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PropHunt MapPack Project
Posted: Fri Apr 25, 2014 8:46 am
by IdeIdoom
PropHunt MapPack
Rules:
- Maps need to be large so it can include all of the areas the props come from (I know the new CVar is up but variety is better).
- Needs to include MOSTLY all of the props in the game (does not include bodies or hanging bodies).
- Needs to be Software friendly.
Mappers:
[spoiler]IdeIdoom
uggi121
ibm5155
RabbitLord
Stiff
Guardsoul
Dr.Robotnik
W1D3A5S
FR Blood
CloudFlash
Gardevoir
Lord_of_D:
Forty-Two
Tyler12112
Diabolic Lord[/spoiler]
Maps:
[spoiler]PH01 - FR Blood - 100% - Biological Lab
PH02 - IdeIdoom - 50% - The 4 Worlds - Halted because I have business to attend to (IRL)
PH03 - Guardsoul - 90% - UAC Complex Remake
PH04 - uggi121 - 10% - Unknown Name
PH05 - ibm5155 - 40% - Unknown Name
PH06 - Stiff - 20% - Unknown Name
PH07 - Diabolic Lord - 10% - Unknown Name
PH08 - Gardevoir - 100% - Receiving Station
PH09 - Forty-Two - 0% - Temple of the Techpillars
PH10 - Rabbitlord - 28% - Unsure if he's going to finish
PH11 - Dr.Robotnik - 75% - Municipality
PH12 - W1D3A5S - 10% - Unknown Name
PH13 - Lord_of_D: - 100% - Meanwhile in Doomcraft[/spoiler]
It's a 32-map pack hopefully.
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 8:47 am
by uggi121
Yo count me in
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 11:10 am
by fr blood
Why can't you add a wild card like in Stupid LMS, what this thing will do ?
- Sphere Eveywhere : Every objects/players in the maps became variant of sphere.
- The same thing with key
- Blue ( or red maybe ) theme, all objects/players take the color of the specified theme.
- No more idea, but I think it can make this mode more funny.
Edit: Sorry wrong thread.
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 11:20 am
by IdeIdoom
Sure, why not. I could try but I am not that good with ACS.
EDIT: Actually, that would be more of a request for the prophunt mod itself rather for the maps. But wildcards that modify the level itself can be added.
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 11:37 am
by CloudFlash
Count me in!
Also ideas for the Wildcard:
-Ghosters' recon: All hunters get information about what classes are used by the props.
-Earthquake!: All map placed props slightly change their positions (maybe turn all props into monsters, which will wander the map for a second and then go back to being dead props?)
-Noclip: All map placed ammunition disappears. Gl, clips and shells!
-Wild party: All map placed props jump every 10 seconds.
-Circuits be crazy, yo: All sectors' light level drops to 0. After a ten seconds pause, all sectors' light level rises to 255. Rinse, repeat.
-Stfu: All prop players receive an item which causes them to taunt automatically, every 15 seconds.
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 12:46 pm
by Lollipop
Why use the "map" instead of using "prop", if you do with "prop" instead servers will be able to use normal doom maps and these maps in the same rotation!
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 1:36 pm
by Guardsoul
WHY AM I NOT IN?! I have been working on a map for the mod these days and it´s about 20% done only. I suggest that maps should be at least like Doom 2 maps 13 and 15 in terms of size as Frits told me when I asked him.
Spoiler: Images (Open)
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 1:45 pm
by Frits
mapname should be PHXX not map01,02 for compatibility.
edit: sexy images guardsoul
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 2:26 pm
by Stiff
Sounds interresting, I would like it to make a map for this. (And maybe a second one in the future)
Some Questions:
May I use 3d floors/dynamic lights?
May I use UDMF format?
May I use Skulltag Data files?
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 2:57 pm
by Zeberpal
Sounds interresting, I would like to make a map for this.
Before that, a question:
May I use music? I noticed this mod force to turn it off. Hypnotoad, please respond
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 3:36 pm
by fr blood
Count me in too, my map is already at 70%.
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 4:08 pm
by Gardevoir
Can I haz a mapslot please?
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 4:11 pm
by Frits
Stiff wrote:
Sounds interresting, I would like it to make a map for this. (And maybe a second one in the future)
Some Questions:
May I use 3d floors/dynamic lights?
May I use UDMF format?
May I use Skulltag Data files?
yes, yes why would you not?, yes (as long as you include those resources into your map file)
Zeberpal wrote:
Sounds interresting, I would like to make a map for this.
Before that, a question:
May I use music? I noticed this mod force to turn it off. Hypnotoad, please respond
yes.
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 4:23 pm
by Stiff
@Frits (as long as you include those resources into your map file)
Well Skulltag Data files are included in the server, so I think that won't be nessisary (?).
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 4:26 pm
by Hypnotoad
Stiff wrote:
@Frits (as long as you include those resources into your map file)
Well Skulltag Data files are included in the server, so I think that won't be nessisary (?).
The ST resources are for STLMS, prophunt itself shouldn't need them.
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 4:31 pm
by Lord_of_D:
SIGN ME IN! Im already working onto a map :3
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 5:09 pm
by IdeIdoom
Thank you all for coming to contribute this.
Updated the list and everything.
If it's not in the conditions, then yes, you are allowed.
Forgot to mention, though, to not break compatibility with Software and OpenGL (Sloped 3d floors for example).
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 5:20 pm
by uggi121
So IDE gave me an idea to make a UAC Base with some hell-invaded stuff, so I started work on that, PH03, 10 %
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 5:20 pm
by ibm5155
I'm in :D
RE: PropHunt MapPack Project
Posted: Fri Apr 25, 2014 5:53 pm
by IdeIdoom
CloudFlash wrote:
Count me in!
Also ideas for the Wildcard:
-Ghosters' recon: All hunters get information about what classes are used by the props.
-Earthquake!: All map placed props slightly change their positions (maybe turn all props into monsters, which will wander the map for a second and then go back to being dead props?)
-Noclip: All map placed ammunition disappears. Gl, clips and shells!
-Wild party: All map placed props jump every 10 seconds.
-Circuits be crazy, yo: All sectors' light level drops to 0. After a ten seconds pause, all sectors' light level rises to 255. Rinse, repeat.
-Stfu: All prop players receive an item which causes them to taunt automatically, every 15 seconds.
As told before, these ideas should be told to Frits since it will be harder to implement these when you can't really change the mod itself. But if they consist of level modifying, I will create scripts to be implemented in all of the maps, but nothing hard. From what I see, STFU, Ghosters' recon and Earthquake! won't make it through (Earthquake is just complicated).