2SP: The Two-Sector Mapping Project

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

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for 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.

2SP: The Two-Sector Mapping Project

Postby Kate » Tue Oct 02, 2007 1:12 am

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:

Image

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 ...
Last edited by Kate on Wed Oct 03, 2007 2:23 pm, edited 1 time in total.
User avatar
Kate
... in loving memory ...
 
Joined: 16 Jul 2003

Postby DBThanatos » Tue Oct 02, 2007 2:06 am

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


DBT
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Postby Nash » Tue Oct 02, 2007 4:42 am

I'm looking forward to this! BTW 2sector DM rules, fast-paced crazy fun on LAN!
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Postby Cutmanmike » Tue Oct 02, 2007 6:28 am

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
User avatar
Cutmanmike
Chosen to not be dead
 
Joined: 06 Oct 2003
Location: United Kingdom

Postby Kate » Tue Oct 02, 2007 6:45 am

Creative use of actors and linedefs. =)
User avatar
Kate
... in loving memory ...
 
Joined: 16 Jul 2003

Postby Mechadon » Tue Oct 02, 2007 10:05 am

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!
User avatar
Mechadon
Lazytron
 
Joined: 03 May 2007

Postby Enjay » Tue Oct 02, 2007 12:24 pm

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. :)
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Postby Kate » Tue Oct 02, 2007 12:48 pm

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"
Last edited by Kate on Tue Oct 02, 2007 1:01 pm, edited 2 times in total.
User avatar
Kate
... in loving memory ...
 
Joined: 16 Jul 2003

Postby Siggi » Tue Oct 02, 2007 12:53 pm

You do realize the browser loads the pictures even if they're in a spoiler?
It does that for me at least.
User avatar
Siggi
 
Joined: 03 Oct 2004
Location: South Africa

Postby Kate » Tue Oct 02, 2007 1:00 pm

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.
User avatar
Kate
... in loving memory ...
 
Joined: 16 Jul 2003

Postby Siggi » Tue Oct 02, 2007 1:21 pm

I know, which is why I thought I'd mention it.
The gesture is appreciated.
User avatar
Siggi
 
Joined: 03 Oct 2004
Location: South Africa

Postby wildweasel » Tue Oct 02, 2007 1:35 pm

I don't believe Firefox loads the images until the spoiler is opened, either...not for me at least.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 16 Jul 2003

Postby Wills » Tue Oct 02, 2007 1:40 pm

Hey, I was doing a two-and-a-half sector map for TARD II. :(
User avatar
Wills
 
Joined: 11 Jan 2005
Location: The Well of Wishes

Postby Nash » Tue Oct 02, 2007 2:30 pm

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.
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Postby HotWax » Tue Oct 02, 2007 6:44 pm

Erm.. So basically this is a project to make ZDoom look like ROTT? :(
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 19 Jul 2003
Location: Idaho Falls, ID

Next

Return to Levels

Who is online

Users browsing this forum: No registered users and 2 guests