-
Content count
21 -
Joined
-
Last visited
About Karsios
-
Rank
Warming Up
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Meanwhile I totally agree with you I definitely won't force "jumping allowed" because some mappers (including myself) won't design the map thinking about it. In fact, it will be disabled by default unless the mapper motivates it. But I also don't want to restrict the possibility in case a mapper bring up a nice map where jumping is required in an interesting way, so this is up to the mapper.
-
Map 01 (The forest of error) and... also map 11 (purgatory's gate) needn't to follow the "circumscribed in a circle" rule since they aren't hell circle, purgatory terrace or celestial sphere. For future appointments, please reclaim your slot first before mapping. Also I'll write you what I've sent by PM: Don't post the map or screenshots until it gets greenlighted by me and a playtester. In general I won't reject a map as long as an honest effort has been made.
-
must
-
This mapset will use Supercharge with PK3 format and portals. GzDoom is the only source port to be used.
-
Finally I have changed the topic and added the rules to be followed. Anybody who is interested in mapping can claim an slot.
-
Nope. First of all, PrBoom doesn't support MBF21. And... after testing with portals it was clear to me we should go for this project should go for GzDoom so at the end we go for GzDoom with PK3 format with Supercharge mod.
-
Agreed. I'd love to work on this project too. Because I'll be the team leader of this project I decided that I'll repost this topic as a community project (instead of a suggestion) with now fixed rules. Also I'll publish one map as a teaser so people see my first public release and also to set some "standards" for this wad.
-
I did a map with Doomed in 1994. At the moment I'm mapping a supercharge map (I'll post a screenshot) with custom hud, music, textures, etc. But nah, you can consider me a semi-noob. That's why this post was a suggestion to encourage an experienced mapper to team lead the project. Anyway I'll quote what its written in the pinned post How (and when) to host a community project:
-
Ok, testing must be done with the fully supported ports. It'll be mainly used GzDoom and DSDA (since From Doom with Love is a DSDA fork, and DSDA was forked from PrBoom+, the future version of PrBoom+ that support MBF21 is expected to work in a similar way).
-
This is what I read in the wiki page: I'm using Debian and I can open Judgment with Prboom+ 2.6um, but I haven't played it atm. Anyway it WILL be implemented sooner or later.
-
Ok, I'll drop the democratic way. I'll redo the main post setting: more strict rules mbf21 with it's supported sourceports: mainly gzdoom, prboom-plus, eternity A small weapon change New textures New monsters (based on the realm667 repo) A basic idea of whats expected in each map, but this will be up to the mapper who choose that slot
-
Ok, I need to remind that the topic's goal is to suggest a community project to see if players are interested in the idea to encourage an experienced mapper to team leader the project. So, democratically, we are setting the rules of this project. I started with a basic idea of short vanilla maps loosely inspired in the book but community is thinking that the idea is worthy to be ambitious so we need to go for advanced map formats. If that's the case I suggest we shall go straight to MBF21 or Supercharge (even if it limits the available source-ports). I suggested supercharge because is a popular framework and a good starting point for mapping but maybe mappers prefers now to tweak with the even newer MBF format. I'm just encouraging decision making.
-
It were example rules in case community wanted speedmaking. But if it's agreed to go in "Magnum opus" mode we'll go with MBF21, OTEX textures and additional stuff (¿supercharge mod?). I agree, but changing the chapters order would break the point of a book adaptation and early harder maps would be... awkward. EVITERNITY is a good example where the last chapter was in heaven and it wasn't easier at all. No problem with changing the main title. Let's see what community think about it.
