Author Topic: Map ideas/suggestions/submissions  (Read 10569 times)

Offline 75

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Map ideas/suggestions/submissions
« on: January 27, 2011, 11:26:25 PM »
Post your map ideas here, complete or uncomplete

Make maps in whatever engine or format you like, using the TUCQ Doomu.wad
« Last Edit: February 05, 2011, 04:02:34 PM by 75 »
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Map ideas/suggestions/submissions
« on: January 27, 2011, 11:26:25 PM »

Offline ChexCommander

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Re: Map ideas/suggestions/submissions
« Reply #1 on: January 27, 2011, 11:29:58 PM »
Just wondering...how do you know all this about Boingo's stuff? haha
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Offline 75

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Re: Map ideas/suggestions/submissions
« Reply #2 on: January 27, 2011, 11:56:54 PM »
Oh, I talk to him a lot in the chat.

Also, I coded a GLDEFS lump, I'm thinking he'll just modify it.. I don't think he'll want to start over.
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Offline Boingo the Clown

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Re: Map ideas/suggestions/submissions
« Reply #3 on: January 28, 2011, 10:47:10 AM »
Actually, although I am switching to GZDooM eventually, for the time being I would like to suggest working on levels that work for regular DooM.  They can be switched over later.  Also, follow the KISS rule for now.

Offline QuadrumpusGuy

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Re: Map ideas/suggestions/submissions
« Reply #4 on: January 29, 2011, 11:46:37 AM »
I'm working on an improved version of E2M1 at the moment

Offline 75

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Re: Map ideas/suggestions/submissions
« Reply #5 on: January 29, 2011, 03:50:28 PM »
Actually, although I am switching to GZDooM eventually, for the time being I would like to suggest working on levels that work for regular DooM.

Boingo, that doesn't seem like a very good idea, Chex3.wad requires GzDoom, if you wanted to switch to Chex3.wad later from chex.wad or your doomu.wad, you'd have to rename tons of textures and patches.

Is it really worth it? Chex3.wad already has all the new sprites, sounds, code, and original maps in it, doesn't it make more sense to build off of chex3?
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Offline Boingo the Clown

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Re: Map ideas/suggestions/submissions
« Reply #6 on: January 29, 2011, 08:39:46 PM »
Levels can be switched over later.
Keep it simple for now.

Offline Atariangamer

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Re: Map ideas/suggestions/submissions
« Reply #7 on: January 30, 2011, 01:05:21 AM »
Boingo, did you ever make a Doom Builder configuration for TUCQ? I know that TheGreenAvenger did awhile back, but I can't seem to find his.
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Offline mob720

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Re: Map ideas/suggestions/submissions
« Reply #8 on: January 30, 2011, 01:25:09 AM »
I dunno if you should use the CQ config, all the sprites for things don't show up and it annoyed me when I used it. On top of that, it wasn't made with any engine in mind (if not Legacy) and some Things still might not be correct.

If you really wanted it I might have it on my old PC, but it may be a while before I could get it if it's there.
Still looking at my maps every now and then...

Offline Atariangamer

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Re: Map ideas/suggestions/submissions
« Reply #9 on: January 30, 2011, 02:09:36 PM »
No, TGA had his designed especially for TUCQP2B3: Legacy linedefs, all correct descriptions and numbers...including all the glows and stuff.

I'm about to message him, he might still have it, and then I'll try to convert it to DB2.
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Offline 75

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Re: Map ideas/suggestions/submissions
« Reply #10 on: January 30, 2011, 02:18:36 PM »
I made a GzDoom config for my mod that I put on here (NOT the skulltag mod, the dual weapons mod), it could be adapted to the un-modified Chex 3 base pretty easily. In fact, it might work as is. It has all the decorations renamed, and all of the chex3 monsters have the right names too.

EDIT - I said chex, I meant chex 3... oops
« Last Edit: January 31, 2011, 12:04:47 AM by 75 »
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Offline Atariangamer

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Re: Map ideas/suggestions/submissions
« Reply #11 on: January 30, 2011, 11:22:50 PM »
But I am not looking for GZDooM, chex3, or regular chex...doom works for regular chex.

I'm looking for the TUCQ configuration that TGA made to help his mod (based in TUCQ) to show all his available objects in TUCQ.

I might just use newmaps...they're the same base and all.
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Offline 75

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Re: Map ideas/suggestions/submissions
« Reply #12 on: January 31, 2011, 12:07:05 AM »
just thought I'd offer the GzDoom config  ;)

I distinctly remember seeing what you're talking about, but I don't remember where I saw it  :facepalm

It'll come to me eventually. I thought it was in the chex quest gallery, but it's not.
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Offline Atariangamer

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Re: Map ideas/suggestions/submissions
« Reply #13 on: January 31, 2011, 12:13:22 AM »
It was in the downloads section, but I think its corrupted

EDIT: Hey, its not! ...now how do I make this work with DB2? ><;

Link for the interested: http://www.chexquest.org/index.php?action=downloads;sa=view;down=56

To my knowledge, this has Legacy linedefs and sector actions, and (almost) all things and objects.
« Last Edit: January 31, 2011, 12:15:43 AM by Atariangamer »
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Offline 75

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Re: Map ideas/suggestions/submissions
« Reply #14 on: January 31, 2011, 12:21:22 AM »
now how do I make this work with DB2? ><;

you don't, the orginization structure is totally different. I took a look at it, and it would actually be faster (and less bug prone) to remake it if you wanted to use it in Doombuilder 2
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