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Alpha Release Zandronum Christmas Community Pack
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[id] Luke
Post: #1 - Zandronum Christmas Community Pack Posted: 11-21-2012, 01:57 AM
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Join our IRC Channel to keep know further details, keep yourself updated, asking any suggestion and influencing the project discussing every change made or going to be made!
/join #zccp

General informations:
The Zandronum Christmas Community Pack is meant to be a new school cooperative megawad (32 maps) for DooM II built by Zandronum's users.

Characteristics:
  • Gametype: Cooperative/Survival.
  • Format: UDMF. But everything compatible with Zandronum will be ok.
  • Jump and crouch: Allowed.
  • Custom textures: Everything contained in the resource wad. If you use other textures make sure to send them. If you use textures taken from skulltag_data.pk3 extract them and send them along the wad.
  • Custom monsters: No.
  • Custom weapons: No.
  • Custom items: No.
  • Custom Sprites: Show Me or Sicamore the sprite, first.
  • Detail level: There isn't a minimum mandatory level of detail, what matters is the gameplay.
  • General guidelines to develop the maps: Avoid cramped spaces such as 64 map-units-wide corridors, prefer wide corridors and/or open spaces.
  • Challenge level: as you prefer, you must be able to complete the map from pistol start without item respawn.

Deadlines:
To make sure we make progress and that everyone has all the feedback he/she needs we decided to set few deadlines to monitor the progress made, these are:
  • June 1st: Maps will be tested, set in their slots, feedback will be given.
  • September 7th: Maps will be tested, set in their slots, feedback will be given, eventually empty slots will be assigned, resource wad will be polished.
  • October 5th: Maps will be tested, feedback will be given.
  • November 2nd: Maps will be tested, feedback will be given.
  • December 1st: Maps will be tested, feedback will be given, unfixed maps will be removed.
  • December 7th: Maps will be set in their slots, feedback will be given.
  • December 14th: Maps will be tested, unfixed maps will be removed, the wad will be ultimated and sent to idgames.

When you will send the map you must fill this form and attach it in a .txt file or in the "mapinfo" lump:
Spoiler (Open)
If you don't know how to change the music, how to use a custom sky, how to change its scrolling speed, how to set the name of your map, how to change the number of your map, tell me what you want and I'll do it for you.

Mappers (listed by join date):
If striked has resigned.

Map Spots: Author (currently screwed so forget it)
Spoiler (Open)

Here's a download link for a small (10Mb zipped) bunch of midis taken from various wad, so that you can choose a midi for your maps if you haven't found a chirstmas-themed song yet. If you choose a midi not included in this group make sure to tell me where you took it, so that I can give credits to the author(s).

RESOURCE WAD, GET IT HERE

FAQ
Q: I wish to make a map but you don't know how to map, can I help you with anything?
A: We are looking for spriters, alternatively read this tutorial, it will tell you everything you may want to know about how to make a map. In any case show up on the irc so we can discuss about anything you might do.

Q: I want to submit a map for the slot number ## but it's already taken, shall I have it anyway?
A: Ask it to the mapper who has that slot.

Q: I have custom content I'd like to add, shall I use it?
A: As long as you don't replace anything it should be fine. If you think you've something good enough to be the replacement of anything contact me or Sicamore and we'll see how it fits within the wad.

Q: There will be a storyline (such as in DooM II)?
A: No.

Q: There will be bosses/Shall I add a boss?
A: Maybe. Show up on the irc and we'll discuss it. Otherwise send me every detail about the boss via pm and I will discuss it with the other mappers to see if the majority will accept it.

Q: Any screenshot/video to show?
A: I don't think they're necessary, expect them by the summer anyway.

Q: Why did you write these FAQ?
A: I did it for the lulz.


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(This post was last modified: 02-02-2013 01:27 PM by Luke.)
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<N> one_Two
Post: #2 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 02:17 AM
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Sure I would like to make a map, are you going to allot map numbers to people?

EDIT: I'll have map02 then please.


