Under old alias of mine, that is, just in spite to troonworld and zgroom.
Nice. I'll be using my KF name as it'll be trivial to tie to my others to my indie dev projects.
I hope there aren't any Terrywads.
Yes and no. I won't be banning based on quality, but if it's obviously a low effort troll map I won't include it. The idea is to have something that's actually playable, so each map should be completable.
So this is simply a generic Doom 2 mapping project rather than lolcow themed maps?
Yes and no. My idea right now is for a map called "big tech" where you fight through a building to get the KF drive/bring the site back online. Not sure if it should be full of nazis or demons. ...or both.
Generic Doom maps are welcome as well. My other idea was one of those. Not everything has to be a KF reference. eg. Mr Bones Wild Ride came from 4chan, but that's not just a bunch of pol memes and b references.
I never mapped for Doom so I don't know the limitations of custom content but wouldn't it be possible to just set a really small texture/sound size limit and have some sort of universal naming/sorting scheme to follow so it's easy to put it all into one file later on?
On paper, yes. In practice, other community map projects I've been a part of that tried that, people keep breaking things. This is why I suggested a common texture packs in the OP.
That said, we have 4 weeks, so if you want, we can spend the next week or two setting up a shared resource file.
I have a couple of ideas but they wouldn't really work without at least replacing an enemy's sprite/sounds (or making a new enemy if that' s possible).
It might be? I'm not that technically proficient with Doom to know the specifics. Though things like enemy replacements might be better handled with a gameplay mod like Brutal Doom and Moonman mod?
If it really requires custom enemies, textures, etc. It might be better to either make it it's own thing? My experience with Doom modding is mostly mapping and some custom weapons, so don't know how to merge custom enemies into a project like this.
since this shit will be worked on for gzdoom I might to give a shot and attempt to atart a layout for uh... the hub map of sorts. Like in Dump3.
If you want to do that, that's great. I wasn't expecting many submissions, so I wasn't expecting to need a hub map.
I don't know if there'd be enough maps for a meta game. Do you have any ideas for that, or would it just be for level select?
Might I suggested that we discuss attributing map numbers early (MAP01 through MAP32), so that we have an idea of where our map will be played in relation to others, who gets to add secret exits, who's making the secrets levels, that kind of stuff!
Could do. I thought that kind of thing wasn't required any more? I was only expecting a few people to be interested, and at worst I could split it into episodes. How are you interested in tackling progression? By weapons or difficulty?