Hodgepodge [final update]

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Hodgepodge [final update]

Postby IdiotBitz » Sat Aug 27, 2016 10:40 pm

Hodgepodge is no longer in development. These two files here are the final versions of the mod. WARNING: They are buggy.
download the main file here.
download the addon file here.

Hodgepodge Version 0.3 [RC #2]

there is grass now



if you look closely at the image above, you can see clearly that there is indeed grass in this image

Now, I'm still not done with what I want to get finished in v0.3, but I'm getting close. The next update will focus on finishing all of those placeholder scripts I left empty, and adding more tidbits to map 2.

So to the newcomers of this mod, the idea is I take the DOOM 1 and 2 levels, put them together, mix em up a bit with some UDMF and ACS magic, and then you've got yourself a mod!
(It's a bit more involved than that but you get the idea.)


Here are things you can look forward to when playing the latest update:
-Fixed a bug in Map 2 where I accidentally made it unbeatable. Map 2 is now beatable again.
-Zandronum is still not compatible. I'll get it working eventually, but it's such a headache to try to figure out workarounds, disregarding the stuff I already can't do.
-Added grass. "Borrowed" from this post. (Addon only)
-Placed some more details in Map 2. (Might take a hit on performance in one specific area, but that will be fixed next update.)
-Added some scripty tidbits in, you guessed it, Map 2.
-Gave the secret outdoor area in Map 2 a makeover it seriously needed.

Now, this is the second RC version of 0.3, that means that there's only a few things missing that v0.3 will have. A few of those things include:
-The rest of ACSified Map 2.
-A finished Map 3. (Coming in v0.4.)
-Anything that resembles a map on the first secret level.
-Literally anything to use as a placeholder for the second secret level.
-All of those cool scripts I said I was gonna make but I have yet to make. (Top Priority)
-The rest of the custom decor (Found some good sprites, now all I need to do is add em.)
-Make those workarounds for Zandronum so that it wont be as broken anymore.
-Streamline the structure of the code in the DECORATE, ACS, and MENUDEF files.

Click this spoiler for some more screenies! (VERY outdated, will replace with more recent screenies when I properly release v0.3.)
Spoiler:


If you're interested in giving these maps a spin, here's that download thingy for you.
Current Version: v0.3 [RC #2]
Last Updated On: 6/16/18
bad things will happen if zandronum is used with this one


Also, check out this addon file for all of the cool and interesting stuff exclusive to GZDoom.
Addon Version: v4.1
Made for: v0.3 [RC #2]
Last Updated On: 6/16/18
zandronum doesnt work with this one k thx bye


Also, the addon file now uses some custom assets, so obviously i gotta credit what i stole.
Spoiler:


oh, and here's that changelog i guess
Spoiler:
Last edited by IdiotBitz on Wed Jun 16, 2021 3:46 am, edited 22 times in total.
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Re: Hodgepodge: Combining Doom 1 and 2 Levels (1st Map Finis

Postby Dr_Cosmobyte » Sat Aug 27, 2016 10:58 pm

I approve the idea. It's vanilla enough to me. Downloading.
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Re: Hodgepodge: Combining Doom 1 and 2 Levels (1st Map Finis

Postby IdiotBitz » Sun Aug 28, 2016 1:18 pm

Making progress on the second map... got about 40% of the structure down. Should be out in a few days.
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Re: [WIP] Hodgepodge (Update 9/4/16)

Postby IdiotBitz » Sun Sep 04, 2016 10:37 pm

Update Time!
Image
First off, I added compatibility for Jimmy's "A Boy and His Barrel" mod. You can download the compatible version here, or from the link on OP. (Does not include Jimmy's mod.)
Second, I added the (very unfinished) 2nd map, so you can get the basic idea of what I'm going for the next level. (Not included in ABAHB version.)
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Re: [WIP] Hodgepodge (Update 9/4/16)

Postby Jimmy » Mon Sep 05, 2016 4:20 am

Wow lol. Guess I'll be checking this out. :P

EDIT: Cool! Very awesome to see a kind of "user level" for my dumb mod barely 3 days into its gestation. :P Anyway the map's pretty cool, although I wasn't a huge fan of the fogs or the low gravity, they seemed kind of arbitrary. Still, fun was had escorting Violet to the exit. :P Monster placement was pretty forgiving though. Maybe I should've played on UV?

