The First ZDoom Community Map Project is Finished!
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- Tormentor667
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The First ZDoom Community Map Project is Finished!
Well, I will make this short: The ZDoom Community Map Project "Take 1" is finally finished and can be downloaded over at http://www.tormentor667.de. It should soon be available from the idgames archive, too. I only need to upload it first.
At tormenter667.de, just move to the Doom area and then into the ZDoom Community Projects subsection. There you will find screenshots, the textfile, and the wad itself.
At tormenter667.de, just move to the Doom area and then into the ZDoom Community Projects subsection. There you will find screenshots, the textfile, and the wad itself.
- Lexus Alyus
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- Cutmanmike
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- Tormentor667
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@Brad - But you can join the "Knee Deep in ZDoom" project over at the following forum page:
http://forum.zdoom.org/viewtopic.php?t=3255&highlight=
@cutty
1) About one hour (without dying)
2) ?
3) Yes
4) Yes (why not!?
)
5) Yes
http://forum.zdoom.org/viewtopic.php?t=3255&highlight=

@cutty
1) About one hour (without dying)
2) ?
3) Yes
4) Yes (why not!?

5) Yes

Took me a little over 1 hour (1 hour plus 4 to 5 minutes I think). I'm not an expert player by any means but I do have knowledge of the map on my side.cutmanmike wrote:1) How long would it take the avarage doom player to complete this?
Very few (thank goodness2) Where's the platformy bits? *sob*

There were attempts to make it multi-compat but the map was not set up with it in mind and quite a few of the effects are not MP friendly. So, I guess HotWax has it covered.3) Would this work fine with co-op?
No, most certainly not.4) Are we allowed to use save games?![]()

OK, play it however you want


see #1.5) Has anyone completed this yet?
For the record, honesty is always the best policy. The credits are incomplete 
And not to spoil your claim, but you should be aware there is actually a larger level than this if you delete the stuff that has nothing to do with the level. It's in 3057 MAP02. And if you include the junk, then 3057 it still has more vertices, sidedefs and sectors. Not that size is what makes or breaks a level. Other than lacking more hires textures (which is interesting considering the difference this makes), pretty good level considering the variety of talent.
That size level runs fine on a PIII 1 ghz which realistically is a pretty low end machine in today's world. Heck, I can even run a almost twice this size on the same machine in OGL using R3D. I have a test level with 50k linedefs and packed sides since the sidedef count is way over 100k as well as verts at 48k.
Which reminds me, that level was for testing the new extended V4 nodes in DeePBSP using a beta R3D. Interestingly, although the level size is larger, a zipped version of the file tends to be smaller than the ZDOOM version because of the double zip effect.

And not to spoil your claim, but you should be aware there is actually a larger level than this if you delete the stuff that has nothing to do with the level. It's in 3057 MAP02. And if you include the junk, then 3057 it still has more vertices, sidedefs and sectors. Not that size is what makes or breaks a level. Other than lacking more hires textures (which is interesting considering the difference this makes), pretty good level considering the variety of talent.
That size level runs fine on a PIII 1 ghz which realistically is a pretty low end machine in today's world. Heck, I can even run a almost twice this size on the same machine in OGL using R3D. I have a test level with 50k linedefs and packed sides since the sidedef count is way over 100k as well as verts at 48k.
Which reminds me, that level was for testing the new extended V4 nodes in DeePBSP using a beta R3D. Interestingly, although the level size is larger, a zipped version of the file tends to be smaller than the ZDOOM version because of the double zip effect.