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New maps, and other projects whose primary focus is new maps, belong here.

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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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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

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Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
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Operating System Version (Optional): Windows 11
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Location: Germany

Post by Tormentor667 »

Finally a solution I agree with, Phobus ;) By the way, I don't mind creating a totally new titlepic... just let me know if it's okay to call it "ZDoom Community Chest" or not?!
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Tormentor667
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

Post by Tormentor667 »

By the way, I'm done with mapping, now adjusting gameplay and then I will upload the map ;)
Image
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Zippy
Posts: 3302
Joined: Wed Mar 23, 2005 5:31 pm
Location: New Jersey

Post by Zippy »

I'm sure we'll settle on a name sooner or later. Even at the absolute worst, there are a few decent names already suggested and one could be drawn at random. Until such time, continue map production. I'm not a great judge of completion, but I'd say I'm hovering around halfway finished with mine.
Nuke em
Posts: 132
Joined: Thu Nov 16, 2006 6:51 pm
Location: Working in my sercret laboratory.

Post by Nuke em »

Work is going slow, but the map is approaching 45% finished (statistics not accurate due to not caring). Anyway have a few sceenies:
Spoiler:
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XutaWoo
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Location: beautiful hills of those who are friends

Post by XutaWoo »

*waits for DECORATE work.*
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Tormentor667
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Post by Tormentor667 »

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
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Shadelight
Posts: 5113
Joined: Fri May 20, 2005 11:16 am
Location: Labrynna

Post by Shadelight »

Downloading it now, I'll give my opinion later.

I can't map right now because I'm at a mapper's block and I'm waiting for Graf Zahl to reply to my bug report on DRDTeam. >.<
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Penguinator
Posts: 625
Joined: Mon May 22, 2006 6:55 pm
Location: Hell

Post by Penguinator »

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( :roll: ).
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 :lol: , well to me anyway.
So yeah, I will still work on my map, but don't expect something from me. :cry:
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XutaWoo
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Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends

Post by XutaWoo »

Are you supposed to be able to jump through the window to get to the red key room? Anyway, besides a HoM (screeny later) and the ability to crouch to be able to hit the switch which lowers the red key, great.
Nuke em
Posts: 132
Joined: Thu Nov 16, 2006 6:51 pm
Location: Working in my sercret laboratory.

Post by Nuke em »

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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Zippy
Posts: 3302
Joined: Wed Mar 23, 2005 5:31 pm
Location: New Jersey

Post by Zippy »

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.
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Nash
 
 
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Location: Kuala Lumpur, Malaysia

Post by Nash »

Are GZDoom and 3-d features allowed?
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Kirby
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Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

Nash wrote:Are GZDoom and 3-d features allowed?
Since this is ZDoom only, you may only use what 3-D features ZDoom possesses. GZDoom will not be used :P
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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London

Post by Phobus »

@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 :D
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 :P ) 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.
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Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
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Operating System Version (Optional): Windows 11
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Location: Germany

Post by Tormentor667 »

Thx for the kind words and thx for the suggestsions Phobus ;) Conc, the HOM: I ca't see one?! :(

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