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Late Breaking News! This project is coming back!! See page 83 for details...
History: This isn't current information!
Round four kind of flopped. Then it flopped again. Instead of trying to restart round four, I?m going to put an end to it's misery, and move directly on to round five. We're cleaning the slate and starting anew.
Even if you didn't participate last summer, on rounds two or three, you are encouraged to participate. Reading the sixty Pages of this thread isn't required. Just post at the end, say you're new, and we'll catch you up to speed.
Instead of signing up for days, we are now signing up for tasks. Once you've signed up for a task, you work on it for a month, then we all take our areas and paste them into the wad. By signing up for tasks, we won't conflict with each other's space, but at the same time, we will have many people working on the map at a time instead of one, which should make the work go a lot faster. The tewnty seventh of October. If you finish your self-assigned task before time ends, sign up for another one if you feel you can do it. I thought I'd add in all the areas I could think of, so we could get as many people as possible in on this, and also so the last person to sign up doesn't end up without a choice as to what to select. See the signup sheet at the botton to see which areas are still available.
Come on guys. School shouldn?t kill this! Only working an hour a week on this can lead to great results, and I?m sure everybody can spare an hour a week, even if it means getting up an hour earlier for school one morning. We can make this happen!
Our goals for this and all rounds are:
1: Eliminate any signs that the level was ever under construction.
2: Place weapons, both normal and secret.
3: Detail bland areas.
4: Help Doomguy out of the base!
The last time we tried to work on this map, it failed, and so to try to keep us from making the same mistakes, there are some new rules. Here are all the rules and suggestions, in spoiler format so you don't have to scroll past them every time:
Spoiler:
1: Each participant will have one day to add to the level. This need not be in the form of mapping. We have many talented weaponmakers, musicians, scripters, and decoraters, so if you have something to contribute, be it monsters, music, textures, flats, or (Of course) maps, feel free to help out!
2: Rooms may be modified, within certain limits. If there isn't enough ammo, ect, you may change that. If you have that gift of being able to super detail everything, feel free to spice up rooms. Unless the majority of the community agrees, don't delete the work of others. Make sure that it's still recognizable. If you are a mapper that has had your work detailed, don't be selfish and object. While we have had people say that they don't want other people upgrading their rooms, this is a community project. If somebody can make the level look better, shouldn't we let them? This is supposed to be the summation of a comminity, not a bunch of people sticking their rooms together into a cobbled up wad.
3: Anytime you make a change, update the walkthrough at the end of your turn. Mention what's in you area, how to get through it, and instructions and suggestions to the next mapper in line. Last time, the wad failed because nobody knew the way the wad was supposed to go. There were so many different parts of the map to go to that nobody knew how the map was supposed to flow. I've fixed this by providing a walkthrough, which is in our FTP folder. Change this walkthrough when you update your area, so that any mapper who looks at the map knows in what order the player should tackle different areas of the map.
4: Know the level before you modify it. If you don't know how the map is supposed to flow, any area you add will either get in the way, lack a purpose, or break other areas of the map. Play through the level, following the walkthrough, and then, once you know it, add stuff that fits.
5: There are some "Unfinished areas." These area areas that are begging for a mapper to finish them. Make your area, and then move the and then make a cool item at the end of it, such as a new weapon, a bunch of ammo, or a worth-while power-up.
6: Make secrets. Everybody loves secret areas. Fit them into tiny areas too small to have a new area in, and I encourage you to put a script or texture in them that identifies the area as yours.
7: Remember that the player has a jetpack. You can make secret areas only acessible to flying players. You can make areas that you need a jetpack to continue. The jetpack is one of the coolest things about this wad, so give the players a chance to use it.
Because Kirby and I resessutated it, I suppose that we're the current leaders of the project. I don't know about kirby, but I know I'd give my leadership position back to Tormenter667 (Who left the project to work on KDiZD) if he requests it. Kirby is currently not an active leader, because he's working hard on Zhalloween.wad to complete it by, erm, well, halloween, I guess, but he's still very much a leader here.
The wad is located here. ftp://nightmaster.net User name is zdcmp2, password is zdcmp.
I also humbly ask for your patience. I've never lead a project like this before, so I'm kind of winging it.
General:
Make a cut scene to transition hubs: <open>
Make the consoles stand out: <open>
Start the final area where doom guy escapes the base. <open>
Create the Boss Arenas <open>
Create the Boss HP bars APOTHEM
MAP01:
Give the fireballs their own actor <open>
Sort out the cyberdemon scene. <open>
Fix the phantom powercore NECROMAGE
The power core 1 room doesn't light up when you've turned it on. NECROMAGE
Domrem's old area needs finishing (Red key pickup area) KING OF FLAMES
Create the Interior of the UAC logo building. PHOBUS
Give the Arachnotrons a purpose. TALONOS
Make the second new building at the southern end of the outdoor area.NECROMAGE
MAP02:
Finish the sewer areas <open>
Finish AC maze and cut-scene TALONOS
Continue/fix the three way bridge in the second hub: <open>
Expand the upside down area BETASWORD
Extend the second outdoor area: <open>
Attach the new area. <open>
MAP03:
Needs to be worked on. BIFF
Last edited by Talonos on Mon Jun 05, 2006 1:34 pm, edited 35 times in total.
@Talonos - Everything seems in order . One thing that needs to be done during this time is that Nmn's sewage area needs to be added in some way. As it stands, I don't know where to add this or how. If wanted, we could add it as the beginning of a secret level even, but this is not final at all.
Everything else appears to have been noted by Talonos
I wanted to reply with something clever, but couldn't come up with anything. At the moment I'm mostly stuck in WoW-mode, so that leaves little time for mapping, even though I've done some slight mapping over the last week. Honestly I don't think a project like this is for me, I'd probably get frustrated when someone modified areas I made..
It's about 26 meg. Look in the FTP for yourself. I haven't run it through a wad cleanup utility, though, so however big it is, it could be a lot smaller. I don't have any experience in that area, though, so whoever takes the map can cut it down to size.
I'm guessing the one outside the folder is the right one, since the walkthrough is right next to it and it was updated one day later than the one inside the folder.