Deleted
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Post by Deleted on Dec 16, 2017 17:36:07 GMT -5
Note: "Reminara Forest" also encompasses any other Junji Ito inspired maps. (If you don't know who that is, just consider them a body-horror master)Oh shit it's a thing. I decide to manage a project for once. Dear me this is going to be a disaster. Given this is not technically a full-blown community project, the case stands. I had plans to do an entire E1 replacement. Others were allowed to add additional E-1 maps in the other episode slots, but the set would be done after the entirety of E1 was completed by myself, whilst all the others would be in E2/3/4 as overflow. However, this was not the only thing in play. Given this also, you are capable of voting on our theme. Rules: Aiming for Vanilla/Boom compat, but higher is allowed with distinction (ae; clearly marked as such). New assets are allowed, but distinct them and ensure compatibility You may request a random wildcard for your map design, wherein I'll attempt to create an interesting gimmick or challenge for you to use in your map. You may still stray outside the given theme; depending on the composition of maps. If you are looking for potential repeating Wall+Floor textures to make, consider these i.imgur.com/FbFarXs.pngThe left could be the base for an "icy" version of the RedRock, with crystalline skulls in the manner of Skullwall/SPFace and icy crystals. The right is Hematite; While an unused hematite is in the doom alpha/beta, one more indicative of typical hematite would be nice. It would be best used as a bridging texture between Blood and Lava themed textures, as it loosely translates to "Blood Ore.", It could go in tandem with the Blurock to make a map visually similar to, say, E1M7 of Duke 2, video below.
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40oz
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Post by 40oz on Dec 18, 2017 8:22:16 GMT -5
rofl at the vote distribution.
I'm working on a Doomer Boards community project series I think people are going to really like. I'm hoping to have it ready to announce by the new year. In my experience, community projects need some really sturdy structure and rules to motivate people into wanting to map for it (you can blame all the failed and abandoned community projects that wasted so many good mappers' time for the cynicism)
Maybe we could have a merger and co-organize it together? I could definitely use your help. I make textures and I'm working on some texture resources for the whole thing. Your fire & ice style sounds like it could be really cool. I could definitely make a set that capitalizes that theme.
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Deleted
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Post by Deleted on Dec 19, 2017 4:32:02 GMT -5
Cool, sounds like a plan. A couple of textures already exist for what i have in mind, seemingly with this as an exception
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Deleted
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Post by Deleted on Dec 30, 2017 13:50:03 GMT -5
whee i did it again.
Okay, so I had a couple of other possible ideas What's even the stance of like-named wads? I know there's unofficial sequels and followups to pre-existing wads, but can we still call one of our projects? There's a couple I'd like to follow up with or play around with the idea of.
Most of our maps seem to be going for a infested/twisted/warped techbase of some descriptor or a fleshy forest.
Since we're specifically calling out Hellstar Remina, I've also expanded it's consideration to -any- Junji Ito stylized map. So that could be quite fun.
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40oz
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Post by 40oz on Jan 2, 2018 8:14:47 GMT -5
What's even the stance of like-named wads? I know there's unofficial sequels and followups to pre-existing wads, but can we still call one of our projects? There's a couple I'd like to follow up with or play around with the idea of. Most of our maps seem to be going for a infested/twisted/warped techbase of some descriptor or a fleshy forest. Since we're specifically calling out Hellstar Remina, I've also expanded it's consideration to -any- Junji Ito stylized map. So that could be quite fun. That's a really good question. I always wondered who has or is allowed the blessing to make Hell Revealed 3, Memento Mori 3, Requiem 2, etc. The recent Plutonia 3 has been said to be a pretty pretentious title for a wad that doesn't look very good, so does that mean people are more forgiving if the level designer is actually really good at making levels? I don't really know for sure. I don't know what Hellstar Remina or Junji Ito means, but if you can link me to some images or videos of whatever that is, I could probably pop out some Doom like textures that resemble it.
