[WIP] Skulltag D2DOMxx Mapset

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Rachael
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[WIP] Skulltag D2DOMxx Mapset

Post by Rachael »

Well - the Skulltag staff would very much like to begin work on this project - but - we are opening up this project to the entire Doom community. That means, anyone who wishes to, is welcome to join, or simply drop in a map or two.

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.
If you are coming from ZDoom or another single-player community, please keep the following extra things in mind:
  • 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.
If you wish to sign up for a map slot, please contact Remmirath via PM. If you have any questions, simply head over to the new subforum we opened up!

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! :D
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Grymmette
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by Grymmette »

How long is this going to be going on? I want to know if I'll be able to squeeze this in at all in the future sometime...
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Rachael
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by Rachael »

No idea. It depends on how quickly the map slots fill up.
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by Grymmette »

I'll keep an eye on this then, and if it's still going on in several weeks then I'll whip something up.
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by Rachael »

Excellent. :)
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by jallamann »

Eruanna wrote:
  • 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.
:(
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by cq75 »

I'd offer to give you guys a few stock chex3 maps, but it would be hard without custom textures.

Is the Skulltag team planning on implementing my changes to the chexplayer? (i.e., zorch pain and death states)
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by Rachael »

cq75 wrote:Is the Skulltag team planning on implementing my changes to the chexplayer? (i.e., zorch pain and death states)
I can't answer that for you, as I do not maintain the base Skulltag resources. If you're holding your breath for it, though, then just assume no, unless it's in ZDoom already in which case Skulltag may catch up to it in the next major version.

Either way, I really am not the person you want to ask about that.
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by Rachael »

Well - all the slots are taken now. If you still wish to contribute, there will definitely be a requirement later on for people who can beta test and critique.
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Re: [WIP] Skulltag D2DOMxx Mapset

Post by Grymmette »

That filled up as fast as I thought it would. Oh well, maybe I'll be able to do something else someday.
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