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Postby Phobus » Sat Dec 30, 2006 1:48 pm

Well, it's the third thread. That HAS to mean something :P

Right, I think (please do correct me if I'm wrong), that I've been landed with the job of running this thing, so here we go.

-----------------------

Volunteers (that means definite):

Phobus
Kirby
Wills
farlowj
jallamann
jobro
KoF

Please do sign up, however, be sure you can actually get what you say you'll do done.

-----------------------

Jobs:

Here's my big to-do list from God knows when. The idea is you take a job or two and get it done.

Code: Select allExpand view
Monster issues

-Shotgunners drop a mass driver with 8 power shells instead of four - too much ammo
-We need to have the killbot 100% finished and ready for implementation into ZDCMP2, or we need another boss...

Weapon issues

-The fireball launcher used to have an altfire which launched one big fireball, where's that gone?
-The fireballs seem to be done in dehacked and decorate, or possibly just dehacked, as the default spawned rockets are now the much weaker double fireball (should probably be two seperate projectiles). This is most noticeable on the cyberdemon and where rockets are spawned through scripts (my rocketpuzzle/trap thing)
-The decorate weapons have dehacked item pickups (most observable on startup, with the console message, relating to the massdriver, powershotgun, zdcmp2flamethrower and mp5)
-The zdcmp2flamethrower shoots archvile fire, which replaces plasma. This not only looks pretty lame, but it also means that when you are to be terminated in the missile control room, it shoots archvile fire at you instead of plasma shots. (dehacked needs to be replaced)
-The chainsaw has the chainsaw pickup sprite, but is hacked to be the triple barrel railgun that is used on the EMV pod turret thingy on the intro.

Texture/aesthetic issues

-Lights on my hotel building could look better (around the UAC logo, big grey building in the top right hand corner of the courtyard (looking on the map))
-Torms logo has been replaced on his building. The resources for the logo should still be in the resource wad, so the texture needs to be changed back, or possibly redefined.
-Vader has a linedef signiture on the top of the computer, but it's totally invisible on the map, might want to make it shown, rather than hidden?
-The upper comptall textures in Vader's room (above the bridges) is very badly aligned (ie, they were aligned, then the bridges were put in, ruining it), a quick aligning required here.
-The computer console at 5280,-500,0 has the wrong ceiling flat (it should be the same as those around it, but instead is the same as the other jet pack fuel console.)
-Around the map there are various y alignment issues regarding textures, though most of them are minor.
-Even when Powercore 2 is online, there is no light in the room. Might want to change this.
-The transition corridor between MAP01 and MAP04(radio room) needs much more detail. It's actually plain! ;)
-When the cyberdemon gets nuked, it needs some eye candy. Massive explosions, white out, whatever. It needs something.
-The door at coords 2581,-3292,72 is between a sector with red lighting, and a room with redforg, yet has no colour applied to it. This could do with a rectifying.
-If you get the automap in any level, you can see quite clearly where the hub transitions are, as well as the control sectors, skyboxes and various other things. A bit of map work in order.
-A few consoles don't align to the 64 by 64 grid. However others do. This is gonig to need indvidual attention to each console in order to fix it.
-I remember somebody saying the big arrow on MAP02, at coords 4755,1971,0 has the lighting sequence set up backwards. I thin it looks ok as is, but it could be changed.
-The switch on MAP02 at the coords 4254,4099,-280 is pushed into the floor. We need to align this texture a bit.
-A few of the lights in the big courtyard on MAP02 are either misaligned or not done properly (one of them is several map units lower than all of the others). This wouldn't miss a fixing.
-The room at coords 2760,7045,-10 could do with more detail.
-The upside down area should be expanded, detailed and generally utilised better, as it looks very good, but needs more to really make it worthwhile.
-The transition to and from hell (MAP03) could do with a bit more work. I reckon just making the walls you run through translucnt would make a big difference.

Script issues

-The script that tells you the door in the hotel is electronically locked (one use, walk over line), has a rather newbish cover up for the fact that I didn't know how to change line properties at the time. Change the second part (it's an if, I think) to remove the line special, instead of print 'It's open now, no need to worry'.
-When you walk up to the map transfer between map01 and map02 (on map01's side) the hudmessage 'powercore 1 is online' is displayed. Not sure what's causing this. My guess is overlapping script numbers.

Gameplay issues

-In Vader's room, you are expected to know to press a console, but there is no indication of which console to press, and there are at least four in the room.
-At the coordinates 5760,-1297,131, there's a console you're supposed to press, but once again it's not highlighted in any way.

