It was about timeThe
ZDoom Community Map Project Take 1 was one ofthe most successful community projects in the history of ZDoom, it won a Cacoward and has earned a lot of positive reviews, received great feedback. Unfortunately the second part has never been released due to the lack of interest, the lack of guides and the lack of a good concept. Though, after several years and a necessary pause it's about time to go for it again.
What made the ZDCMP1 that good?After reading through various reviews and analyzing the whole project, you can describe it as map that was linear but still very varying in terms of gameplay, puzzles, combat, atmosphere. It didn't get boring as every new area was different. Many of the latest ZDoom features have been incorporated that made people say "How did they do that?", a lot of custom resources have been added, not randomly chosen but enhancing what is already delivered by Doom2. And not to forget: All the funny and interesting easter eggs we placed here and there. It was a community effort, and that's what it is supposed to be again, with all the crazy freedom and possibilites we have now.
The development chainIn
this thread you will have the chance to sign up for the development chain. You can choose a specified amount of days to work on your map before you have to pass it to the next mapper. We will have a total of three phases, the first one being the main phase where mappers create their layout, add their custom content and finish what they can finish so far. The second phase will be the detailing phase for any kind of visual fine tuning, also making sure that there is a certain design consistency. The third phase will be for adjusting the gameplay and fixing bugs. Then: Release!
The rules- You are allowed to add new actors (items, props, gimmicks but no weapons, monsters)
- You are allowed to add new textures (TX_ markers)
- You are allowed to add new sounds (ambience, action sounds, sequences)
- You are encouraged to add a reference of yours to your area (easteregg, screen with your avatar, actor, message, ...)
- You must stick to the theme (abandoned techbase, hellish influence, vegetation outside)
- You must NOT use or add any special effects altering original stuff (like smoother weapon anims, replacing stock sounds, adding sfx to stock projectiles or monsters)
- Map format is UDMF (finally a good opportunity to showcase that)
The guidelines- No Realm667 repo mayhem - even though new textures and custom actors are allowed (what includes monsters and amory), do not go overboard and start adding everything you find at the Realm667. If it is really useful and necessary, go for it but ask yourself: "Is it needed AND do others also take advantage of that?", original content is preferred
- No super areas - the first try for a second ZDCMP failed because of too large areas with too many places scattered around. Do not go overboard with your plans, keep them ambitious but simple, make sure you can actually finish what you want to do.
- No unfinished stuff - the worst thing that might happen for every mapper is to finish someone elses work as it directly draws time from what you have planned for your own areas. Use the time given as efficient as possible, but do not leave a mess for those who come after you.
- No road to nowhere - the big plus of ZDCMP1 was the fact that you actually visited places twice, it added a lot of interconnectivity and consistency. If you have the chance, lead the player back to places where he has already been, transform already created areas to something larger, or add windows or corridors where the player already can see "Ah, this is where I will end up later or this is where I need to go as well" at the very beginning. Icytux has put up a very good thread concerning this, please read it!
- Showcase what's new - the ZDCMP1 featured a lot of totally new ZDoom/GZDoom features which made the whole thing so surprisingly fresh, like puzzle items, mean traps and special tricks of all kinds. Try to add things that go beyond the borders of regular Doom mapping, things that will surprise players.
- Make revisiting areas interesting - Interconnectivity is a very very very important thing. To keep things interesting, think about script-based changes to already visited places (e.g. UAC areas get destroyed or corrupted by hell and evil) and stuff like that so revisiting a place is a surprise and the player doesn't feel save.
- Make your area unige - make sure, it's visually unique, add things to it that makes the player easily remember where he was. Create architecture, traps, gameplay-stuff or whatever you have in mind that hasn't been done in the map already so it is also easier to maneuvre and find your way through as a player.
The theme of the mapis going to be an abandoned techbase. The deeper you get into it, the more hellish influence you will find. The outside vegetation though is green, living and desert/jungle like, so even some vines can be found near the outside areas. Mappers who take slots should also take care of this visual and atmospherical progress.
The e(diting)quetteOne of the most important things for this project is: Respect what others have done so far! No one has the right to remove an area or work of someone else without any good reason and discussion before. Improving others work is totally fine you everyone should count with that anyway, but complete removals and recreation is not nice. If something is really bad and awkward, talk about it in the
discussion area before anything is done about it.
Update noticeThe list of rules and guidelines might still change until the 1st of April, so please check back in a while - at least one day before you are starting on your map - to make sure you are up to date.