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Yes, I know Halloween hasn't even happened yet, but this is to give prospective mappers some extra time to complete their submissions before the deadline.
The general theme, obviously, will be winter, Christmas, or anything to do with being cozy indoors while it's cold outside. This will use the Hexen IWAD as a base.
Spoiler: old crap
Submission deadline is December 17, 2018 (extended: January 17, 2019). That's a week before Christmas Eve. This is to give some time for touch-ups and fixes. Maps must be in at least completed form by this deadline, but it gives some time for the testing team to give feedback for final touch-ups.
There will be a Discord channel for this, but use of Discord is not required.
Custom resources and monsters *are* allowed, however, there is one caveat: In order to make my life easier, you need to be to be able to make GitHub pull requests and be able to integrate your custom content into the repository (archive) yourself. If you cannot do that, stick to the basic resources or what's already there. (Or have someone else do it for you) - p.s. if anyone wants to take up the role of archive maintainer, that's definitely something I will accept. (I am sorry, but not sorry, for this rule - people tend to go REALLY OVERBOARD with extra resources, and it makes maintaining these things an utter nightmare! It is for the sake of sanity that this rule is in place... - the worst thing in the world is when someone dumps an archive on you with resources from 200 different places and expects you to integrate it into your project - that shit ain't nice.)
This will be based on HEXEN.WAD.
There is no set slot limit. We can have as many or as few maps as needed.
All maps must be in UDMF format. GZDoomBuilder can pretty reliably do the conversion for you if you are more comfortable mapping in Hexen format. (Yes, I am looking at you, DB1 and WadAuthor folks!)
This mapset will be OpenGL focused. If your map works in the software renderer, great, but if not, don't lose any sleep over it.
On that note please do *NOT* include any renderer checks which break your map or annoy the user based on the renderer type the user is using - that will result in instant rejection.
Yeah I am trying to avoid being "just like everyone else" - plus playtesting several different maps with the same pistol, the same shotgun, the same rocket launcher, etc, doesn't sound as fun, to me. Doom has plenty of maps and plenty of community projects around it - a little variation to spice things up never hurts.