From a mapping design perspective, there are some small alignment and texturing issues, but these are relatively forgivable. Detail-wise, you've probably got an over-reliance on slopes and tiny steps where simple 8-unit steps will do to transition between areas. Height variation's great for giving your map character, and you certainly have it here, but don't try to hide it, I guess is my point. :P 2-unit steps don't look all that good imho.

Speaking of height variation, the outside area is a keen example of the "doors disappearing into sky" effect, a fairly typical mistake I myself have made far too often. See the ceiling of the outside area? It's a bit too low - opening the doors there means they appear to kind of compress into nothing.

Also, I could be wrong but, are some of these areas copy-pasted directly from the IWAD levels? You'll become a far better mapper if you put in the work to recreate these from scratch, trust me.
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Re: [WIP] Hodgepodge (Update 9/4/16)

Postby IdiotBitz » Mon Sep 05, 2016 5:43 am

Hey, thanks for checking out the level, Jimmy!

Jimmy wrote:Detail-wise, you've probably got an over-reliance on slopes and tiny steps where simple 8-unit steps will do to transition between areas. Height variation's great for giving your map character, and you certainly have it here, but don't try to hide it, I guess is my point. :P 2-unit steps don't look all that good imho.

Hm, didn't really think about that. I'll go back and get rid of some unnecessary slopes.

Jimmy wrote:Speaking of height variation, the outside area is a keen example of the "doors disappearing into sky" effect, a fairly typical mistake I myself have made far too often. See the ceiling of the outside area? It's a bit too low - opening the doors there means they appear to kind of compress into nothing.

Wow, how did I not see that? I'll definitely raise the ceiling to a more realistic amount.

Jimmy wrote:Also, I could be wrong but, are some of these areas copy-pasted directly from the IWAD levels? You'll become a far better mapper if you put in the work to recreate these from scratch, trust me.

Yeah, there's two rooms in particular I could've spent more time on to spruce it up a bit.

I'll be sure to make all these changes after I complete the 2nd map. Here's a screenie of what I've got done so far:
Image
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Re: [WIP] Hodgepodge (Update 9/4/16)

Postby IdiotBitz » Mon May 29, 2017 7:27 pm

Well, after 9 months of being completely absent on this thread, I figured now would be a good time to say that this project is not dead, I just haven't had much enthusiasm to complete it. :(
However, a quite of bit of progress has been made, but not what someone else could say is 9 month's worth of progress.

This here is a more up-to-date screenie of the second map:
Image

And here is a tidbit of info I figured was worth sharing for right now:

-The obnoxious, super annoying fog/acid damage in all the outdoorsy areas have been removed. Also, any damaging floors have been switched to use more traditional ways to deal damage, to increase compatibility with mods that mess with that stuff.
-The "A Boy and His Barrel" version of this mapset is temporarily deprecated. It is missing a bunch of important changes made to the maps, so I figured I would just remake it using a finished version of each map. Whenever THAT is. :roll:
-Most texture incompatibilities have been fixed. :D
-Other than maybe a couple misaligned textures, I can safely say that the first map is completely finished. No more additions will come to it.
-Both maps are now cooperative friendly, since these maps are compatible with Zan 3.0.
-The second map is MOHSTLY finished, now only a few rooms need to added/changed until I consider it done. 8-)
-I've seen a noticeable imbalance in monster placement throughout the maps. This may have something to do with the fact that DOOM 2 has considerably more monsters per level than DOOM 1. (At least the first couple maps) Because of this, monster placement will have to be changed to more fit the flow of the levels. :evil:
-I should probably start integrating DOOM 1 textures into these maps, to make certain areas look a bit better. I am also considering implementing the cchest4 textures as well, but not as likely as the DOOM 1 textures.

