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patchwork mapping project

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Nov 6th, 2021
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  1. +----------------------------+
  2. /vr/ Patchwork Mapping Project
  3. +----------------------------+
  4.  
  5. How to Join:
  6. 1. Claim any unclaimed tile. Reply to the most recent post with the updated grid so you know which tiles are still open. Failing to reply means your claim will be ignored.
  7. 2. Draw a rough draft of your tile. Drawing must be 1024x1024, do not draw your tile in any other resolution. When done with your outline reply back to the most recent grid post so it can be approved.
  8. 3. Once your outline has been approved, start mapping! (You don't have to wait for approval to start mapping in case it is taking too long to be approved)
  9. 4. When your map is complete, reply one last time with an updated outline that represents your final tile and include a download to your map.
  10. (YOUR ENTRY CAN BE REJECTED AT ANY POINT IF YOU BREAK THE RULES)
  11.  
  12. When drawing your tile's outline, please color code your sectors accordingly (you do not have to fill in the sector with the color):
  13. Black line: impassable border/sector. If you have walls touching the border of your tile, draw them as black lines. Any walls inside your tile that the player cannot walk over (no matter the height) must also be drawn as black.
  14. Gray line: passable sector. Draw any sector as gray if the player can walk over them at any point.
  15. Red line: door entrance. If an entrance to your tile is a door, draw it as red. Door entrances can only be on your tile's border and connects your tile to its neighbors.
  16. Blue line: moving sector. If a sector inside your tile moves (door, lift, crusher, etc.), draw it as blue. Doors inside your tile and not touching the border must be blue.
  17. Green line: open border/entrance. If a sector is touching the border but is open to the neighboring tiles, draw it as green. Open means the player could freely walk over the sector into the neighboring tile without opening a door.
  18. If you are claiming the Start tile, draw a green square where the playerstart is. If you are claiming the Exit tile, color the line that triggers the level end as ORANGE. If you claim a tile with a key/weapon, draw a colored square indicating where that is.
  19. You do not have to draw where enemies/things are in your outline.
  20. IMPORTANT: When you post the completed outline, label the floor and ceiling heights of all your entrances. This will help those who claim neighboring tiles with designing their map.
  21.  
  22. MAPPING RULES:
  23. Format: Limit removing vanilla Doom 2. Please use only Doom 2 textures.
  24. 1. Your tile must have at least one entrance on its border. An entrance can be a door or an open border into it.
  25. 2. Your tile must be traversable from one entrance to another. Joke entires that are unbeatable will be denied. No one way drops or death pits. Do not fill your map with an unreasonable/unbeatable amount of enemies.
  26. 3. Your tile must be of significant size. Do not make a map that's just a 128x128 closet on one border of your tile.
  27. 4. Keep the height differences between your entrances minimal. Do not make a map that has two entrances with vastly different heights. Please consider how the neighboring tiles will need to connect to yours.
  28. 5. Use only the sector tags assigned to your tile (see the bottom of this page for the list). If you would like more tags then request them when you claim the tile. New tags must be outside the range of assigned tags.
  29. 6. You must include the playerstart/exit/key/weapon in your map if you claim a tile with any of these elements. You cannot place these specific elements in your tile otherwise.
  30. 7. Your map must fit inside a 1024x1024 square. This includes monster spawners (for now).
  31. 8. Your tile must connect to any entrances on neighboring tiles.
  32. 9. Do not use features outside of vanilla Doom 2.
  33. 10. Have fun!
  34.  
  35. Mapping tips:
  36. You do not have to use the entirety of your tile. All that matters is your map has entrances on its borders.
  37. You can freely place shotgun and chaingun spawns. Be mindful where your map is in relation to the ssg and rocketlauncher tiles and give ammo accordingly.
  38. While your tile only requires one entrance, consider your neighboring tiles and get creative with how they will connect to yours. Try not to make this project consist of a ton of "dead ends" (key/exit tiles are fine with only having 1 entrance).
  39. Don't place super tough enemies/encounters if you think the player won't have the weapons to deal with them. Placing a cyberdemon/spidermastermind in your tile will greatly increase the odds of it getting rejected.
  40. Avoid making entrances that touch the corners of your tiles, unless you can manage to collaborate with those neighboring your tile.
  41. If you make an open border into another tile, set the walls as missing textures before you upload. This will make connecting them in the editor easier for me.
  42. If you are making a tile that connects to another tile that has a door entrance, you do not have to make a door on your side. If a tile you're connecting to has an open border, please leave your side connecting it open as well.
  43. You don't have to use all the tags assigned to your tile.
  44. You can include secrets in your tile. A secret plasma/BFG might get your tile rejected however.
  45. Rejection does not mean you are kicked out. It just means you need to update your tile and reapply. Failure to update your map WILL get you kicked out. Rejected tiles that don't get updated will eventually be opened back up for others to claim.
  46. Please test your map with something besides GZDoom.
  47.  
  48. GRID TAGS:
  49. A1: 1-10
  50. B1: 11-20
  51. C1: 21-30
  52. D1: 31-40
  53.  
  54. A2: 41-50
  55. B2: 51-60
  56. C2: 61-70
  57. D2: 71-80
  58.  
  59. A3: 81-90
  60. B3: 91-100
  61. C3: 101-110
  62. D3: 111-120
  63.  
  64. A4: 121-130
  65. B4: 131-140
  66. C4: 141-150
  67. D4: 151-160
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