"Attaching" megawads' maps

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4thcharacter
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"Attaching" megawads' maps

Post by 4thcharacter »

Is it possible to "attach" the megawads' maps but at the same time keeping your weapons/items? (eg. finishing Community Chest's map 30 brings you to map 01 of Community Chest 2)

If I rename all the sounds and map names in the files and mapinfo to avoid conflicts, are there any other problems to look for?
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Dancso
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Re: "Attaching" megawads' maps

Post by Dancso »

One thing that comes to mind would be custom triggers in the maps that take you to a specified map. Next level switches might work, and secret level switches can also work if you have the levels split into episodes (though then it's not >really< continuous), things like scripts specifying a particular map to go to (or linedefs with a similar function) might be a problem.

For your run of the mill mappacks with no hubs / fancy scripts, there's probably nothing to worry about.

I'd like to point out though that my knowledge is a bit rusty as I've not been in the modding scene for a long time, so I may not be entirely correct.
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Zanieon
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Re: "Attaching" megawads' maps

Post by Zanieon »

You don't need do much, just get all those maps rename them properly, CC2 maps should start from MAP33 and ends on MAP64, CC3 starts from MAP65 and ends on MAP96, CC4 from MAP97 and ends on MAP128 and create a MAPINFO to make all these maps be as if it was just one fukin giant megawad.
Nevander
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Re: "Attaching" megawads' maps

Post by Nevander »

Imagine if we could take every map ever made and put them into a single WAD file. It would be like a SUPEREPICMEGAWAD.
Edward-san
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Re: "Attaching" megawads' maps

Post by Edward-san »

You can try 12-in-1 wad collection, if you're curious :P .
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Zanieon
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Re: "Attaching" megawads' maps

Post by Zanieon »

Nevander wrote:Imagine if we could take every map ever made and put them into a single WAD file. It would be like a SUPEREPICMEGAWAD.
http://forum.zdoom.org/viewtopic.php?f=19&t=32118
Sorry i couldn't resist
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4thcharacter
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Re: "Attaching" megawads' maps

Post by 4thcharacter »

Edward-san wrote:You can try 12-in-1 wad collection, if you're curious :P .
But aren't those continuous and works similar to Doom 1?
Revilution wrote:You don't need do much, just get all those maps rename them properly, CC2 maps should start from MAP33 and ends on MAP64, CC3 starts from MAP65 and ends on MAP96, CC4 from MAP97 and ends on MAP128 and create a MAPINFO to make all these maps be as if it was just one fukin giant megawad.
Now I can play WoC without having to think about not getting all abilities unless I'm playing slaughterfest wads.

Also, I saw the 30,000 levels made by Doomguy 2000 and I kinda felt bad. He might be coming off as arrogant sometimes and the first mod he introduced is awful, but I don't see any reason why people picked on him. He just showed that Doom doesn't have limits when it comes to no. of maps. He's not treating it as a serious project. The double standards are great. And some of the people there are supposed to be the voice of reason. No offense.

But when someone other than Doomguy 2000 makes it they will just laugh it off. Hope that this doesn't get worse as the other sites like Reddit.

And actually, it's helpful to know that because of that it's obvious that your PC can determine the limit of Doom maps that you can load, since he told it loads for a long time when played. Mostly others can think that the limit is around below a hundred or so.
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4thcharacter
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Re: "Attaching" megawads' maps

Post by 4thcharacter »

Just finished attaching the CC series, but how do you create a map info for Icarus without it's sky becoming ugly? It's sky background designs are much more greater and complex than most megawads.
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4thcharacter
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Re: "Attaching" megawads' maps

Post by 4thcharacter »

Edward-san wrote:You can try 12-in-1 wad collection, if you're curious :P .

Pardon the bump, but I want to know who's the author of this .pk3 and how can I get in touch with him.
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