At the rate it took me to get this far, I should probably get version 0.2 released before July. No promises, however, considering my bad habit of not working on this for weeks/months at a time.
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Re: [WIP] Hodgepodge v0.2 (Update 6/19/17)

Postby IdiotBitz » Mon Jun 19, 2017 8:25 pm

Despite me doubting whether I would ever finish the second map or not, I actually did it. The second map has been completed and added to the latest version of the mod.

Here's a screenshot of the map's layout. (Warning: Also shows all of the secrets.)
Spoiler:


And also to quote the updated OP:
Changelog:
-The alternative version of this mod which added compatibility for Jimmy's "A Boy and His Barrel" has temporarily been deprecated. It will be worked on again from scratch when Episode 1 of Hodgepodge is complete. (Whenever THAT is.)
-The stupid annoying green fog and poison damage when going outdoors from the previous version has been removed.
-The stupid annoying skybox has also been removed.
-The second map has been finished and added to the mod. (Obviously.)
-Certain monster placements have been moved around for balance reasons.
-Same goes for certain secrets.
-The name of the first episode has been changed from "Knee-Deep in Clusterfuck" to "Keep-Deep in Hodgepodge", because why not.
-The first map is now in a condition I can safely say is completely done. Nothing besides some texture fixing will be added to the map.
-Cooperative spawns for up to 8 players has been implemented into both maps. Deathmatch spawns will come at another time.


Hope you enjoy playing the newest map! :)
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Re: [WIP] Hodgepodge v0.2.1 (Update 6/23/17)

Postby IdiotBitz » Fri Jun 23, 2017 3:38 pm

Image

Got a little quickie update here (for the 7 people who actually see this). Got general fixes for some misaligned textures, added some swanky intermission screens like the one above this text (They change on each level), and added some behind the scenes stuff for the upcoming third map! (Whenever that comes out in like, 24 years.)

See the changelog in the OP for more info.
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Re: [WIP] Hodgepodge v0.2.2 (Update 7/11/17)

Postby IdiotBitz » Tue Jul 11, 2017 10:12 pm

Image

Another small update rolled out today. Just made some quality-of-life changes to both Map 1 and 2, and also a little behind-the-scene stuff.
Download is in OP, as usual.

Here's the changelog for v0.2.2.
-Fixed random textures.
-Replaced "windows" that were just impassable metal bars with actual transparent windows.
-Added some light variation to a certain part of Map 2.
-Added a secret exit to Map 1, however, since the secret map does not even exist yet it just leads to Map 2.
-Changed the way the teleporting worked for the "vent" areas in both Map 1 and 2.
-Removed car physics.
-Removed unused/unfinished/inaccessible level. Will be added once there's actually a way to access it without console commands.


Also, I've submitted a map for Jimmy's Joy of Mapping 4.
Be sure to check out JOM4 when it's released. The people working on it make great maps and should definitely get some attention.
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Re: [WIP] Hodgepodge v0.2.3 (Update 7/16/17)

Postby IdiotBitz » Sun Jul 16, 2017 5:19 pm

Image

Updated to v0.2.3. Get the link for the latest version in the OP, as usual.

This is just a minor update, really. Just adds text like the one in the picture above for every map. Also placed some placeholder stuff for some upcoming maps.

This will be the very last update for this until a new map is completed, or a devastating bug is reported.

Oh, and here's the list of changes stolen from the changelog in the OP.
-All maps now have Doom 1 skies.
-Added text to the beginning of each map that displays the name of map you're currently on and what Episode/Level you're on.
-Added 2 placeholder maps. One for the upcoming third level, and one for the first secret level. Both of these are unfinished, and the player is informed of this upon entering either map.
-Added more spicy midis for upcoming maps.
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Re: [WIP] Hodgepodge v0.2.3 (Update 7/16/17)

Postby SwiftFunk » Mon Aug 21, 2017 11:17 pm

Noice maps. I would like to add these do work on Doom Touch as well. I like the lighting, colored switches, and the swimmible water and goo!

