[Project] "Knee-Deep in ZDoom"

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Tormentor667
Posts: 13548
Joined: Wed Jul 16, 2003 3:52 am

[Project] "Knee-Deep in ZDoom"

Post by Tormentor667 »

(A note from the management: this project is COMPLETED. The most recent version can be downloaded at Realm667; the original post is being preserved for historical purposes.)

Okay, yesterday, I was lying in my bed thinking about the 2 "Community Map Projects" and what else we could do as an great effort and demonstration of our skills and the features in ZDoom. This is when the following idea came to my mind:

Just imagine how id-software would have created their maps back in 199x when they already had the possibility of using ZDoom and it's great features, if they had already the chance to build almost limitless detail into their map, if they had already slopes, skyboxes and all the other great things, ZDoom offers.

Well, what I want to do is the following thing: We have E1M1 to E1M9, this means exactly 9 maps, totally underdetailed and not filled with a lot of crazy amazing features in it. This also means, that we have 9 slots, three persons for each map, makes 27persons (or lets say 27 slots so some persons may work on other maps also).

The plan is to add heavy detail to the old Episode 1 maps, to add new ZDoom features, (also some new enemies from the monster pack) and also to add new rooms and quests to the old phobos bases (also textures, the one from Nightmares texture packs might fit best!!!), maybe also add new (but still doomish) music tracks to the maps to spice them up!

When creating this idea, I thought on a timeline of exactly 3 weeks, one week for each slot, three weeks for each map with 9 persons ore more being involved.

So, here we open the slots: (no dates given yet)

Code: Select all


(MAP)        (WEEK1)(4th,Sep)  (WEEK2)(11th,Sep) (WEEK3)(25th,Sep)
E1M1         cccp_leha         Tormentor         DrewbieDoobie007 
E1M2         Risen(mephisto)   Nightmare         LexusAlyus 
E1M3         UltimateD.        Nmn               TheDarkArchon 
E1M4         Nmn               kirby             BioHazard  
E1M5         LexusAlyus        Risen             Tormentor667
E1M6         farlowj           NinjaOfDoom       Kirby 
E1M7         Talonos           Carnevil          Risen 
E1M8         Tormentor667      LexusAlyus        darkhaven3 
E1M9         BioHazard         cybermenace       UltimateDoomer
So this is what we need:
+ At least 8 new persons for the detail/room/texturing/zdoomfeature job (also able to do other things like decorating, music, mapinfo, etc.)
+ Someone who can do a Patchwork out of all the maps (copy&paste small parts and reconnect them in a new map) to make a CREDITS cutscene
+ Musician who can search or do 9 tracks in 3 - 4 weeks
+ ... anything else?

Something Important to Read For Participants!!!
This project is supposed to be something very high-quality-ish - as it is supposed to be - so please don't participate, if you are not able to even hold the Episode1 detail/style, BUT participate if you an contribute in any other way (just tell me!)

By the way, this time, I will always update the first page so you won't have to search through the complete thread to find any updates!

What else do you need?
Well, Episode 1 indeed for starting off with this ;) Check the following url for it:
http://downloads.gamezone.com/demos/d36.htm
Or just use the already to ZDOOM (Hexen Format) converted Episode 1 maps from me:
http://home.arcor.de/tormentor667/kdizd ... OMMAPS.ZIP

Update August 21st
- Extra Info: Mainwad is DOOM2.WAD (so replace any missing textures with Doom2 ones!
- Link to the DOOM1 textures missing in Doom2: ftp://ftp.doom.odessa.ua/converted/doom1_2.zip

Update August 22nd
Other Tasks given:
- Monster Wad: TheDarkArchon [DONE]
- Music: Lexus & Viciarg, a Co-Production (cancelled, music will be replaced by OC-Remixes OGGs)

Update August 24th
- Texture resources available http://home.arcor.de/tormentor667/kdizd ... XTURES.ZIP
- Monster resources available [download below]
Work with these resources, don't alter them. If you add new stuff, add it into the level wad directly and add some documentation about it in a text-file!

