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2SP: The Two-Sector Mapping Project

PostPosted: Tue Oct 02, 2007 1:12 am
by Kate
I've just started work on this but it has already been quite a challenge. You see, I've decided while staring at Tormentor's profile, that I wanted to work on a map. A special map. With a catch-22 to it. And I came up with this:


Total, for the entire map. No more, no less.

Although this has been done before, there has never (to my knowledge) been a fully-playable Single-Player map that demonstrates such a feat. Once I develop this map to be interesting enough, I'll eventually start posting screenshots of it. For now you go ahead and tell me that I have way too much time on my hands. =P

EDIT: And by the power of all, I shall give it a name, and it's name shall be ...

PostPosted: Tue Oct 02, 2007 2:06 am
by DBThanatos
i have to say im truly amazed what can be done with 2 sectors!! i have never seen that 2 sector megawad. now putting that effort into a sp level would be more interesting, since the megawad seems to be just deathmatch maps (i didnt tried every map). good luck with this strange idea :D


PostPosted: Tue Oct 02, 2007 4:42 am
by Nash
I'm looking forward to this! BTW 2sector DM rules, fast-paced crazy fun on LAN!

PostPosted: Tue Oct 02, 2007 6:28 am
by Cutmanmike
I'm not sure how much fun you can get out of 2 sectors.. unless you're making the floors/walls/ceilings out of actors? :o

PostPosted: Tue Oct 02, 2007 6:45 am
by Kate
Creative use of actors and linedefs. =)

PostPosted: Tue Oct 02, 2007 10:05 am
by Mechadon
Only 2 sectors, eh? I'd really like to see where you go with that limitation. You can definitely use some 'tricks' with just linedefs and actors...I'll be looking forward to your progress!

PostPosted: Tue Oct 02, 2007 12:24 pm
by Enjay
Not quite the same thing but I once did a "proof of concept" map where there was essentially only one room and a corridor behind the room. If you left the room by the North opening, walked around the room via the corridor and came in the South opening, you had crossed a line def that made the room look totally different texture-wise. If you went in the reverse direction, it put the room back like it was. I did 5 different room setups. Kind of fun, I guess. :)

PostPosted: Tue Oct 02, 2007 12:48 pm
by Kate
It really isn't much so far, but I'm slowly making progress. The only thing scripted so far is the door, since I can't use regular sector doors instead I use special blocking lines that fade in and out to act as doors.

I'm also making custom bridge textures out of the normal Doom (2) textures, as seen with the rock formations the third shot (I also need rock sprites for that area and some more decorations in general >.>)

MAP01: Master Blaster (Part One)

Spoiler: "Screenshots"

PostPosted: Tue Oct 02, 2007 12:53 pm
by Siggi
You do realize the browser loads the pictures even if they're in a spoiler?
It does that for me at least.

PostPosted: Tue Oct 02, 2007 1:00 pm
by Kate
Opera 9.23 does no such thing for me... It won't load them until I show it. I guess it depends on the browser. I wanted to be considerate to the page layout anyway.

PostPosted: Tue Oct 02, 2007 1:21 pm
by Siggi
I know, which is why I thought I'd mention it.
The gesture is appreciated.

PostPosted: Tue Oct 02, 2007 1:35 pm
by wildweasel
I don't believe Firefox loads the images until the spoiler is opened, either...not for me at least.

PostPosted: Tue Oct 02, 2007 1:40 pm
by Wills
Hey, I was doing a two-and-a-half sector map for TARD II. :(

PostPosted: Tue Oct 02, 2007 2:30 pm
by Nash
For me, if I want to post large screenshots, I always put them in spoilers; NOT because I think it'll decrease loading times, BUT to respect the forum layout.

PostPosted: Tue Oct 02, 2007 6:44 pm
by HotWax
Erm.. So basically this is a project to make ZDoom look like ROTT? :(