Project Romero - The Trans Allies Thank You mod
Posted: Fri Jan 25, 2019 5:34 pm
Project Romero - The Trans Allies Thank You mod
(WIP title)
Discord Server Link: https://discord.gg/4muQ5R5
Create a set of maps that pay tribute to John Romero as a way of thanking him for supporting transgender rights.
Project Guide and Rules:
* Doom 2 IWAD, single player focus
* Maps must use Romero's mapping technique (see below)
* Maps must use common gameplay elements found in Romero's maps (see below)
* Levels must be as high in quality as his recent two Doom maps (E1M4b and E1M8b)
https://www.doomworld.com/idgames/level ... /d-f/e1m4b
https://www.doomworld.com/idgames/level ... /d-f/e1m8b
* The levels will be split up into three episodes, where each episode has eight
main levels and two secret levels. If there's extra time or a bunch of extra
maps, a fourth episode will also be added.
* The main maps will use Romero's style as a base to build and grow off of, but
you don't have to emulate it exactly. These aren't remixes, but pastiches.
* The secret levels will be actual remixes of John Romero's original maps. These can use a Doom 1 or 2 map as a base, or a Quake map.
* Gameplay modifications and new monsters will happen as we need them and will
not be drastic, but will simply enhance the stock Doom experience.
* There'll be a "Thank you, John! <3 <3 <3" credits map or room, like Quake 2,
from trans community peeps and its allies.
* This project acts as a thank you present to John Romero for standing up for
transgender rights.
* The initial planning stage will last until March 1st. During this time, the
majority of art assets will be gathered and planned. You may start your
mapping during this time, but keep in mind that a few things might change on
you. So try to plan for possible changes (things that _might_ possibly happen
are new monsters, slightly tweaked weapons, or the like).
* The mapping phase will last until roughly October 15th, 2019. Please try to
have your maps completed by then.
* Testing will run until roughly the last week of November.
* The timeline isn't set in concrete, but it's not soft either.
* The staff have final say on what gets added to the project. You're welcome to
suggest things, however we will ask you to make a pull request through GitHub
to help make our lives easier. If you need help with Git or GitHub, please
ask the staff for help.
What we're looking for
* Mappers!
* Texture artists!
* ZScript sorcerers!
* Sprite wizards!
* You can also join the project simply as a supporter/trans ally. We will list
your name along all of the other supporters in the credits.
Romero's Mapping Technique (from Doomwiki):
* Always changing floor height when I wanted to change floor
* Using special border textures between different wall segments and doorways
* Being strict about texture alignment
* Conscious use of contrast everywhere in a level between light and dark areas,
cramped and open areas
* Making sure that if a player could see outside that they should be able to
somehow get there
* Being strict about designing several secret areas on every level
* Making my levels flow so the player will revisit areas several times so they
will better understand the 3D space of the level
* Creating easily recognizable landmarks in several places for easier navigation
Examples of common map elements Romero has used:
* T-junctions, where one side must be completed before the other side can
continue, but you can see both sides. A near stereotypical example is near
the start of Quake E2M5 (see video: ALEXA WILL TOTALLY PUT A SHORT QUAKE VIDEO
HERE)
* Having multiple paths into the major rooms. This might be something very
small, like how you can go down either side of the grey stairway with the
monster closets in E1M5 of Doom, or map-wide, like E1M4.
* Windows you can shoot through. If there are two rooms close to each other,
there's probably a window between them. You can be on one side, the monsters
on the other.
* Viewing the main goal at the very start of the level, or very close to it.
E1M1, you can see the goal when you look outside the first window to your
right. E1M2, the red key is an obvious goal and is immediately to your left.
E1M3, the yellow key is an obvious goal and is immediately to you right once
you leave the starting room. You get the idea.
* Having a liquid pit between two balconies. You can see both balconies
clearly, and if you fall in the liquid, you can get out. E1M5 is a good
example, with the large slime pit to the left of the starting area. Also, the
central area of E2M5 of Quake has overlapping balconies that also shows this
(see the above video).
* Glowing cracks in the floors.
