[Project] "Knee-Deep in ZDoom"

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Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

I won't have time this week, sorry.
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Tormentor667
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Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

I can't deliver E1M4 screenshots but I will deliver some from my progress on E1M2 ;) So here we go with several useful comments:

1. This is the hallway from where you get to every important room of E1M2, what I changed here are floor and ceiling textures (brown & red fits much better then brown and blue), added some borders and removed the old ugly ceiling lights to add my new ones ;) Just simple changes but looks imo much better!
Image

2. The stairs to the nukage pool looked beautiful, no doubt, but I though I could add some more detail to the stairs and the stairway itself (btw: PIPEWALL @ lexus ;)), so I added lights, some pipes and different textures to the stairs.
Image

3. The secret room with the switch to open the door to the first outdoor area was untouched, so I spent 5 minutes to this part and that's what it looks like now ;) Small hint: The switch doesn't work anymore ;) So you have to find another way outside!
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4. This area (where you shoot the wall to open a secret) was also heavily untouched, that's why I worked on it. It is no secret anymore, it is an essential part of the level, so here you get through the broken computers into another area...
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5. ...climb up the stairs through old nukage facility hallways, some of them are destroyed and blocked by stones...
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6. ...and finally enter the "Chainsaw Room" where you will find a new switch for new blocking bars and several baddies :)
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7. This was also an untouched area, the room before the exit door. I gave it some new textures, some detail and a nice little effect while entering this room, but just wait and be prepared for a surprise ;)
Image

8. Last but not least, a new room :) I completely removed the stairs leading to the exit room of E1M2 and added this reactor-core room (yes, each facility has its reactor, so this has ;)) with some neat effects and details. Also look at the "CeilingStructure" I copied from cccp_leha's work of E1M1 :) With this little "trick of lazyness" I added some straightness to our maps, so you should also do so!
Image

...that's all for today! :)
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Nmn
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Post by Nmn »

You is one talented cookie, boss :D
I have plans for Your future too... Image
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Tormentor667
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Post by Tormentor667 »

Hehe, thx :)
NiGHTMARE
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Post by NiGHTMARE »

Nmn wrote:Nightmare- the flamthrower would be nice, but the others I think You're just joking :P
Not really - the new end-of-E1 bosses are essentially mega Barons right? So what better weapon to deal with them than a mega-rocket launcher? :)
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Tormentor667
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Post by Tormentor667 »

Well, and what if they are "Super Barons"? Then we need a "Super Rocket Launcher", and if they are "Horrible Fallen Monster Barons of Hell's Fury and Destrucion", we need a "Horrible Fallen Monster Rocket Launcher of Hell's Fury and Destruction" ... or kinda ... ;)
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ellmo
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Location: Poland - Poznan

Post by ellmo »

Well, what if someone has enough of SUPER weapons and SUPER monsters? Couldn't we have something different, maybe not particulary a monster? Or at least something new. Not just big, recoloured Hell Noble...

Oh... and could you please just slow down a bit the grenades. They are faster than plasma bullets.
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Nmn
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Post by Nmn »

I'm sick of recoloured monsters, Super Barons, Cyberdemons, Uber Spiders and such bullshit.
NiGHTMARE
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Post by NiGHTMARE »

Here's two possibilities for the grenade launcher, both from ROTT I believe. If they're not liked, I'll delve deeper into the pile of sprite resources...
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ellmo
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Location: Poland - Poznan

Post by ellmo »

Me votes - no.
We're going to need something new. The projects is ambitious enough to involve artists.
NiGHTMARE
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Post by NiGHTMARE »

How many people are there in the Doom community who can create good looking weapons from scratch? Probably something like three - Nmn, Scuba Steve and another guy whose name I forget. Nmn already dropped out the project, and I doubt we'll be able to attract either of the other two.

Similarly, saying "I want brand new monsters instead of resized & recoloured versions of existing ones" is several thousand times easier than actually creating said brand new monsters. And as Freedoom proves, even if you do manage to find someone willing to create a brand new monster, the end product may not look all that great...
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Risen
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Location: N44°30' W073°05'

Post by Risen »

I created the Skulltag railgun, however I am so slow at it that it would take another month to come up with anything good. Same goes for monsters. I can do it but it takes forever. I have some monsters for TR, maybe I could contribute one, but as Nightmare can tell you they probably will not fit in. However, if we don't use one I don't want to give them away so I'm not going to post any more about them.
Tormentor667 wrote:Horrible Fallen Monster Rocket Launcher of Hell's Fury and Destruction
I want to see that!

