[Realm667 Contest] Doomjá-vu - Poll expanded to 15th of May

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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

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scalliano
Posts: 2848
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by scalliano »

Count me in. Struggling with ToPII at the moment, maybe something fresh will boost my creativity. I hope.
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UltimateLorenzo
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by UltimateLorenzo »

I'm in.

Some questions:

“You may cut about 30% of the provided layout of necessary”: how is this evaluated? Number of sectors deleted on total number of sectors? Number of lines deleted?

"You may add additional rooms/space to your map's layout": can I divide the existing sectors into new sectors?

Can I change the proportions of the map? For example making everything 2 times bigger?

Lorenzo
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Tormentor667
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by Tormentor667 »

UltimateLorenzo wrote:“You may cut about 30% of the provided layout of necessary”: how is this evaluated? Number of sectors deleted on total number of sectors? Number of lines deleted?
t's an estimated amount, the best way would be to make sure to not cut anything :)
"You may add additional rooms/space to your map's layout": can I divide the existing sectors into new sectors?
Yes
Can I change the proportions of the map? For example making everything 2 times bigger?
Yes
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TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by TiberiumSoul »

sign me up.
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chronoteeth
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by chronoteeth »

the fact that theres prizes are cool, but at times it feels like some sorta attractor to get people to make somethin that'd have your name under it

its a cool thing, but i get a weird vibe from this :/
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Tormentor667
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by Tormentor667 »

chronoteeth wrote:the fact that theres prizes are cool, but at times it feels like some sorta attractor to get people to make somethin that'd have your name under it
It's not a Tormentor667 project but a Realm667 contest where other members of the staff are involved like BlueShadow, NeuralStunner, Dreadopp and Gez. :) But anyway, it's up to you, the prizes are definitely there to get more attraction but it's a community contest anyway that keeps the activity alive :)
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Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by Sgt. Shivers »

I'm putting some ACS stuff into my map, is that okay?
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Tormentor667
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by Tormentor667 »

Sure, that's totally fine
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zrrion the insect
Posts: 2411
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by zrrion the insect »

My map is turning out to be a very liberal interpretation of the base map. Hopefully it isn't so far off as to break the rules though.
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demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Location: Workin

Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by demo_the_man »

can I use a custom weapon, the rifle from my mod Doom:the tei teng incident
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scalliano
Posts: 2848
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by scalliano »

I now deeply regret basing my map on the UAC Ultra texture set. Reappropriating the textures that overwrite the stock ones is proving a pain in the arse. :bang:

Still, at least I've learned how TEXTURES and PNAMES work, already almost two projects deep ...
Diabolic Lord
Posts: 6
Joined: Sat Jan 03, 2015 1:08 am

Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by Diabolic Lord »

Well, at the end, i decided me for use the "Classic Doom Format", also, using just the original textures from Doom 2. Just using this things, it's great for me. :D

Features:
Nothing new, only the sky texture. ;)
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Tormentor667
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by Tormentor667 »

demo_the_man wrote:can I use a custom weapon, the rifle from my mod Doom:the tei teng incident
Yes, that's allowed :)
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Ozymandias81
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by Ozymandias81 »

Oh my, I wish I had the time to participate this contest, but with GORE and BATMAN DOOM GZDoom patches I don't have then.
BTW I've just took a look to the basewad, seems to be not really easy... I also like prizes, and there is time until 31 of March :-)

PS: I know that this could be not properly right to write here, but I've just downloaded HPAck GitHub .zip and seems to be amazing... ah, thanks anymore for your suggestions for BD GZDoom patch, this has fast more my works (there could be more surprises then...)
Last edited by Ozymandias81 on Sun Feb 01, 2015 4:58 am, edited 1 time in total.
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TehRealSalt
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Graphics Processor: nVidia (Modern GZDoom)
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Re: [Realm667 Contest] Doomjá-vu - It's never the same!

Post by TehRealSalt »

I'll go ahead and join. The prizes seem cool, and even if there weren't prizes I got an awesome idea for a map anyways.
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