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40oz
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Post by 40oz on Jan 2, 2018 9:31:59 GMT -5
I think I'm getting pretty close to booting up the Official Doomer Boards community project thing. The tedious work is about 75% done, from here the project will basically run itself. I'll discuss it in more detail here so other people can weigh in with some suggestions or procedural changes that work better for them. OFFICIAL DOOMER BOARDS TEAM COMMUNITY PROJECT(sorry its a lot of reading - it will make more sense as we're doing it) Ok so I've been taking note of what mappers seem to want to participate in, and what they actually gravitate to. My idea for a Doomer Boards community project lifts a lot of stuff from other popular community mapping events, such as Community Chest, 32in24, speedmapping compilations, and Jimmy's The Joy of Mapping. I figure a lot of mappers want the inclusivity and structure of a community project, the social gathering and low commitment of speedmapping, and serial style of being able to participate in multiple iterations of the same thing at times that are convenient for each person that 32in24 provides. They also want to learn and have fun with the process, and have the guidance of a present and motivated manager to put the whole thing together like the Joy of Mapping does. Most importantly, the completed project should be fun, consistent, and easily palatable to play, and I'm fairly sure I know how to get us there. I belive being a good mapper is like being a good athlete. You have to keep practicing and exercising to stay good at it, so I want this thing to be thought of like a mapping gym so people can practice their skills while getting immediate and direct feedback. They can apply it to this fast and small project that will still be fun for players to play, and the mappers can take away the skills they develop to apply to their own personal projects later on. 1.) Texture Pack 2.) Part 1 3.) Part 2 4.) Part 3 5.) Final Testing 1.) This project is a recurring monthly or bi-weekly speedmapping/teambuilding event. First, each iteration of the project will have a resource pack, which will be a focused collection of similar textures and graphics to be used in conjunction with stock Doom 2 resources. It's going to be much smaller and less complicated than something like cc4-tex. To keep the whole project consistent, it is preferred that you use some of them in your map, but use them with stock Doom 2 textures too (there will rarely be enough to use exclusively). There will also be an image preview of what's in store so you can see how stuff looks together. Ideally, the finished project should have the unified feel of something like Tangerine Nightmare. Included with the resource pack will be a set of 10 midi music tracks you can pick from. 2.) On an assigned date or date range, (I'm thinking Friday, Saturday, and Sunday?) everyone gathers in a discord chat to talk and map with each other. The purpose is to simply realize an idea for the map. Focus on developing the layout, choreographing a gameplay event, or designing some sort of puzzle. The map is not supposed to be finished, or even playable by the end of the date. We just want something that's very small, and skin and bones so that it is easy to review. When you're ready to share your map, post your map in the thread with two screenshots, one in game, and one of the overhead editor view. Included with your post, you will review your own map. I think I'll make a little writing template or a questionairre to use. Essentially you'll describe the idea of your map, what you like about it, and anything you felt insecure about while you made it. It's important that you're willing to elaborate on these things the best you can. It will benefit you for Part 2, and potentially disqualify your map from the project later on if you don't display a clear and humble interest in developing your skills and helping the project as a whole. I will be working on my own map prior to the assigned date and posting screenshots and a log of my work in progress so people can follow my lead. 3.) On a separate assigned date, we will gather together in the discord for a testing phase. Everyone who has made a map will have to post a review in the thread of at least one other map. Use the mapper's self-review as a template to fuel your response so you can address any questions or concerns the mapper has about their own map. It's important that each mapper helps with this, even if you can't think of much to write. Your own map can be disqualified from the project if you don't make an effort to participate in the testing process. I don't want to be out there to cut maps out of the project, but to reduce clutter in the mapset, it's important for everyone involved that all mappers make a concerted effort to help each other and make the project good. The date range for the testing process will be pretty lenient, and I'll use fair discretion to accept valid excuses if you absolutely cannot get to a computer to test maps with during the time. I will be participating pretty heavily in the testing process and offering my own reviews of people's maps as well. 4.) On a third assined date, we will gather in the discord chat and work on our maps once more with the intention of finishing them. Work on your map based on the review your map received, and try to get your map in a finished and completed state. Make sure all your linedef triggers and exits work, all your walls are textured and aligned, your monsters, weapons, health/ammunition is distributed fairly etc. and chat with the people who reviewed your map to get more detailed feedback on their review so you can make your map the best it can be. Once your map is finished you can post your link and a screenshot if you're nice. 5.) The last part will be a date range where we do some quick clean up and error testing of each other's maps. Post lists of bugs and errors you find with other people's maps so that the mappers can release hotfixes of their maps. We can also discuss the map order for the finished episode, and any other stuff that comes into question. When the date range is up, I'll compile the whole thing together and release it as a finished episode. --- At this time I'll leave this open to discussion, if anyone wants to comment on the structure/rules of this thing. For deciding on what texture pack to use, I think I'll arbitrarily pick a texture set for the first iteration of this project. Once we're ready for the next project, I'll offer some suggestions of texture sets I've already made and we can vote on it, or preferably let a random team member (i.e. whoever's map lands in the MAP02 slot) decide from the selection I provide. Here's some themes I have that are pretty much done to give people an idea: Black/Gray underwater gothic thing Marble temples on top of mountains Fire and ice (The icy + hematite theme Sarais suggested above) Glowing green flesh Orange/Gold/Red mars base Alien Vendetta Beast Island Hell Revealed 3 Dark Plutonia
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Deleted
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Post by Deleted on Jan 2, 2018 13:45:33 GMT -5
What's even the stance of like-named wads? I know there's unofficial sequels and followups to pre-existing wads, but can we still call one of our projects? There's a couple I'd like to follow up with or play around with the idea of. Most of our maps seem to be going for a infested/twisted/warped techbase of some descriptor or a fleshy forest. Since we're specifically calling out Hellstar Remina, I've also expanded it's consideration to -any- Junji Ito stylized map. So that could be quite fun. That's a really good question. I always wondered who has or is allowed the blessing to make Hell Revealed 3, Memento Mori 3, Requiem 2, etc. The recent Plutonia 3 has been said to be a pretty pretentious title for a wad that doesn't look very good, so does that mean people are more forgiving if the level designer is actually really good at making levels? I don't really know for sure. I don't know what Hellstar Remina or Junji Ito means, but if you can link me to some images or videos of whatever that is, I could probably pop out some Doom like textures that resemble it. Huh, fair point. I also breifly considered the possibility of a gameplay-mod focused mapset too at some point; DRLA would probably be the most fun, but most difficult to work with. (so it can probably be said that it's okay if it's not -perfect-, as this is a randomizer mod, but i presume we can place them individually if we want a specific monster or item) so the idea would to be having each set of maps potentially separate from each-other or be death exits. Would take considerable discussion; as the gameplay is a grand deal diffrent, so it would likely be best to go on a "progression basis" with sets of 10 map clusters with a potential for 40-ish maps, the first cluster being Vanilla Roster of monsters and weapons, with armors and introduction to the Mod Packs and Armor System, then the next set of 10 is the next "tier" of monsters, culminating in the last 10 maps being Armageddon (so, Normal, Ultra-Violence, Nightmare, Techno-phobia, Armageddon) with rare-mods and Demonic Items/Keys hidden in secrets or really difficult situations. Junji Ito is a famous Japanese horror comic artist- with a particular sense of humor. Japanese comics are read right-to-left vignette2.wikia.nocookie.net/villains/images/f/f9/Gyo_v02_c09_pg178.png/revision/latest?cb=20130623165311 - Amigara fault brasscockroach.com/h4ll0w33n2007/manga/Amigara-Full/Amigara.htmli.pinimg.com/originals/4b/99/78/4b99784d1b6c220e0540fbb895d85178.jpg - Uzumaki, the "city of spirals" (a map based off of this would have a special challenge of having to be made EXCLUSIVELY out of spirals.) manganelo.com/chapter/uzumaki/chapter_19i.pinimg.com/originals/30/6f/f0/306ff067f439636d86c0bf6a460ba704.jpg railroaddiary.files.wordpress.com/2013/05/lifeonremina.png 78.media.tumblr.com/55c3f895f50bbd83fab717a98346b044/tumblr_inline_nzcbsejZmv1qiz4q8_500.png 2.bp.blogspot.com/-uFG1LPvpmFs/WCQy6N7r7TI/AAAAAAFCDfU/5LZgJu9bYcI/w1900/MR-14455-228965-29.jpg - Hellstar Remina mangakakalot.com/chapter/hellstar_remina/chapter_5
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Deleted
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Post by Deleted on Jan 3, 2018 6:14:59 GMT -5
I like that there's solid direction, some serious thought and a supplied texture pack here. I'll have to see how it works in practice, but I can only assume that with three separate date ranges I'd need to put in an appearance for, I'd flunk out at some point. Also, how mandatory would the discord participation be?
Saying that, due to my rather fluid situation at the moment, I have no idea what my availability is like for the next few months, so I'm content to be planned without.
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Deleted
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Post by Deleted on Jan 3, 2018 7:58:26 GMT -5
I think that this speedmapping in different phases is a better idea to make something given how this community is small atm. Having a date range for all the phases sounds good to me. I never used discord but I'm already distracted enough by youtube and other stuff while mapping, let alone having to follow a chat.
