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ZDCMP2 - ENDOOM & TITLEMUS volunteers needed!

PostPosted: Sun Mar 11, 2012 12:33 pm
by Tormentor667
Image
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!


Spoiler: Initial Post from March 11th, 2012

Spoiler: Update from March 12th 2012 (outdated)

Spoiler: Looking for volunteers, from June 21st 2012 (read now!)

Re: ZDoom Community Map Project 2?

PostPosted: Sun Mar 11, 2012 12:38 pm
by CaptainToenail
viewtopic.php?f=4&t=32189

How about this, but you lead it instead? :P

Re: ZDoom Community Map Project 2?

PostPosted: Sun Mar 11, 2012 12:40 pm
by Springy
I liked how big the level was and how it went from the ground and later progressed into hell and there was never a moment where there was nothing to shoot the traps were quite good as well and of course the use of zdoom effects. I'd personally like some new weapons added in other than that I really enjoyed it and was hoping for another one.

Re: ZDoom Community Map Project 2?

PostPosted: Sun Mar 11, 2012 1:28 pm
by Tormentor667
@Toenail - Hehe, funny, I had something similar in mind years ago :) But when thinking about it I ran into various problems and being only Boom compatible limits the mappers by far too much. :(

Re: ZDoom Community Map Project 2?

PostPosted: Mon Mar 12, 2012 4:45 am
by Blue Shadow
I really enjoyed playing the first ZDCMP, and the idea of a second one is intriguing. Though I'm curious, would this be for Doom or Heretic? Although I'm a little biased towards the former, I really think it would be nice if this was for the latter. After all, Heretic is great game and deserves more attention from the community. I know there is HPack but it wouldn't hurt making this a Heretic-based project, IMO.

Re: ZDoom Community Map Project 2?

PostPosted: Mon Mar 12, 2012 6:27 am
by Tormentor667
Heretic already gets HPack, time to focus on Doom again :)

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 7:09 am
by CaptainToenail
Yeah, I could sign up for this. Maybe you should enforce some stricter rules for the custom content, otherwise it might turn into a bit of a resource clusterfuck.

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 9:18 am
by Tormentor667
CaptainToenail wrote:Maybe you should enforce some stricter rules for the custom content, otherwise it might turn into a bit of a resource clusterfuck.

This is what I would like to avoid. I am just not sure how to set the rule, any ideas? I do not want to limit possibilities you know, this was one of the things that made ZDCMP1 so successful...

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 9:40 am
by CaptainToenail
Maybe instead of strict rules, suggest guidelines that should be loosely adhered to?

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 10:44 am
by Tormentor667
I'd highly appreciate examples :)

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 11:33 am
by Blue Shadow
Well, my guess would be the obvious; for texture and sprites, consistency with the theme and style of the game. For weapons, monsters, items, they need to have a good purpose and not thrown in just for the sake of being there or because they are just "cool" or something.

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 11:48 am
by Tormentor667
Just added...
Spoiler: The guidelines

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 11:53 am
by Graf Zahl
I think an important thing is to decide upon a main theme first.

With the first one we got lucky that the techbase and hell parts ultimately played well together.
Randomly mixing different themes is something that has to be avoided at all costs unless there's a good way to explain it

Another thing that hasn't been mentioned yet, will this be UDMF or not?

I can't say yet if I participate. It depends on the available time I'll have.

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 12:10 pm
by Tormentor667
Good points Graf Zahl, definitely True. Considering that the Techbase -> Abandoned Base -> Cavern -> Hell procedure did work quite well, something similar would be nice I guess. Maybe an abandoned techbase with hellish influence here and there, as well as outdoor areas with vegetation and stuff might make up for nice mixture. Though this is something we need to discuss.

Concerning UDMF, considering that most mappers still work in Hexen mode or are more used to Hexen mode, it might be the better choice. But we could still decide this according to the preference of the participants, for instance if everyone is used to UDMF, it might be the better choice anyway.

I do hope you have two days left when/if this is starting :)

Re: ZDoom Community Map Project 2 - Ideas & Thoughts!

PostPosted: Mon Mar 12, 2012 2:42 pm
by Pyroscourge
WHAT AM I DOING SINGING UP TO ANOTHER PROJECT

Ahem, regardless of the fact that I still have a bunch to do for HPack and such, the two days of pure mapping that this offers may break me out of my procrastinating spree. Sign me up!
In regards to the UDMF format, I would much prefer to work in original Hexen format, but that's just because I could never be bothered to make the switch at the time. Perhaps I should learn it someday. :P