Keep it up!
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Re: [WIP] Hodgepodge v0.2.3 (Update 7/16/17)

Postby IdiotBitz » Tue Aug 22, 2017 8:29 pm

AzuleLucario wrote:Noice maps. I would like to add these do work on Doom Touch as well. I like the lighting, colored switches, and the swimmible water and goo!

Keep it up!


Thanks!

With the Doom Touch compatibility, there are a few things I am using in the unreleased v0.3 that aren't so friendly with it, like for example, the more recent "AddMenuOption". However, anything that would break Doom Touch compatibility has been moved to a separate optional file, so you will be able to continue playing the maps with no problem whenever I finish v0.3.

Also, I'm not quite sure, but there might be a couple UDMF features that may not be fully working on Doom Touch, specifically with certain lighting features, yet it should remain 100% complete-able. I could be wrong, but that's just what I could find in my testing.

EDIT: After testing some recent additions on Zandronum, I saw one of the more recent features I used made certain areas of the maps inaccessible. I'm working on a way around this.

EDIT2: I have found a fix for the problem, and have applied the fix to the maps accordingly. The problem was I had used line portals in multiple areas, mostly for some secrets, in order to seamlessly connect some of the areas. This is not available in Zandronum 3.0, so whenever you reached those spots, you'd be met with an impassable wall. I originally did not plan to, but I am going to push out a v0.2.4 because of this, since the problem also occurs in v0.2.3.
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Re: [WIP] Hodgepodge v0.2.3 (Update 7/16/17)

Postby SwiftFunk » Tue Aug 22, 2017 10:19 pm

IdiotBitz wrote:Thanks!

With the Doom Touch compatibility, there are a few things I am using in the unreleased v0.3 that aren't so friendly with it, like for example, the more recent "AddMenuOption". However, anything that would break Doom Touch compatibility has been moved to a separate optional file, so you will be able to continue playing the maps with no problem whenever I finish v0.3.

Also, I'm not quite sure, but there might be a couple UDMF features that may not be fully working on Doom Touch, specifically with certain lighting features, yet it should remain 100% complete-able. I could be wrong, but that's just what I could find in my testing.

EDIT: After testing some recent additions on Zandronum, I saw one of the more recent features I used made certain areas of the maps inaccessible. I'm working on a way around this.


Ahh, thats noice! As with locked areas, I haven't gotten all the way through yet, so I wouldn't know yet if there were locked off areas. I'll have to look.
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Re: [WIP] Hodgepodge v0.2.4 (Update 8/23/17)

Postby IdiotBitz » Tue Aug 22, 2017 11:08 pm

i updated the mod because of a bug in zandronum i should have seen about a month ago but i was too busy not working on this to notice

check the original post for new links and info, as usual.

here's the changelog i stole from original post:
-Zandronum is now compatible again. Co-op players rejoice!
-Replaced all swimmable areas with actual 3D floors, allowing for transparent water/acid.
-Worked on the wip third map some more. Don't expect much.
-Generic monster balancing on map 2.
-Added more functionality to the mod by making an optional addon that gives you access to a menu which lets you tamper with the Skybox and Music, if you hate the ones I chose. (Only works on GZDoom, Zandronum don't like the "AddMenuOption".)
-Generic fixes to some areas.
-Raised two sector's floors above the acid area where the outdoor area is by 8.
-Moved 4 monsters into a room beside the room they originally resided in to make the gameplay of map 2 feel a bit more balanced.
-Worked on the mod for 2 days and ignored it's existence for another 30+ days.
-This version wasn't going to be released, if it weren't for the incompatibility with Zandronum on the previous release.


AzuleLucario wrote:
IdiotBitz wrote:text


Ahh, thats noice! As with locked areas, I haven't gotten all the way through yet, so I wouldn't know yet if there were locked off areas. I'll have to look.


The problem was mostly in secret areas, so you would not have seen the problem if going down the main path. Either way, mod's updated, so it's no longer a problem.
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