Torm: with that first shot, please preserve the 'monster blocking' line down the middle of it. It makes the monsters look better as you come through the door. Nice stuff!
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Tormentor667
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Post by Tormentor667 »

@NMN - Same to me, but I just know one person who is able to create amazing new doom-styled monsters from scratch: Vader/b] ... and actually he is already creating a new monster for my latest project, so forget about this!

@ellmo - Well, for sure we could but who is able to do this? You? For my part I am not able to do something like that, I am even not able to "DECORATE" something interesting ;)

@Nightmare - You said the reason for rejecting this yourself: It's from ROTT and I actually don't want to put something in which is from ROTT (just if it is unavoidable)

@Risen - What exactly do you mean?! :))
NiGHTMARE
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Post by NiGHTMARE »

Erm, you do realize the current grenade launcher is from Shadow Warrior (IIRC anyway), right?
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Tormentor667
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Re: ROUND 2 RULES

Post by Tormentor667 »

Tormentor667 wrote:After playing through all of these maps, I wrote some info and tipps for round 2 so you guys know how this should turn out in the very end. So please read through this before you start editing on the "KneeDeep in ZDoom" maps ;) But first at all, some general info on round 2!

General Info on Round 2
------------
Round 2 will take about 3 weeks from Monday 11th till the 31st of Octobre. The following tasks have to be accomplished after this time of developement:
- Skill Settings, Monsters and Items have to be placed
- Gameplay settings must be done
- Bugs & visual Faults have to be fixed in all of the maps
- After E1M5, some hellish parts should be added to the maps itself (E1M6, E1M7, E1M8) and this should be enhanced throughout these 3 maps. Then it is also allowed to place several hellish monsters like Cacos, BUT ONLY IN HELLISH AREAS or E1-AREAS WITH HELLISH TOUCHES (check E1M7 for a small example, see the exit!)
- The mapdesign should be straightened, so the design and level of detail shouldn't vary that much throughout the Episode, so it looks muche more professional. As an example of the standard style (base), check E1M5 after week 3, some parts of E1M1 and my parts from E1M8!!
- The Music WAD has to be compiled (that's my task)
- We should also add several text strings to the episode (MAPINFO), one before map3, one before map9, one before map6 and one before map8 and after map8 (anyone volunteering to write this? So we have also a small piece of story in this)
- ...and in the end, compile the whole wad and betatest it. This will happen in the week after the 31st Octobre!
- The color of the Nukagewater must be standardized in each map. Make it a dark green color with dark green haze, this works best, check E1M5 and the mainpool for reference
- The credits text (find the script on the mainpage) must be added to all maps. Remove the 3rd name from E1M1 and E1M8!
- If you want to, add Enjay's sky texture to your map! (check below for link)

Special Info on Round 2 for each Map
--------------------------
E1M1
- Due to the fact, that E1M1 hasn't been developed in WEEK3, there are a lot of things still opened.
- The second nukage pool connected to the first one before the exit room needs a lot of work, same goes to the DukeWaterTeleport in this area
- The areas at the very top of the map need some work because for now they have no particular sense
- Remove the 3rd name out of the credits for this map!
- Concerning style, this map is one of our references ;) So use it!

E1M2
- There are several places (for example the original outdoor secret area where you find the soulsphere) which needs muche more detail and stuff because they play and still look like the original)
- That's all I could find at the moment...

E1M3
- The starting room needs detail
- There are many misalignments throughout the whole map which needs to be fixed
- The window in front of the SOULSPHERE secret looks ugly, make it more detailed with a border (check tormentor667.de 2 1/2 D Editing reference as help ;))
- The Elevator to the mines should move farther down, because if you look upwards while lowering the floor, the effect is broken because you see, you were teleported!
- The room where you get the yellow key still looks underdetailed, add some special stuff to this. Also the secret where you get to the soulsphere is too easy to reach due to the fact that you can jump in ZDoom. MAke it harder!
- The rooms before the room where you can get the yellow key look very ugly, because they are absolutely untouched and look like the original versions. Do something about it, change their overall look and add mire depth!
- There are many more untouched areas which still look like their originals, detail has to be added to them.
- Some textures have to be changed and rooms have to be enhanced (for example the NickBRIK room in front of the starting room after the elevator to the caves)
- The ending for the secret map is terrible, no detail, no depth, no atmosphere. The idea of making it a bit hellish is not bad but overall it looks very noobish (I even could count the sectors used on one hand) This has to be enhanced!

