1995 Tune Up Project - Limit-Removing Project [OPEN SLOTS!]

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Sparktimus
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1995 Tune Up Project - Limit-Removing Project [OPEN SLOTS!]

Post by Sparktimus »



Original Doomworld thread

Hello there, and welcome to the 1995 Tune Up Project! I will be updating this thread over time as progress on this project continues. IF YOU PLAN TO PARTICIPATE IN THIS PROJECT, PLEASE MAKE SURE YOU READ THE RULES AND GUIDELINES BEFORE YOU DO SO. For now, enjoy this primer.


-------------------------------


Just about a decade ago, Snarboo and traversd released the 1994 Tune Up Community Challenge, which can be found here. The main goal of this project was to take maps from the early pioneering days of Doom mapping and modernize them with the mapping standards of the time. It turned out to be a big hit and remains a classic to this day, as well as one of my favorite wads to go back through. I was in love with the idea of going back through the years and giving care and attention to some of these forgotten maps and paying tribute to their creators by updating their work for a more modern audience. The wad itself felt like a Doom community museum of sorts, honoring those who came before and dared to keep this wonderful game and community alive through their efforts and tools. If you have never experienced this megawad for yourself, I highly recommend you do yourself a favor and go through it to see just how far things have come for us.


The idea of orchestrating a sequel to 1994TU has always sort of been in my head ever since I played it and finished it, but of course, this was back when I was still just starting to get back into the groove of mapping back in 2016 or so. Thankfully, by the grace of the powers that be, both Snarboo and Traversd have graciously allowed me to take on the mantle of making such a thing happen and now the 1995 Tune Up Project officially has the greenlight! This, for me, is equal parts exciting and terrifying since this is the first time I've ever led any sort of project like this, so apologies for any sloppiness in that regard. I will do the best I can to make sure things go smoothly and most importantly that everyone involved has fun with this. I don't plan for this project to be a 24/7 workload or anything like that, so please don't feel pressured about anything going in if you wish to participate. This is going to be as free-form as I can make it and I want you guys to have a good time! However, there are a few per-requisites and understandings that I need to convey:

I would prefer everyone wishing to get involved with this join my Discord server I'm going to link at the bottom of this post. In it, you will find the Wad Toybox, which are a zipped up compilation of different maps that all have been cleared by the original authors from which you can choose a map if it has not already been claimed by someone else. Just a primer in case anyone is drawing a blank on what they'd want to work on.

Rather than going for boom-compatible like 1994TU did, I want to be shooting for limit-removing at the most. My reasoning for this is because I want these maps to have a slightly more "quaint" feel to them to put us back in the sort of headspace of the original creators without completely having to be vanilla or all that restrictive. However, this may change in the future as the project goes on.

Please be considerate of others and try not to take too many slots for yourself. Everyone is allowed to make multiple maps, but I would try and keep it to a maximum of three maps per person.

As far as actually working on the maps go, certain liberties can be taken with the updates you make to them as far as progression, enemy, and item placement go. What I'm really looking for is that the mechanics and overall architecture of the original map be considered in your maps so that it doesn't look like you've completely made a brand new map. In a similar vein, I'm also not looking for anything about the map to be 1:1. Make changes where you have to or where you'd feel the map would benefit from it, but try and include as much of the original map's look, feel, and size within reason.

Try and keep the maps reasonably challenging for your average modern Doom player. I don't want them to be trivially easy, but I'm also not really looking for anything too ballbusting. If you're unsure of that, run your map by me and I'll give you my opinion.

As for custom textures, it's still too early for me to tell if I would want to use them or not. For now, we will be using Doom 1 Textures For Doom 2 which can also be found in the Discord server I will link below.



As far as any kind of strict rules go, the biggest and most important ones are this:


When searching for and selecting a map, make absolutely sure that the original wad author has given permission for their work to be redistributed or modified. I intend to 100% respect the wishes of the original authors and if they say they'd rather not have their creation be changed in any way, look for another map. The easiest way to find the permissions for these maps is to go onto the /idgames archive and read through the attached .txt at the very bottom. It should be near the bottom of the .txt file itself. If you aren't sure about it, you can always run it by me and I will tell you if it's eligible. WE WILL STILL BE CREDITING THE ORIGINAL AUTHORS IN OUR REMAKES.

1995 will be the hard cut-off date for wad selection. Anything past this year will not be eligible for a remake. The reason I chose this date was because I feel like 1995 was the last true "pioneering" age of Doom mapping.

We will be using the original maps as a base reference, but every map should be completely made from scratch, from the ground up.

If you plan on participating and want to claim a map slot, please have a map already chosen for you to work on before doing so. This is so we don't have too many people sitting in mapslots without anything to do.

If you found a map you'd like to claim, please make sure that that map has not already been claimed by someone else. Claiming a map will be on a "first come first serve" basis, so if someone has already claimed it before you have, you will have to find another one. I will try to keep this as fair as I can.


-------------------------------

With all that out of the way, here are some screenshots of the work thus far:












Click here to join the 1995TU Discord!


When joining, please read the #guidelines channel for there is some additional information in there that I didn't cover here. This server is also open to those of you who don't wish to participate but would like to watch the progress we make anyway. We're glad to have ya!


One more side note: If you plan on collaborating with another member on the project, let me know so I can credit you both!