Update August 25th
- Music will be taken from various remix pages
- Ambient Sound Wad Build 1 is finished: http://home.arcor.de/tormentor667/kdizd ... BIENCE.zip
(Thx to BioHazard & Myself)

Update August 26th
- Monster WAD for KDIZD is finished: http://home.arcor.de/tormentor667/kdizd ... NSTERS.ZIP
- Weapons WAD for KDIZD is finished: http://home.arcor.de/tormentor667/kdizd ... IZDWEP.WAD
For both, thx to "The Dark Archon"

Update August 28th
- Complete Resources: http://twicerisen.ath.cx/dropzone/zd1res.zip

Some Editing Extra info for all those who are not sure about the rules
- Feel free to do anything with the map... [this includes:]
+ Adding new doomish rooms
+ Add lots of detail to old rooms
+ Change the supposed ways of playing the map (change keys, remove keys, add new switches for new/old doors)
+ Change textures
+ Also enhance rooms (if they are too small to add detail & stuff, enlarge them, no problem about it, as long they loo similar to their originals)
+ Add new enemies (the GiestBoss to E1M5! This is now my decision!)
- ...as long as the following standards and rules are not broken in any way:
+ Map must look like an E1 map (no hell textures or things like that, Nightmares new textures from the texture pack (E5) are okay!
+ Other players must be able to recognize the originals without thinking that long. The map must be familiar to us!
+ If you add new stuff to your map which is not already in the resource wad, add it to your map wad. (textures ONLY between TX_START and TX_END, everything else will be deleted and your map may be rejected because of missing dat)
+ If you add new GFX, Sprites or other things which will overwrite originals, ask for it in this thread!!!
...if some more rules come to my mind, I will change this!

Update Septembre 8th
Just some small info on the week-plans: On every last day of the 3 weeks, I want every participants of each week to upload his altered map to some (free)webspace so everyone else can download it, take a look at it and give some feedback. Also I want to look at the maps so I can tell people what to do and how to work on the following week on their map, just to keep some guidance to keep the main style and stuff.
First Week End Day: Septembre 10th
Second Week End Day: Septembre 24th
Third Week End Day: Octobre 7th

I don't want anyone to be to late with submitting their map, I hate tardiness and I am going to be very very evil, if someone misses his day, so be accurate!!!!!!!

Update September 16th
Week 2 has been expanded, look above for more details!

Update Septembre 17th
Intro text for ALL maps!

Code: Select all

script 672 OPEN    
{ 
   SetHudSize(640, 400, 0); 
   Setfont("dbigfont"); 
   Hudmessage(s:"Title"; 
      HUDMSG_FADEOUT, 0, CR_WHITE, 320.4, 190.0, 2.5, 1.0); 
   Setfont("smallfont"); 
   Hudmessage(s:"Modified by Week1Name, Week2Name, Week3Name"; 
      HUDMSG_FADEOUT, 0, CR_RED, 320.4, 205.0, 2.5, 1.0); 
}
Update Septembre 29th
Week 3 is now 14 days and will end on Octobre 7th!

Update Octobre, 9th
5 weeks of developement are over, information about that and the second round can be found on this page:
http://forum.zdoom.org/viewtopic.php?p=63853#63853

Update Octobre 16th
Latest info on round 2 here:
http://forum.zdoom.org/viewtopic.php?p=66333#66333

Update October 27th
Round 2 has finally begun:
http://forum.zdoom.org/viewtopic.php?p=70313#70313

Update October 31st
New Resource.wad available and further information:
http://forum.zdoom.org/viewtopic.php?p=71517#71517

Update November 5th
New Resource WAD available here:
http://home.arcor.de/tormentor667/kdizd ... zd1res.zip

Update November 12th
Every map needs this extension to its script section:
http://forum.zdoom.org/viewtopic.php?p=74390

Update November 20th
Progress Summary for Round 2 and info on the "OOAK" phase here:
http://forum.zdoom.org/viewtopic.php?p=76026#76026

Update November 21th
3 lates files for you to get: 1. New resource, 2. Music resource and 3. final E1M8, all here:
http://forum.zdoom.org/viewtopic.php?p=76438#76438

Update December 1st
Very important for non-teammates: If you want to speed up the work on this project, DONT DOWNLOAD DEVELOPEMENT FILES FROM MY SERVER, because I just have one gb traffic and if this traffic is gone, we have to wait for the next month, so I can upload the real big resource and map stuff!