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40oz
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Post by 40oz on Jan 3, 2018 8:54:13 GMT -5
Thanks for the input. I'll have to be considerate of people's free time. I too, have an infrequent Dooming schedule. I'd be happy to tweak it so that it's a little more realistic. I'm caught between a balance of offering newer mappers the immediate feedback and social setting of a discord channel to make mapping fun and free from confusion and anxieties, and giving more experienced mappers their independence. I'd like it if I could count on at least a few veteran mappers to be present while the project is in progress. I'm not really sure how to secure that though.
On a side note, here's another idea I thought of that I'm willing to try. What do you guys think about a perks system? Let's say members start in the project bound to certain rules:
1. You don't get to name your map 2. No custom music 3. The mapslot you land in is random 4. etc.
And by doing certain favors for the project, like reviewing x amount of maps, get y amount of likes for your submitted map, participating in three sessions in a row, or something to that effect, you can earn perks that make you exempt from one of those rules. Basically by being a helpful member to the project, you can earn certain creative design freedoms. Does that sound cool?
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Deleted
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Post by Deleted on Jan 4, 2018 11:24:39 GMT -5
It's an interesting take on the idea - "gamifying" the community project process, with perks for continued participation and better input. I can't imagine many people would submit to the initial withdrawing of these perks, but it might work if everybody is on board early.
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Deleted
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Post by Deleted on Jan 4, 2018 18:35:08 GMT -5
It could probably work to some extent if we weren't too restrictive
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40oz
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Post by 40oz on Jan 5, 2018 10:03:06 GMT -5
Maybe it's not such a great idea. When I think about it more, the perks system is less like something I would want as a mapper, and rather a restriction that is, by design, supposed to prevent something I don't want in this project.
In my experience, community driven projects, speedmapping ones especially, often tend to invite a lack of "seriousness" on the part of the mappers. They're not bad maps, and are sometimes created by pretty reputable doom community members who have earned the respect they have. But somehow, with certain design choices, mappers that are usually attracted to community projects will exhibit what appears to me to be a lack of love for the craft.
Don't get me wrong, I have much respect for people who are willing and able to make a map for someone else's project pitch. We wouldn't have nearly as many maps to play without these people, and many of them are pretty great mappers. But, at times, I play projects where I can almost feel that the map was designed specifically to sign over it's ownership to someone else. It usually comes in the form of a whacky music choice -- something way too loud or obnoxious for the tone of the map. The texture selection might be tacky, or include a meme or something when it allows mappers to include their own textures. And the maps are named things like The Alfonzonian Asteroid Jungle Expedition ft. the Cacodemon Squad.
I don't know most mappers realize that they're selling themselves short when they do this. Or perhaps they do, and it's a defensive strategy to remind players not to take their work seriously. I think I have some sort of responsibility in pioneering this trend, since my early mapping history was almost totally just random maps I made for people's birthday, and 32in24 maps with joke titles.
So when I thought of this perks system, it kinda lends to the expectation that most people participating in this won't care, when what the project really needs is something enables people to realize that they have much more potential than they care to admit to themselves and others. I just don't know what that is yet.
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nnn✓ork
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Post by nnn✓ork on Jan 5, 2018 17:52:51 GMT -5
that pic in particular is pretty badass. the scene falls in line with Sunder-style stuff.
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Deleted
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Post by Deleted on Jan 6, 2018 15:36:20 GMT -5
I like the idea of non-linear map progression in some form or another. Giving the players a means to go about doing what they want in the order they want, with some restrictions (ae: some levels open up other levels; you don't have to complete all of them, but the non-optional ones are marked for progression purposes. Optional maps usually will end up giving the player some bonus stuff and/or have unusual gameplay in comparision to the rest.
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Deleted
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Post by Deleted on Jan 10, 2018 17:11:40 GMT -5
Jimmy's The Joy of Mapping. On that note; we should have actual proper tutors who are willing to teach and work directly with people, not just people who copy-paste a link to the wiki. Like we didn't already go do that before asking in the first place? Come on guys, give us some credit at least. Sheesh. :-S
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sarais
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Post by sarais on Jan 20, 2018 14:10:23 GMT -5
I'm going to keep this one on hold and see what the poll tells me to do. Having said this, you may continue with preparations and let me know when things are in a more ready state.
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