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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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
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- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
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- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
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- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
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- Location: New Jersey
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- Location: Working in my sercret laboratory.
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- Location: beautiful hills of those who are friends
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- Posts: 13554
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- Preferred Pronouns: He/Him
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- Location: Germany
Nifty, I am done
Tested it in Single Player several times and I think it should work without any problems in Coop. The map is supposed to be set in the past middle of the pack as its not all that hard but also not really easy... above average I think. Feel free to test it, gimme feedback and maybe find some bugs I can solve.
Download "Black Inferno" Here!
http://home.arcor.de/tormentor667/t667.zip

Download "Black Inferno" Here!
http://home.arcor.de/tormentor667/t667.zip
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- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
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- Posts: 625
- Joined: Mon May 22, 2006 6:55 pm
- Location: Hell
Ok, apparently I have like no memory left. I can usually open 3d-mode in Doom-Builder only 3 times before my PC craps out. This, on top of me /restarting my map has made progress extremely slow. Depending on A] When my Ma decides to get a new computer for me and B] When the project's release date is, I may not get done with this. Disappoints everyone I am sure(
).
I have forked over $100 to my Ma, so she should be getting me one soon.
I am like 5% done with my map so far but it does have a kickass staircase in it
, well to me anyway.
So yeah, I will still work on my map, but don't expect something from me.

I have forked over $100 to my Ma, so she should be getting me one soon.
I am like 5% done with my map so far but it does have a kickass staircase in it

So yeah, I will still work on my map, but don't expect something from me.

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- Joined: Thu Nov 16, 2006 6:51 pm
- Location: Working in my sercret laboratory.
I suggest making your (everyone) map like a stand alone, except it can be included in the pack. In other words clear the player's inventory when the map starts and them issue them fists and a pistol with 'x' amount of ammo. This is all so we can make our map progressivly harder without having to worry about players coming in with too much fire power:
Code: Select all
#Include "ZCommon.acs"
#Define MapOpening 1
Script MapOpening Open
{
ClearInventory();
GiveInventory("Fist", 1);
GiveInventory("Pistol", 1);
GiveInventory("Clip", 30);
}
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- Posts: 3302
- Joined: Wed Mar 23, 2005 5:31 pm
- Location: New Jersey
No. I, for one, find it annoying to be playing through a collection of maps and suddenly having my weapons taken away. Losing them single every map would just be far too annoying. More to the point, always resetting the player to a fresh start every map nearly kills the whole point of packaging the maps together in the first place.
The maps can be ordered and tweaked later to better fit them together. A little bit more work than just making every map a clean slate, sure, but likely to have a far better result in the end.
The maps can be ordered and tweaked later to better fit them together. A little bit more work than just making every map a clean slate, sure, but likely to have a far better result in the end.
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- Posts: 5984
- Joined: Thu May 05, 2005 10:56 am
- Location: London
@Torm: Played through your map, and here's my verdict:
Good things:
It looks amazing! The architecture and atmosphere genuinely feels like I'm in another world, fighting through it's broken remains.
The traps are quite well done, and they certainly have some of the "oh shit!" factor I like to see.
The weapon progression was very good, though I didn't need the plasma gun at all, and just used it at the end for the hell of it.
It's a decent length map, and has enough non-linearity (gasp!) to really make it interesting.
Well balanced on UV, for the way it is now, though you get a fair bit of surplus ammo, which allows freedom of choice between the chaingun and shotguns for the main weapon, and most of the map is friendly for using either weapon.
The berserk pack placement allows for a lot of (ill-advised... well, for me anyway) tyson play
Excellent presentation of the blue key
Bad things:
The HOM already pointed out (how on earth can you miss that?)
The monster placement leaves a fair bit to be desired. Everywhere you go the monsters are in front of you, easy to see and are pretty much always fought using circle-strafing, doorways and close range weaponry. Notable exceptions were in some of the traps, where you were surrounded, and those two chaingunners in the wall after you get the yellow key.
That last megasphere is completely unnecessary, as the fight is very open, and I took no damage at all.
Those warping transparent flame textures you've used in the skybox, to block off the teleporter and as decoration in some parts of the level have an odd coloured curve scrolling across the top... which ruins the sky somewhat, and the forcefield. Looks alright in those fireplaces though.
My advice:
I think you might want to play through a WAD like Scythe 2, or think about more clever monster placement, as the way you have the "already-in-map" monsters is highly unimaginative and very easy to beat, and has been the cause of problems in your more recent (and highly complained about by me
) maps. For instance, in the room just before the blue key, you go through the archway after killing the mancubus, and there's a group of four zombies in one corner, a carbon copy of that group in the other corner, and a Knight and a Baron just behind the pillar in the middle. All of them see you as soon as you wlak through the archway, and two supershotgun blasts will cut down your opposition to just two goats, who then fall very easily. Instead, what if the two goats remained where they were, but there was a shotgunner in each of the corners of the room which are attached to the wall with the archway? You'd then run in to the room to blast the goats, and you'd then be shot in the back by the two shotgunners, causing you to have to think very fast and react in time to stay alive.
Likewise, in some of your corridors, when you walk round a corner and see a group of monsters, why not have a line in front of them, which teleports the first monster to touch it behind the player? That way he's seen the monster dissappear, but isn't entirely sure where to, and still has the group in front of him to deal with. If it's a demon, or a goat, so much the better, because they won't make the backwards assault too obvious until it's too late.
Obviously you'll need to use more than just these two ideas, but that's the sort of thing that makes really fun (and hard) wads.
Good work all the same though.
Good things:
It looks amazing! The architecture and atmosphere genuinely feels like I'm in another world, fighting through it's broken remains.
The traps are quite well done, and they certainly have some of the "oh shit!" factor I like to see.
The weapon progression was very good, though I didn't need the plasma gun at all, and just used it at the end for the hell of it.
It's a decent length map, and has enough non-linearity (gasp!) to really make it interesting.
Well balanced on UV, for the way it is now, though you get a fair bit of surplus ammo, which allows freedom of choice between the chaingun and shotguns for the main weapon, and most of the map is friendly for using either weapon.
The berserk pack placement allows for a lot of (ill-advised... well, for me anyway) tyson play

Excellent presentation of the blue key
Bad things:
The HOM already pointed out (how on earth can you miss that?)
The monster placement leaves a fair bit to be desired. Everywhere you go the monsters are in front of you, easy to see and are pretty much always fought using circle-strafing, doorways and close range weaponry. Notable exceptions were in some of the traps, where you were surrounded, and those two chaingunners in the wall after you get the yellow key.
That last megasphere is completely unnecessary, as the fight is very open, and I took no damage at all.
Those warping transparent flame textures you've used in the skybox, to block off the teleporter and as decoration in some parts of the level have an odd coloured curve scrolling across the top... which ruins the sky somewhat, and the forcefield. Looks alright in those fireplaces though.
My advice:
I think you might want to play through a WAD like Scythe 2, or think about more clever monster placement, as the way you have the "already-in-map" monsters is highly unimaginative and very easy to beat, and has been the cause of problems in your more recent (and highly complained about by me

Likewise, in some of your corridors, when you walk round a corner and see a group of monsters, why not have a line in front of them, which teleports the first monster to touch it behind the player? That way he's seen the monster dissappear, but isn't entirely sure where to, and still has the group in front of him to deal with. If it's a demon, or a goat, so much the better, because they won't make the backwards assault too obvious until it's too late.
Obviously you'll need to use more than just these two ideas, but that's the sort of thing that makes really fun (and hard) wads.
Good work all the same though.
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- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany