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HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

I could create a really boring square room and spawn a bunch of enemies into it. :roll:



Just kidding. Since I proved quite effectively how much I suck at mapping in the ZDCMP1, I'll just remain on call if anybody needs help scripting anything for this project.
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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London

Post by Phobus »

Well, I'd love more mappers really, not just detailers.

@Wills: Glad to hear it. The 11,000Kb file has everything. When you unrar that, you'd have all you'd need, except for the latest map. It'd be a lot of d/l work to begin with, but after that you'd only need to upload your map.
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

I could take a stab at some mapping stuff, though nothing too drastic. I could expand on some of the rooms, or add new stuff, doesnt' matter. I haven't seen the map in a while, so I'd have to see what would work. Otherwise, if needed, I can just fix placement stuff, like the monsters stuck in crates and such.

Furthermore, if you don't have enough music, I can attempt to write something, which you can then ignore, but at least I'll have the satisfaction of trying.
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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London

Post by Phobus »

I'll consider you signed up, and Wills.

However, music really isn't an issue (yet). However, with time, this may inflate enough to require more music. We'll have to wait and see.

Feel free to pick one or two things from the to-do list, and I'll send you want you need to access the ftp. That includes everybody else definitively signed up.
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Three things I'd suggest for the project:

- widen the 64 unit wide corridors
- add a little more consistency to existing areas
- extend dead ends (and this project has quite a few) so they link back to the rest of the level, even if it's just with a teleporter
mephisto
Posts: 59
Joined: Sat Dec 20, 2003 3:18 pm
Location: Estonia

Post by mephisto »

Speaking of music, would it be possible for someone to post the .mod that the wad uses? Can't really get to the wad itself from anywhere but I remember the music being quite good :P
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

I guess I can do the sewers linking up and the red key room. However, I have not seen the level for a long time, so there may be other areas of interest to work on. We'll see.
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Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm

Post by Xaser »

It's not still using "CIA Demon", is it? Bloody hell, I still remember that fake ID I used years ago... :P
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jallamann
Posts: 2271
Joined: Mon May 24, 2004 8:25 am
Location: Ålesund, Norway

Post by jallamann »

I can probably do some music / SFX / voice things. And some minor (because of my short attention span) mapping.
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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London

Post by Phobus »

The mapping would be very much appreciated, jalla. I'll sign you up.

@farlowj: Wills has called a couple of things, so I'll mark them as taken on the list.
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

Well fiddlesticks then. Since Wills has taken a lot of the stuff I was going to do, which he will most likely do better than I would have, I don't really know what to work on. I guess the chainsaw hack thing would work. What do you want done with it, as I'm not understanding what you mean for that part. Do you want it rebuilt, added, modified, the weapon moved, or what? Kinda confused there.

Also, I can't really do any work on MAP01, as apparently there is a linedef that references an invalid sector, which causes DeepSea to crash. All other maps are fine, though. It's linedef 34455, I think. And before some of you whine about it, I have Doombuilder, but am not good enough with it to produce something of quality for this, so I don't want to take something and then not be able to work on it.

That's all for now.
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Biff
Posts: 1061
Joined: Wed Jul 16, 2003 5:29 pm
Location: Monrovia, CA, USA

Post by Biff »

There shouldn't be any bad sector or line references, at one time I had those all eliminated.

Did you grab the map from the .rar file or the .zip file? Do not use the map from the .rar, it is not as recent as the zipped file.

I'll download the files and look for that error in case it's in the .zip and will fix it.

Phobus, we need to make sure that things stay orderly so that two people don't work on the same map at the same time and then we lose someone's work or get conflicting tags etc.

Edit - I just checked both the .zip and the .rar and have no trouble opening map01 with DeePsea 12.06. No crash, no errors. Please use only the .zip for the map, quite a bit of work is missing from the .rar.

If anyone does an extensive error check, at least with DeePsea, there will be a number of things flagged as potential errors that are not really errors. For example, there are intentionally a number of vertices lying on top of some lines and DeePsea asks whether the lines should be split at the vertex. No, don't do it.

Also your editor may or may not flag up some errors relating to polyobjects..they are (were) all fine and shouldn't be messed with.
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

Yeah, I'm using an older version of Deepsea, though. But that's fine, I'll do something on one of the other levels. Don't mess with it too much just for my sake. I got the version from the zip, too.

Wills, if you work on one specific map, I'll work on another, and that way we won't overlap and can work at the same time. If you do some stuff on MAP01, I'll find something.
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Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

@Phobus - After having played through the map, I can see that there are MANY places where detailing could be used. I'm not saying that we should be trying to make this look like a super-detailed wad, but there are a ton of areas (some of mine included) that just look way too bland. If people offer to do some detailing, please sign them up! I'll be more than happy to post areas that could use the work
zap610
Posts: 449
Joined: Sun Feb 20, 2005 4:33 am

Post by zap610 »

zap610 earlier in this thread wrote:I can help detail it.

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