* Anything we've missed!
(Thank you Yuki for typing this up)
(WIP title)
Discord Server Link: https://discord.gg/4muQ5R5
Create a set of maps that pay tribute to John Romero as a way of thanking him for supporting transgender rights.
Project Guide and Rules:
* Doom 2 IWAD, single player focus
* Maps must use Romero's mapping technique (see below)
* Maps must use common gameplay elements found in Romero's maps (see below)
* Levels must be as high in quality as his recent two Doom maps (E1M4b and E1M8b)
https://www.doomworld.com/idgames/level ... /d-f/e1m4b
https://www.doomworld.com/idgames/level ... /d-f/e1m8b
* The levels will be split up into three episodes, where each episode has eight
main levels and two secret levels. If there's extra time or a bunch of extra
maps, a fourth episode will also be added.
* The main maps will use Romero's style as a base to build and grow off of, but
you don't have to emulate it exactly. These aren't remixes, but pastiches.
* The secret levels will be actual remixes of John Romero's original maps. These can use a Doom 1 or 2 map as a base, or a Quake map.
* Gameplay modifications and new monsters will happen as we need them and will
not be drastic, but will simply enhance the stock Doom experience.
* There'll be a "Thank you, John! <3 <3 <3" credits map or room, like Quake 2,
from trans community peeps and its allies.
* This project acts as a thank you present to John Romero for standing up for
transgender rights.
* The initial planning stage will last until March 1st. During this time, the
majority of art assets will be gathered and planned. You may start your
mapping during this time, but keep in mind that a few things might change on
you. So try to plan for possible changes (things that _might_ possibly happen
are new monsters, slightly tweaked weapons, or the like).
* The mapping phase will last until roughly October 15th, 2019. Please try to
have your maps completed by then.
* Testing will run until roughly the last week of November.
* The timeline isn't set in concrete, but it's not soft either.
* The staff have final say on what gets added to the project. You're welcome to
suggest things, however we will ask you to make a pull request through GitHub
to help make our lives easier. If you need help with Git or GitHub, please
ask the staff for help.
What we're looking for
* Mappers!
* Texture artists!
* ZScript sorcerers!
* Sprite wizards!
* You can also join the project simply as a supporter/trans ally. We will list
your name along all of the other supporters in the credits.
Romero's Mapping Technique (from Doomwiki):
* Always changing floor height when I wanted to change floor
* Using special border textures between different wall segments and doorways
* Being strict about texture alignment
* Conscious use of contrast everywhere in a level between light and dark areas,
cramped and open areas
* Making sure that if a player could see outside that they should be able to
somehow get there
* Being strict about designing several secret areas on every level
* Making my levels flow so the player will revisit areas several times so they
will better understand the 3D space of the level
* Creating easily recognizable landmarks in several places for easier navigation
Examples of common map elements Romero has used:
* T-junctions, where one side must be completed before the other side can
continue, but you can see both sides. A near stereotypical example is near
the start of Quake E2M5 (see video: ALEXA WILL TOTALLY PUT A SHORT QUAKE VIDEO
HERE)
* Having multiple paths into the major rooms. This might be something very
small, like how you can go down either side of the grey stairway with the
monster closets in E1M5 of Doom, or map-wide, like E1M4.
* Windows you can shoot through. If there are two rooms close to each other,
there's probably a window between them. You can be on one side, the monsters
on the other.
* Viewing the main goal at the very start of the level, or very close to it.
E1M1, you can see the goal when you look outside the first window to your
right. E1M2, the red key is an obvious goal and is immediately to your left.
E1M3, the yellow key is an obvious goal and is immediately to you right once
you leave the starting room. You get the idea.
* Having a liquid pit between two balconies. You can see both balconies
clearly, and if you fall in the liquid, you can get out. E1M5 is a good
example, with the large slime pit to the left of the starting area. Also, the
central area of E2M5 of Quake has overlapping balconies that also shows this
(see the above video).
* Glowing cracks in the floors.
* Anything we've missed!
(Thank you Yuki for typing this up)