(This post was last modified: 11-22-2012 02:58 AM by one_Two.)
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[id] Luke
Post: #3 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 02:29 AM
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(11-21-2012 02:17 AM)one_Two Wrote:  Sure I would like to make a map, are you going to allot map numbers to people?

Yes, but it's not strictly needed; would be nice to place bigger/harder maps to the end of the wad.
Of course if someone wants to send a map without be bothered giving it a number or a place in the wad we'll do it for her/him.

All in all yes, if you want a certain map number tell us and I'll write it in the first post (which I'm updating right now).

As for myself I'll make something and place it in the free spots left.


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[VGL] Catastrophe
Post: #4 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 03:11 AM
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holy shit 32 maps?


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[id] Luke
Post: #5 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 03:14 AM
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(11-21-2012 03:11 AM)Catastrophe Wrote:  holy shit 32 maps?

32 People mapping 30 minutes a-day, everyday, for two weeks should be enough to have the wad read before December 15th.
As said I don't expect anything beautiful as detail level, just a wad with a Chirstmas atmosphere.

Also: I'm building a resource wad.

edit: resource wad ready, get it here http://speedy.sh/QSMx5/resources.wad. Will be added new monsters sprites and maybe new weapon sprites. Will be modified medkit, stimpack, green armor, blue armor and spheres sprites. You can add custom textures, if you do so be sure to let me have your custom resources as soon as possible so that I can add them to the resources and re-share them, or you can do it by yourself and save me some work that I don't know how to do exactly. ;)


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(This post was last modified: 11-21-2012 03:57 AM by Luke.)
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Grymmoire
Post: #6 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 05:56 AM
Terrible, terrible...
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You make a point about spreading the work like that but consider this:
  • You'd need 32 different people to do that, most megawad projects have repeat mappers
  • You need to hold people to a schedule, expect results within certain deadlines

Problems with the above is that while it's possible to do that, it's not easy. Even dedicated mappers who do more than one map need to be held to a schedule.

It's doable but generally speaking you're going to need more than 2 weeks to finish a megawad and expect good results unless you use the 32-in-24 model for building the project but those projects are backed by very well known and reputable community members who can easily gather many more than 32 people to join in on a project.

Bottom line is that you should set some more realistic goals if you want a decent quality megawad in any amount of time at all, lower the map count and get a fair amount of the work that needs doing done on your own to persuade people to join in (if the quality of your work is worthy enough to attract attention).


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[id] Luke
Post: #7 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 10:40 AM
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Thank you for the tips Grymmoire, I'm adding 3 deadlines to verify the progress made.
I've updated the resource wad, and it will updated again everytime anyhow sends me the custom textures he/she used for the map as well as everytime I add substantial content to it.
http://speedy.sh/6qJFN/resources.wad


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Ænima
Post: #8 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 11:02 AM
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So wait ... Are you looking for primarily coop/surv maps or DM?


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[id] Luke
Post: #9 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 11:04 AM
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Coop maps, updating the first post thank you Aenima


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Ænima
Post: #10 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 11:19 AM
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No prob. I had a feeling it was intended primarily for coop when you said "DM starts optional". :P


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[TS-7] Blade
Post: #11 - RE: Zandronum Christmas Community Pack Posted: 11-21-2012, 12:37 PM
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I don't know why, but I fancy making a Hogwarts-Christmas theme map for this, maybe because I'm reading it!
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Ratty
Post: #12 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 03:47 AM
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I'm really looking forward to this. Wish I could contribute but I don't know the first thing about making WADs. I have an idea for a secret level if anyone lacks inspiration-

Map 31 or 32

"And a Happy New Year"

You thought it was over when you defeated the Eight Roboreindeer* and the Icon of Santa, but it seems hell has one last stocking stuffer for you this holiday season. You were going to ring in a demon free New Year in Times Square. But now hundreds of your fellow spectators are only formerly human, with the ball dropping to ignite a chain reaction that will convert the rest of the planet. If you can't find the 3 keys to stop the ball drop in 10 minutes, the only thing you'll be kissing at midnight is death.