Update December 2nd
@all Teammates: Read the following post and give me information!!!
http://forum.zdoom.org/viewtopic.php?p=78294#78294

Update December 6th
Project overview, Link collecting and other stuff:
http://forum.zdoom.org/viewtopic.php?p=79054#79054

Update January 7th
Status summary:
http://forum.zdoom.org/viewtopic.php?p=85413#85413

Update January 17th
Okay, it was meant to end after Round 2 but unfortunately, we need another round to polish things up and finalize our mammoth!
http://forum.zdoom.org/viewtopic.php?p=88093#88093
(if you work in Round 3, check here for the latest list of slots and also rules for your weeks!!!)
And some important words can be found here:
http://forum.zdoom.org/viewtopic.php?p=88926#88926
(read them or die!)
Last edited by Tormentor667 on Thu Jan 20, 2005 9:31 am, edited 52 times in total.
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cccp_leha
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Joined: Wed Jul 16, 2003 7:21 am
Location: NJ, USA

Post by cccp_leha »

I'm in, preferably somewhere on the E1M1 area. And to add to that, I really like the E1 style so I should not be held back by anything. About the Doom 1 textures, why not simply use doom1_2.wad?
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Tormentor667
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Post by Tormentor667 »

Sounds great, leha :) Ok, you are first in E1M1 ;) Any other map you are interested?
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cccp_leha
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Location: NJ, USA

Post by cccp_leha »

Yes. :) But I will get back to you on which ones. Also, you Tormentor are known for your desire of monsters (heh) but E1 was never on the level of anything even close to TNT. What about that?
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Tormentor667
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Post by Tormentor667 »

Well, yes E1 was never but we are going to compensate that now ;)
mephisto
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Location: Estonia

Post by mephisto »

I'm in. E1M2 week 1 please. Wait, do we recreate the maps from scratch or just add to them?
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Tormentor667
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Post by Tormentor667 »

@mephisto - We add new rooms, we add detail, we add effects and we expand the map this way in every single aspect ;) And ok you're in!
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cccp_leha
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Location: NJ, USA

Post by cccp_leha »

@Tormentor: do you think we could keep it at least somewhat at the E1 level, i.e. no cacos in E1M1, mostly zombies, imps and demons, stuff like that? About the music, if you are willing to stick with MIDI's (hey, it is E1 after all :)), I can do them. Stylistically, I think they [will] fit well with the original E1 style.
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wildweasel
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Post by wildweasel »

As much as I'd love to participate, I'm not even very good with mapping yet, and I'm sure that since this is an E1-themed wad, you won't be looking for weapons replacements, sound effects, and the like.
mephisto
Posts: 59
Joined: Sat Dec 20, 2003 3:18 pm
Location: Estonia

Post by mephisto »

Alright, I've done some work and thinking already on E1M2. I'm gonna bring the red key outside and the old red key area will have a switch that opens the wall outside. Of course, I will remove the old switch that opened the wall.

And here's an unimpressive screenshot from my work so far. (Haven't messed around with the items yet)
Image

EDIT: If you feel that the texturing is not E1-ish then I'll change some stuff.
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Tormentor667
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Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@mephisto - Well, it hasn't actually begun but it's ok if yiz already wanted to start, nice screenshot ;)

@wildweasel - No, unfortunately not!

@cccp_leha - Yes, why not making midis? I never said, we have to do OGGs or MODs :) About the monster thing: Yes, you are absolutely right, no Cacos or other "hellish" stuff, I think it would be best, if we just add Zombies (humans.wad out of the monster wad) and some "Baron" variants (out of monsters.wad).
mephisto
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Location: Estonia

Post by mephisto »

Tormentor667 wrote:@mephisto - Well, it hasn't actually begun but it's ok if yiz already wanted to start, nice screenshot ;)
*Slams his head repeatedly against the wall*

Oh well, I guess it wont hurt if I start early :D
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Tormentor667
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Post by Tormentor667 »

No, I also don't think so ;)
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dochist
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Post by dochist »

agh. why its always episode 1? why cant it be ep3 or maybe 2? im sad. :( btw, im not bitching. just saying stuff.
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Tormentor667
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Post by Tormentor667 »

@dochist - Well, I already thought about doing this for the complete Episodes, 1-4, but I thought, the Episode 1 ones are the most simple ones and everyone knows them what makes the work itself much easier. Not interested in participating? :)

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