Doom: Doom2 (Doom format)], since it's "limit-removing" so you don't need to worry linedef count or other limitations that mainly are meant for "vanilla" doom's maps. 4 Share this post Link to post