The official development forum over at the Realm667 is online now!
Join us now, get your slot and give your feedback, we are looking forward to your support!
after a few years I played the first ZDoom Community Map Project today and it was a blast, quite amusing, entertaining and still one of the coolest things around here. I have to admit, it was also a good feeling and some kind of a visit to the past when many features of ZDoom were added and introduced in this map. Some of you might already know that we have been working on a successor but unfortunately, it never happened and was abandoned as it wasn't well enough planned.
Now, I do not definitely plan to start a real ZDCMP2 but... well, there is nothing about considering the possibility. So, what I would really like to know is your thoughts about the whole thing. What did you like about ZDCMP1, what didn't you like and what would you expect for a second part?
Keep your thoughts coming,
The ZDoom Community Map Project Take 1 was one ofthe most successful community projects in the history of ZDoom, it won a Cacoward and has earned a lot of positive reviews, received great feedback. Unfortunately the second part has never been released due to the lack of interest, the lack of guides and the lack of a good concept. Though, after several years and a necessary pause it's about time to go for it again I guess.
What made the ZDCMP1 that good?
After reading through various reviews and analyzing the whole project, you can describe it as map that was linear but still very varying in terms of gameplay, puzzles, combat, atmosphere. It didn't get boring as every new area was different. Many of the latest ZDoom features have been incorporated that made people say "How did they do that?", a lot of custom resources have been added, not randomly chosen but enhancing what is already delivered by Doom2. And not to forget: All the funny and interesting easter eggs we placed here and there. It was a community effort, and that's what it is supposed to be again, with all the crazy freedom and possibilites we have now. )
The development chain
There will be a thread on the development area on Real,667 where you will have the chance to sign up for the development chain. You can choose a specified amount of days to work on your map before you have to pass it to the next mapper. We will have a total of three phases, the first one being the main phase where mappers create their layout, add their custom content and finish what they can finish so far. The second phase will be the detailing phase for any kind of visual fine tuning, also making sure that there is a certain design consistency. The third phase will be for adjusting the gameplay and fixing bugs. Then: Release!
- You are allowed to add new actors (monsters, items, weapons, props)
- You are allowed to add new textures (TX_ markers)
- You are allowed to add new sounds (ambience, action sounds, sequences)
- You are allowed to add some kind of reference to your area (easteregg, compscreen with your avatar, actor, message, etc)
- You must stick to the theme (abandoned techbase, hellish influence, vegetation outside)
- No Realm667 repo menace - even though new textures and custom actors are allowed (what includes monsters and amory), do not go overboard and start adding everything you find at the Realm667. If it is really useful and necessary, go for it but ask yourself: "Is it needed AND do others also take advantage of that?", original content is preferred
- No super areas - the first try for a second ZDCMP failed because of too large areas with too many places scattered around. Do not go overboard with your plans, keep them ambitious but simple, make sure you can actually finish what you want to do.
- No unfinished stuff - the worst thing that might happen for every mapper is to finish someone elses work as it directly draws time from what you have planned for your own areas. Use the time given as efficient as possible, but do not leave a mess for those who come after you.
- No road to nowhere - the big plus of ZDCMP1 was the fact that you actually visited places twice, it added a lot of interconnectivity and consistency. If you have the chance, lead the player back to places where he has already been, transform already created areas to something larger, or add windows or corridors where the player already can see "Ah, this is where I will end up later or this is where I need to go as well" at the very beginning.
One of the most important things for this project is: Respect what others have done so far! No one has the right to remove an area or work of someone else without any good reason and discussion before. Improving others work is totally fine you everyone should count with that anyway, but complete removals and recreation is not nice. If something is really bad and awkward, we can discuss this in an extra thread in the development forums - but never ever remove/redo something without talking about it.
Caught your interest? Let me know if you would sign up in case this really happens.
How will it be handled?
Every slot/mapper will have 2 days to work on his maps. After these days, he will upload his work to any kind of file host of his preference (just make sure it works ) and posts the download link to the development thread. Then there will be 1 day of pause, in this time the next mapper can download the file and prepare hisself to start with his session of days of working. This day in between is also there to compensate time zone differences - then the whole thing will start again.
- Mapper downloads latest file
- Mapper works for 2 days on the project
- Mapper uploads latest file and posts link
- One day pause (preparation and time zone compensation)
We are currently looking for a volunteer who can create us a nifty ENDOOM screen and also a volunteer who can provide us a nice and atmospheric track for the TITLEMAP. Interested? Check the development forums at http://www.realm667.com/board/viewforum.php?f=41