Mapping issues

-Talonos appears not to have a signature anywhere, despite his large areas of work. Might want to  put one in there. [Taken by Wills]
-Where the red key is (2000,484,-256), the area is unfinished, and the redkey needs to be moved, that area needs much development, as it's been started, but has no real design or motive yet. Also, the method of exit may need some consideration (currently, you pick up the red key, and get teleported to where you get the jetpack) [Taken by Wills]
-It would appear that I've put a signiture near all of my areas, which means three in MAP01 alone. Might be an idea to remove two of them, leaving the one near where the most work I've done is (near the hotel, as I did something to all three buildings up the top). Might want to remove the one on MAP02 too, so as I've only got one in like everybody else. (Not too sure what I was thinking at the time) [Taken by Wills]
-The fastimp on the crate near the coords 3155,-3096,72 is stuck. Might be worth either deleting it, or rotating the crate to align with the 64 by 64 grid. I'd rather delete/move/replace the fastimp. [Taken by Wills]
-The maulerdemon on the crates near coords 3455,-2796,72 is stuck. Remove or replace as you see fit. [Taken by Wills]
-It is possible to see the faked sector on MAP02 if the player turns around at the beginning (right after the level transition, turning back will throw the illusion out the window).
-On map02, there is a walkway leading into a wall at coords 1200,3554,-160. This could be a potential area for expansion. [Taken by Wills]
-In map02, there is a secret with the chainsaw in it. The chainsaw weapon is hacked to be a triple barrel railgun (as on the gun turret on the intro bit). This needs changing or removing. Possible weapon problem too.
-Map02, in the sewers, the whole area around the coords 3615,688,-410 needs to be continued and linked up with NMN's area. [Taken by Wills]
-MAP02, the big courtyard has many buildings which are unused. These could be little side rooms and stuff for a bit of fun, as in MAP01. [Taken by Wills]
-Talonos' building in the big courtyard doesn't have the transition to the main building from the vents active. This needs fixing, and Talonos' area needs some work to make it all work properly and link up to the map again.
-I think we should utilise the hell level a bit more, and make more jumps to hell, and perhaps expand the current section a little, though it's very nice as is. [Taken by jobro]
-Perhaps the biggest of all; We have to finish the map!

Resource issues

-We don't have a titlepic yet
-Perhaps we could find/make a fitting replacement for Talonos' placeholder battery graphics?
-MAP02 is called 'Name Me'. Looks like we never got round to a name. I'd suggest zdoom community map project 2 like in map01, but what about everyone else?
-Add the STBAR2 wad in to the resources (have a vote first?)


-------------------------------

Extra Info:

This map has become a hub. It's really that big. However, right now it is playable. I've uploaded the whole package to an ftp (which you will only get the pass and username to after you sign up), in a RAR file. You can explore the map, poke around in an editor, read through the walkthrough, do whatever there is in there to do.

Here's the idea with the actual editing process:

1) You sign up
2) You check out the map and the to-do list, and then decide what you want to do. Once you've decided what you want to do, tell me, and I'll put you on for it
3) You do your thing
4) You write it down in the changelog
5) You copy the changelog over the top of the old changelog
6) You upload the changed map wad into a named and dated folder on the ftp (create this folder and name it yourself)
7) You notify us on here that you're done
8) I'll put the changes into a main wad. This might be the wad with the most changes, or the one with a big map section added, or it might be a central one if there'sloads of small changes. When I've done all that, I'll put it up on the central directory as the main one, after putting the original main file into a folder

Be aware that people are allowed to edit old stuff, and can comment on whatever they want. However, what I have identified in my list is the real desperate needs to be done part.

Got all that? Well, what are you waiting for? Sign up! :P

EDIT: Oh, and if anybody is desperate for something somebody else has, try and arrange a trade or somethin,g but do inform me of what's gonig on.
Last edited by Phobus on Thu Jan 11, 2007 4:09 pm, edited 7 times in total.
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Postby Xaser » Sat Dec 30, 2006 4:29 pm

I still feel kind of guilty about the weapons... that was all my doing, and yes, it's done completely in DEHACKED. I would volunteer myself to fix the stupid thing but I'm probably the most unreliable there is at this kind of stuff. Who knows, maybe I'll get around to making some sort of replacement, but if I do it'll be simple (no reloading) and basically nothing *too* special. But don't count me as a volunteer for anything... I just might lose interest and/or forget. >_<

So aside from your list of problems, are the maps more or less complete, progressionally? If so, I *might* think about *maybe* taking a stab at getting those troubles finished. However, if there's still actual map work to do, I'd better stay out of it. :P

Also, what's the status on music? If you need some I might scrounge around in my already-complete stuff and see what I can do. Remember though, don't count me officially for anything.
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Postby Phobus » Sat Dec 30, 2006 4:49 pm

There's lots of mapwork still to do. The weapons mess does really need sorting for what I mentioned, unfortunately, though a lot of it is decorate now.