-
Dante's journey aspire to be a loosely adaptation of the book **The Divine Comedy** into Doom 2. This title was chosen because The Divine Comedy presents life as a journey in which one man (representing all human beings) must overcome obstacles to achieve the ultimate goal and... Dante will be the protagonist of this mapset. The plot of The Divine Comedy is simple, Dante himself is miraculously enabled to undertake an ultra-mundane journey, which leads him to visit the souls in Hell, Purgatory, and Paradise. In Hell Dante needs to go down through the infernal circles to reach the bottom of Hell to meet Lucifer. Then he goes to the purgatory island to go up through the different terraces to reach the top of the "purgatory" mountain. Finally he goes trough the celestial spheres of Paradise to reach the Empyrean. So... what about if we give a helmet and a shotgun to Dante and guide him properly through these divine reigns?? MAPPING RULES Source port: GzDoom Mods: Supercharge v. 2.8 (play Mapwich 2 if you aren't familiar with it) File format: PK3 Textures: Doom 2 and OTEX v.1.1 pack. Mappers can add additional textures, just prepend your username to avoid name conflicts with other mappers. Monsters: additional monsters available in the Supercharge mod. Weapons: monsters available in the Supercharge mod. Music: mappers can add custom music for their maps in MIDI format. Difficulty setting: yes, the difficulties will be renamed to encourage playing Normal (skill 2, HMP) as the intended way to play. So... mappers should focus in Normal difficulty first and later they will strengthen it for Hard. Easy+ (0): easy but with half damage and double ammunition Easy (1): a relaxed journey through the divine reigns Normal(2): the intended way to play Dante's journey (similar to Plutonia in UV) Hard (3): tough battles and tough encounters for masochist (up to Sunlust difficulty in UV, but don't go farther). Hard+ (4): hard but with fast monsters and cheats disabled but no respawn Map progression: yes, first maps should be easier and later maps should be harder. Also we will try that map ending and map starting give to the player a sense of continuity. Jumping/crouching: up to the mapper for his map, a message would be prompted to the player at the start of the map announcing if its allowed/disabled. Free-look: optional (up to the player), but mappers must not design the map requiring free-look. Pistol start: all map should be balanced upon pistol start. MAPS Three chapters: Hell, Purgatory and Paradise. Each map will represent a hell's circles, purgatory's terrace or celestial' spheres. Hell is described as a cone shaped caver composed by 9 circles, Purgatory is a terraced mountain (some sort of circles) and heaven as celestial spheres (more circles). So... each map must be circumscribed in a circle (take a look to Sunlust map 28 as an example). Here you can read The Divine Comedy online with pictures if you are looking for some inspiration of your level. Hell Hell is represented in the book as a cone shaped cavern where the souls are tortured for all eternity. Hell maps must have hellish themes where dark and death is everywhere, in order to represent that cone shape. Map exits will be through caves that became gradually darker when going down, also map starts will be leaving that cave to reach the map. The forest of error @MrTAD: Dante get lost in a dark forest and he finds a cave that reach the abyss. Then he cross the Acheron river that arrives to the first circle. (map ends when player reachs the river boat) NOTE: this map is NOT Hell. Limbo The Carnal Sinners The Gluttonous Circle The Avaricious Circle @notgull The Wrathful Circle The Heretics The Violents The Fraudulents The Treacherous Purgatory Purgatory is represented in the book as a terraced mountain where souls remain a time. Purgatory maps should have medieval themes (castles, towns, natural enviroments, ...). Purgatory's gate The Prouds The Envious The Wrathful The Slothful The Avaricious Terrace @Karsios The Gluttonous Terrace The Lustful The Earthly Paradise Paradise Paradise in the book is represented as celestial spheres that represents virtues....... We will represent paradise maps as a travel trough different planets and/or dimensions. In each dimension we will use tech bases placed in the surface of the planet. Also extensive portal usage replacing teleports (watch a 3dRealm's Prey trailer) to give the feeling of traveling trough dimensions. Heaven of the Moon Heaven of Mercury Heaven of Venus Heaven of the Sun Heaven of Mars Heaven of Jupiter Heaven of Saturn Starry Heaven Crystalline Heaven Empyrean Epilogue
-
Just finished this one. Great mapset @Pistoolkip, I would love to play more of your maps.