Current claimed map list:

1. "mb_new.wad" - Sparks (Original author - Curtis Turner II)
2. "deadbs10.wad" - Sparks (Original author - Alberto BARSELLA)
3. "E2M1 from DARKHELL.wad" - Xyzzy (Original author - Greytale)
4. "3daypass.wad" - TrialD (Original author - Dr Bombay aka AgX)
5. "deeps.wad" - Sparks (Original author - Enrique Zamudio López)
6. "PRIMUS.wad" - Zero The Red (Original author - C.John Thompson)
7. "THECLAVE.wad" - Breezeep (Original author - Roberto Ullfig)
8. "FATE02.wad" - Roadworx (Original author - Thomas Evans)
9. "SKUNK.wad" - Sparks (Original author - Richard Smol)
10. "pri_mapa.wad" - Cacodemon187 (Original author - Eye del Cul)
11. "radplant.wad" - Roadworx and Sparks (Original author - Chris Brooking)
12. "jsf01.wad" - Sparks (Original author - Joe Fouch)
13. "dm2tiger.wad" - Walter confetti (Original author - Jim Young)
14. OPEN
15. "WOODHALL.wad" - Scwiba (Original author - David Damerell)
16. "k9.wad" - Sparks (Original author - Keith Sheehan & Dave Murray)
17. "outpost1.wad" - DavidN (Original author - Marc R. Bublitz)
18. "trouble.wad" - Not Bobby Shmurda (Original author - Jim Flynn)
19. "bunker.wad" - DJV (Original author - Terry Hamel)
20. "KEEP.wad" - DukeNukem4ever (Original author - Kurt Dillard)
21. "3XPLAY.wad" - Gallileo (Original author - Bill J. McClendon)
22. "BLOOD.wad" - Pasokon Deacon (Original author - Jim McColm)
23. "2mega.wad" - Thormjolnir (Original author - Shayne Hawthorne)
24. "chlorine.wad" - Roadworx (Original author - Doug Ryerson)
25. "mkfrgtme.wad" - Roadworx (Original author - Mark Anthony Klem)
26. OPEN
27. OPEN
28. OPEN
29. OPEN
30. OPEN
31. "????" - ?
32. "100PCTV2.wad" - Xulgonoth (Original author - Lonnie Yearwood)

Aside from 31 and 32, the above list does not represent the actual order of the maps in the final version. This is simply a list to show who has what map.


For any additional concerns or questions, feel free to message me either on here or on Discord about them. I will be more than happy to get you up to speed.


Thank you all so much for your time, and let's have some fun! c:
Last edited by Sparktimus on Tue Sep 06, 2022 9:18 pm, edited 7 times in total.
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RevanGarcia
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Re: 1995 Tune Up Project - Limit-Removing Project [OPEN SLOT

Post by RevanGarcia »

This project looks promising.
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nova++
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Re: 1995 Tune Up Project - Limit-Removing Project [OPEN SLOT

Post by nova++ »

I'll have to keep this in mind, I've been meaning to go on a tour of very early levels in the first place and I think this would be a fun bridge (gateway drug?) to compare both versions of each. Wish I could contribute, but I am incredibly out of practice (not that I was ever very practiced to begin with)

Edit: Didn't notice how old this thread was before RevanGarcia's reply. That's a shame it never got any posts until now, I do like the idea.
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Someonewhoplaysdoom
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Re: 1995 Tune Up Project - Limit-Removing Project [OPEN SLOT

Post by Someonewhoplaysdoom »

nova++ wrote:I'll have to keep this in mind, I've been meaning to go on a tour of very early levels in the first place and I think this would be a fun bridge (gateway drug?) to compare both versions of each. Wish I could contribute, but I am incredibly out of practice (not that I was ever very practiced to begin with)

Edit: Didn't notice how old this thread was before RevanGarcia's reply. That's a shame it never got any posts until now, I do like the idea.
Agree, I played the 1994 CP recently and its kinda nice idea. For what I read, is not that project was inactive, but the activity was based from DoomWorld Forums and mostly on the Discord Channel of the OP. Still it would be nice to have some news of the project here.
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Sparktimus
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Re: 1995 Tune Up Project - Limit-Removing Project [OPEN SLOT

Post by Sparktimus »

It is most definitely still active, but I'll admit that I haven't really keeping this thread as updated as I should be, especially considering what system I've switched to recently.

From the OP thread on Doomworld:

"Hey guys, posting a quick update with some very good news.



I am pleased to announce that I have integrated a very useful tool that should help the creation and maintenance of this project a hell of a lot easier and more intuitive. With the help of @DavidN, the 1995 Tune Up Project will now be powered by his in-development webapp known as Rampart!



https://1995tuneup.teamouse.net/


For those of you who aren't familiar or just want the tl;dr, Rampart is a WIP web application created by David himself to make the process of screening maps and editing aspects of this project much less of a hassle. This tool was created specifically for his RAMP Community Project that was finished just a month or so ago and is very much worth checking out. But I digress; here's how this works.



Every contributor is assigned a PIN for whichever maps they are working on which they can use to access their WIP map from the site itself and make the necessary changes and update which can then be submitted to the working pwad directly on the site. These PINs are managed by me and are personalized for each map. This should make integrating these maps and changes into the wad a piece of cake. Just go to the link and click on the "Upload A Map" tab and then "Put a Map in an existing slot" and give it your PIN for your map when prompted. Once you've made your changes, simply submit the changes and they will be updated on-site. It's that easy!



If you'd like to learn more about Rampart itself, you can get in-touch with David either on here or on Discord and I'm sure he will be glad to assist you like has me. I am eternally grateful to him for making such an awesome and easy to use utility. I very much hope that this gets used more because trying to keep up with one or two forum threads at a time for every tiny little change is doing my head in, heh.



If you are a contributor, please get in touch with me either on here or Discord to get the PIN for whichever map(s) you're working on."
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