I do realize that this is a Skulltag project and not a ZDoom project - however - since it does involve the Skulltag stock maps that are included with every release of Skulltag I figured there might be a wider range of people who will want to have the opportunity to contribute. So that's why I am posting it here. My apologies if that is a bad thing - it's not intended to be.

These maps are going to be included in the stock maps included with every Skulltag release - so I am sure you can imagine this is an exciting time if you want to make your mark on the community!
Since stock Skulltag maps aren't exactly the prettiest things in the world, you don't have to be an epic TSoZD or KDiZD mapper in order to get a slot. However, there are still some quality expectations and you will have to have some understanding if we need to fix up your maps a little bit. If you submit a map, you'll get credit, but you must give permission for it to be modified as much as necessary.
Anything that looks like a vanilla Doom 2 map probably won't be accepted. We are expecting the use of some of the Skulltag/ZDoom editing features that are available, such as slopes and transparency and such. Think of this project as a bit of a "show off" project to show off the port and its capabilities.
What is expected? Well - at the very least, these:
- Don't make maps of 1994 quality or worse. You don't need to make 200 smooth gradient lights in your map, but anything you can do to "pretty" it up a bit would be very nice.
- The maps must fit a theme. All of it must be Doom and it goes Techbase (D2DOM01) -> Hell(D2DOM10) theme. Also, the Techbase maps may use some Quake/Q2 textures/style but it still should be dominantly Doom themed.
- No custom textures. You must use what is in either Doom2.wad or skulltag_data.pk3 (available here).
- Music must be in midi format. It is recommended you use one of the tracks supplied with Doom 2 or Skulltag, but you may submit your own.
- The map must be both OpenGL and Software compatible. You may use things like GL lights but it must be playable and glitch-free in Software mode.
- The map SHOULD be in UDMF format - preferably (this is not a strict requirement).
- You will need to supply SECTINFO data pertinent to your map. You may use the DoomBuilder2 plug-in (link here) for this.
- This is a multiplayer competitive map. People are fighting each other, not monsters.
- Try to avoid confusing layouts. You probably want no more than 3 or 4 major areas or points of interest. Keep things simple. (Secret areas are exempted from this)
- Try to avoid linearity. Try to have at least 3 possible ways to every point of interest if possible. It is important to prevent bottlenecking. This can include teleporters, jump pads, or hallways.
- This is a team-based game mode. Please keep coop standards in mind when designing hallways. (Make them wide, not narrow)
- In case you aren't picking it up from the other points - openness, wideness, vastness, grandness, non-linearity, are all important. In other words, don't make a "MAP02: Underhalls" clone.
Screenshots - since these are a little big, I am just going to link them instead of {img}/{spoiler}ing them.
http://morpheus.podzone.net/files/scree ... 120556.png
http://morpheus.podzone.net/files/scree ... 120605.png
http://morpheus.podzone.net/files/scree ... 120700.png
Enjoy!
