[Project] "Knee-Deep in ZDoom"

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT Q&A or troubleshooting forums! They are for active projects only! Please use the Editing or General or its subforums for such questions.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Postby Graf Zahl » Sat Aug 21, 2004 3:16 pm

Tormentor667 wrote: 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).



I think the Demon variants (Blood Demon, Mauler Demon) might also fit well into an E1 theme. Maybe even the Dark Imps. The stock E1 monsters just aren't strong enough.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby cccp_leha » Sat Aug 21, 2004 3:44 pm

Totally agreed, what I meant was no revenants and mancubi around every corner. Maybe some corners. :)
User avatar
cccp_leha
Words are silver; silence is gold... so stfu.
 
Joined: 16 Jul 2003
Location: NJ, USA

Postby TheDarkArchon » Sat Aug 21, 2004 4:00 pm

I can help with the lumps (Mapinfo, Decorate, Terrain and such.)
User avatar
TheDarkArchon
OUT!
 
Joined: 07 Aug 2004
Location: Some cold place

Postby Tormentor667 » Sat Aug 21, 2004 4:18 pm

@GrafZahl - Yes, totally agree, Imp variants and Demon variants also fit very well!

@TheDarkArchon - So I think you will extract all the fitting monsters out of the monster resource and put it into a resource wad for our project? And also you will do the TERRAIN splash thing?
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby Tormentor667 » Sat Aug 21, 2004 5:07 pm

@mephisto - (once more), considering the fact, that the resources aren't fully compilated, you should wait working on your map, because it will make it much easier as soon as we have finished our complete resources (monsters, mapinfo, ambient sounds, textures, flats, etc).
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby The Ultimate DooMer » Sat Aug 21, 2004 5:39 pm

Mapping - I'll start with E1M3 (I have a cool idea with a classic connection).

Monsters - we need something stronger (E1's biggest weakness). How about several different types of zombie, imp, demon and caco (but nothing else) with hell knights and barons throughout (maybe) and some sort of super-baron thing at the end for a bit of a challenge? (I could help out there if you want)

Sounds - are we going to have ambience in it? (wind, sewer sounds, tech noises etc.) If so, I am the master...

Question - are we modifying the original maps? If so, wouldn't that prevent them from being in the archives? (unless we can persuade Ty to let it in, based on what we're doing)
User avatar
The Ultimate DooMer
Will you start the fans please!
 
Joined: 15 Jul 2003
Location: Industrial Zone

Postby Ixnatifual » Sat Aug 21, 2004 7:05 pm

I don't think there should be anything like hell knights and barons before the last map. It's called Sign of Evil, right? I've always felt that map is the first real indication that the monsters aren't just aliens, but something from an evil place. I think the project ought to stick with that.
User avatar
Ixnatifual
Is that virtuous?!
 
Joined: 12 Dec 2003

Postby Tormentor667 » Sat Aug 21, 2004 7:23 pm

@Ultimate - You're in! About the monsters: Do you volunteer to extract fitting monsters (humans, zombies, demon variants, imp variants, nothing else!) out of the "monsters.zip" and add them to our resource wad? (I will start with that soon) Oh and if you have a good idea of creating a super-baron for the very end: Do it :) About sounds: Yes, as long as someone volunteers to do the resources!
And yes we are modifying the original maps and this is why they maybe wont be in the archives. But I will talk to Ty personally on this subject if we don't get them in!
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby Bio Hazard » Sat Aug 21, 2004 8:37 pm

can i do E1M9? ive always wanted to re-make that map :)
User avatar
Bio Hazard
Lord of the Lord of Nitpicking.
 
Joined: 15 Aug 2003
Location: ferret ~/C/ZDL $

Postby Nmn » Sat Aug 21, 2004 8:44 pm

Can I join?
I want to redo E1M4 :) and show that a Sandy level still can kick ass
User avatar
Nmn
Bloodshot Pizza Box
 
Joined: 16 Apr 2004
Location: Poland

Postby Kilkakon » Sat Aug 21, 2004 9:22 pm

I remember doing a e1m1 level, it was cool. oh well.

oh and by the way, use the skybox of the first Zdoom Comunity map.
User avatar
Kilkakon
Formerly LeaderOne
 
Joined: 10 Jul 2004
Location: Western Australia

Postby Bio Hazard » Sat Aug 21, 2004 9:23 pm

i was planning to use that skybox, i have used that skybox for almost all my maps :)
User avatar
Bio Hazard
Lord of the Lord of Nitpicking.
 
Joined: 15 Aug 2003
Location: ferret ~/C/ZDL $

Postby cccp_leha » Sat Aug 21, 2004 11:40 pm

Hey, I have a stupid question: having never done this before, how do I get E1M1 from the vanilla doom.wad into a single MAP01 ZDoom format map?
User avatar
cccp_leha
Words are silver; silence is gold... so stfu.
 
Joined: 16 Jul 2003
Location: NJ, USA

Postby Nmn » Sat Aug 21, 2004 11:58 pm

Rename e1m1 to map01, convert with zwadconv (look in the files section on Zdoom's main page) oh and might want to use the missing Doom1 textures for Doom2 wad.
User avatar
Nmn
Bloodshot Pizza Box
 
Joined: 16 Apr 2004
Location: Poland

Postby dochist » Sun Aug 22, 2004 12:15 am

Tormentor667 wrote:Not interested in participating? :)


not this time. if there's a ep3/4 themed on the future then i might participate. :)
User avatar
dochist
 
Joined: 02 Jul 2004

PreviousNext

Return to Levels

Who is online

Users browsing this forum: No registered users and 3 guests