E1M4
- Some of the week 2 areas need a lot of work on, mostly kirby's work!
- Also the map needs more E1-ish structures and textures to look more E1-ish.
- No more Info, I am lazy and for reference, check E1M5, E1M8 or E1M1!

E1M5
- Bugfix several issues, you will find them while playing!
- It is my map so it is hard to find any special issues, because I am pleased with how it looks like. Just build the other maps like that and I am pleased with the whole project ;)

E1M6
- This is the map which needs the most work of all, many areas are still untouched, other areas have been revamped but still look too much like their originals and that's pretty boring. The new areas have also a very low level of detail. Need to do something about it
- Add a very special room to this place, because as for now it is very boring and has no special thing in it. We need to do something about it ;)

E1M7
- Looks amazing but is still very Risen'ish. Other mappers working on this should connect this style with the other maps (E1M5) and also add several new rooms, that's something which hasn't been done to this map at all (not considering the exit and stuff)

E1M8
- Normally the map is finished, just monsters and gameplay have to be adjusted.
- I'd like to see the cutscene before the 2 Superbarons (are they already included?) to be more "dreamish" (add fitting gfx'es via FONT to this)
- MAke some of the areas there more hellish with some SKINx textures for example as seen in E1M9 and E1M7!
- Take this also as reference concerning style and mapdesigfn while working on other maps!

E1M9
- BioHazard's Main work looks amazing, no work has to be done there (just remove the Cyberdemon!)
- Add also BioHazards doors to the new created areas outside the original base!
- The new outside areas have to be made much E1-stylisher, maybe add some bunkers to this. Also add Enjay's tanks to this place, make em E1isher and remove the road outside the complex or just change it to something more "futuristic", with border and magnetic rails or such things, just be creative ;)
- Add more detail to the newly created areas, they look still too underdetailed!
- Remove & Fix bugs, for example the elevator in the new area can be made much better!
- Add the better tanks from Enjay and make em E1ish ;) (check below for link!)

Gameplay, Monster & Weaponbalance Rules
----------------------------
- The rifle can only be found in E1M9 and is a secret weapon, but you can place ammo for this weapon from E1M5 on!
- You can use all Imp variants from E1M1 to E1M8 (and E1M9)
- You can use the Satyr from E1M3 to E1M8(9), the Hell Knighto from E1M4 and so on but other Baron variants from E1M5!
- Shotgun can be found in E1M1 the first time
- Chaingun can be found in E1M2 the first time
- Rocket Launcher can be found in E1M3 the first time
- Grenade Launcher can be found in E1M5 the first time (the place where you can get the SuperShotgun now!)
- Supershotgun can be found in E1M6 for the first time! (at the very beginning!)
- Skill Settings must be available!!!
- Concerning the monster amaoung: Just triple the monster count/strength (for a rough example for a Demon add a Blooddemon) regarding the original Episode 1! Consider: With mouselook, jump and all the other stuff, doom got more boring and so we have to make it harder, especially for Ultra-Violence!

Links to tha Stuff
---------------
E1M1 - E1M9 of Week 3: http://home.arcor.de/tormentor667/kdizdres/round2/
New Clouds: http://home.arcor.de/tormentor667/kdizd ... newclouds/
ZE1M9 Tanks: http://home.arcor.de/tormentor667/kdizd ... e1m9tanks/

Information on the 2nd Joining
---------------
So far, we are 6 persons and we have 3 weeks to work on the 9 maps. My plan is that on each of the 3 weeks, 6 people work on 6 maps on which they haven't worked before (so each time, people work on a new map). At the end of round 2, each map must have been worked on for at last 2 times, and some of them 3 times. Beyond this, after round 2, the maps MUST BE FINISHED! So here we go on the list of maps and weeks you can volunteer for, but don't forget: Don't work on maps you have worked before! (although, if someone has a special wish to continue on a special map, feel free to bet ;)), and by the way: On each map you work, add your name to the credits at the beginning!

Code: Select all

	       WEEK1     WEEK2     WEEK3
E1M1    cccp_leha cccp_leha --------
E1M2    Tormentor --------  cccp_leha
E1M3    ellmo     ellmo    ellmo   
E1M4    Risen     Nightmare --------
E1M5    Nightmare --------  --------
E1M6    --------  cccp_leha Risen   
E1M7    --------  Tormentor Nightmare
E1M8    NMN        --------  Tormentor
E1M9    BioHazard NMN          --------
Special Week2 Effort: Intermission Stuff -> Risen


I quote this to here, so everyone knows about everything ;) And forget about the dates!
Last edited by Tormentor667 on Wed Oct 27, 2004 1:45 pm, edited 1 time in total.

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