Not sure about music. The main 2 maps are fine, I think.
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Postby hnsolo77 » Sat Dec 30, 2006 8:02 pm

well for the Boss Issue this might be usefull to you

http://www.megaupload.com/?d=E7SAJ0IX

its my Deimos Lord Boss that i have yet to find an occasion to use

it needs the Monster Resource Wad at the moment, but i can always change it to what you need

its spawns baddies around it... a lot
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Postby Unknown_Assassin » Sun Dec 31, 2006 11:43 pm

hnsolo77 wrote:well for the Boss Issue this might be usefull to you

http://www.megaupload.com/?d=E7SAJ0IX

its my Deimos Lord Boss that i have yet to find an occasion to use

it needs the Monster Resource Wad at the moment, but i can always change it to what you need

its spawns baddies around it... a lot


Boss Spawners don't work.

I see a couple of reasons that this might not be inputed (I could be wrong in a couple of them):
1) It's just a Baron of Hell recolored and resized, but with a new set of attacks.
2) It needs more attacks, variation, effects, and/or etc.
3) The monster just doesn't seem to be fun to fight.
4) Too easy (Circle around, and fire just like killing a Cyberdemon).
5) Sounds are old.

Note: This is, in a way, is a comparison to the Killbot. I could be proven wrong from my listed reasons, seeing as the OblivionDemon in ZDCMP1 is just a resize of an Afrit, and that I killed him in less than 10 seconds...

@Phobus: Have you considered PMing Solarsnowfall about the Killbot or did you already did?
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Postby Phobus » Mon Jan 01, 2007 5:08 am

IIRC he said he'd never work on it again, as he thought it was crap (go figure...). Guess I can try PM'ing him though...
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Postby Phobus » Mon Jan 01, 2007 4:04 pm

Biff's helping me out with a bit of clean up, so the wads a little further along than before. Seems I missed an update or something :?
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Postby zap610 » Mon Jan 01, 2007 4:42 pm

I can help detail it.
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Postby hnsolo77 » Mon Jan 01, 2007 6:20 pm

Unknown_Assassin wrote:
hnsolo77 wrote:well for the Boss Issue this might be usefull to you

http://www.megaupload.com/?d=E7SAJ0IX

its my Deimos Lord Boss that i have yet to find an occasion to use

it needs the Monster Resource Wad at the moment, but i can always change it to what you need

its spawns baddies around it... a lot


Boss Spawners don't work.

I see a couple of reasons that this might not be inputed (I could be wrong in a couple of them):
1) It's just a Baron of Hell recolored and resized, but with a new set of attacks.
2) It needs more attacks, variation, effects, and/or etc.
3) The monster just doesn't seem to be fun to fight.
4) Too easy (Circle around, and fire just like killing a Cyberdemon).
5) Sounds are old.

Note: This is, in a way, is a comparison to the Killbot. I could be proven wrong from my listed reasons, seeing as the OblivionDemon in ZDCMP1 is just a resize of an Afrit, and that I killed him in less than 10 seconds...

@Phobus: Have you considered PMing Solarsnowfall about the Killbot or did you already did?


like i said, might be usefull
at the time i made this i was going for a baron theme for the level idea, that fell through so i just had it lying around

but how were the sounds old other than the pain sound? the sight and death ones are my voice backwards
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Postby Wills » Mon Jan 01, 2007 6:30 pm

What's the filesize of this? If it's anything dialup can handle, I can do some work.
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Postby Agent ME » Mon Jan 01, 2007 9:51 pm

In the list you mentioned needing a TITLEPIC - has everyone forgotten the greatness of TITLEMAP?

All you need to do is copy a memorable cool-looking section of this mappack into a map called TITLEMAP, and set up a simple script that switches the view to a camera looking at the section.
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Postby Phobus » Tue Jan 02, 2007 1:04 pm

Well, regardless of what we do, it still needs doing :P

@Wills: It's about 11,000KB+ rar'd, as a whole thing, but there are several individual sections to the overall project that cna be d/l'd seperately if you'd like?
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Postby Project Dark Fox » Tue Jan 02, 2007 1:31 pm

Have a vote for the new status bar (STBAR2): Over MSN I sent Phobus a new status bar I had been using for better than a year already. I still need to add a couple graphics (dual key graphics are now extended since I removed the % signs effectively), and some graphics removed for general use (I know no one here wants to play as a fox).
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Postby Wills » Tue Jan 02, 2007 1:38 pm

Phobus wrote:@Wills: It's about 11,000KB+ rar'd, as a whole thing, but there are several individual sections to the overall project that cna be d/l'd seperately if you'd like?


I would be doing most of the mapping parts. If I could just download the maps and textures that'd be great.
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Postby MaxPower8905 » Tue Jan 02, 2007 2:15 pm

I could do some detailing work if you need it. The 1st community map project was excellent and I would really like to see this one get finished.
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