So yeah short arena type level, maybe you could travel to notable locations where new year is celebrated, could have a timelimit or not. Though if you do have a timelimit I think most of the enemies should just be former humans. With maybe a couple mancubi or an Arch-Vile to keep things interesting. Just an idea.

*Cyberdemons. For the other reindeer I was thinking you could alter the Imp sprites to be Rudolph shooting fireballs from his nose.
(This post was last modified: 11-22-2012 03:49 AM by Ratty.)
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Ænima
Post: #13 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 05:36 AM
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I started work on my map. It's called "UAC's Toy Factory".

I'd post screenshots, but I don't really have anything worth showing yet ...


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This is W1D3A55
Post: #14 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 06:03 AM
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(11-22-2012 05:36 AM)Ænima Wrote:  I started work on my map. It's called "UAC's Toy Factory".

I'd post screenshots, but I don't really have anything worth showing yet ...

GAWD DANG IT THAT'S MY IDEA


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<MLK> katZune
Post: #15 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 08:25 AM
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i can help you, but i can't use udmf :<, is ok if i use skulltag doom in hexen format?


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Ænima
Post: #16 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 08:32 AM
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(11-22-2012 08:25 AM)katZune Wrote:  i can help you, but i can't use udmf :<, is ok if i use skulltag doom in hexen format?

You do have Doom Builder 2, don't you?


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<MLK> katZune
Post: #17 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 08:34 AM
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i cant use doombuilder 2


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COD MW56: My Am Derp (autoreplace) My Am Derp (autoreplace)
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<DRZ> mifu
Post: #18 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 08:43 AM
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Well this would be a xmas treat.

Anyways. Ive had some sort of change of heart by reading this, so to give you guys some more motivation, if you finish this before the 15th of December (or on time), I'll extend the event by a day, and play this on the 25th while the top 3 game modes voted in said event are still played on the other days.

Hows that sound?

EDIT: There better be xmas themed stuff inside maps or im gonna look dumb :P
(This post was last modified: 11-22-2012 08:46 AM by mifu.)
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[id] Luke
Post: #19 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 09:01 AM
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@KatZune: Don't worry, any format is alright (even Doom 2 format!) I wrote UMDF to encourage everyone to map, since I know that some people prefer to use a format like that or Skulltag (Doom in Hexen) because they give a big variety of situation to create.

@mifu: All my efforts are put into the resource pack which will contain christmas monsters, textures, sounds, musics. :)

@every mapper: I'm going to update the resource wad in one hour (come back in one hour so). This will not be the very final version of the resource pack since I still have things to add; I will add one more custom monster (yes I added custom monsters:) and I will add more custom textures maybe.

@Ænima: I know that you're an experienced mapper and decorater, at least you're much better than me, so if you find the building of the resource pack messy I apologise, but this is the best I can do. I'll try to improve it and look for further help before sending the wad to idgames.


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<MLK> katZune
Post: #20 - RE: Zandronum Christmas Community Pack Posted: 11-22-2012, 09:04 AM
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that is nice :D, add me to the list, i've a name for it: "Claus" Base

a question: the mappack will have order? example: i'll do the map06 but i want add a plasmagun there, but in the map07 if you have the plasmagun it will be easy or maybe the plasmagun is programed to appear until map 10? another one: i have the map 06 but i want make it big, but the map 07 is small and it was thinking to be easy and each map it will be harder, so i should to make it easier? you know bro' :P


Quote:Halo: Who the hell are you?
Doom: I'm your daddy, bitch.
COD MW56: My Am Derp (autoreplace) My Am Derp (autoreplace)
Halo: Well who the fuck is that?
Doom: *Sigh* that's your retarded cousin.

Spoiler: ROFL! (Open)
(This post was last modified: 11-22-2012 09:11 AM by katZune.)
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Alpha Release Zandronum Christmas Community Pack




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