Boom 'n' Doom
 

Battle ended 2016-11-27 12:00:00

13 Entries

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73096
Level 22 Pedagogist
post #73096 :: 2016.10.03 4:20am :: edit 2016.11.05 8:01am
i were expecting this compo for so long

edit: now this means just good things
 
 
73097
Level 23 Mixist
post #73097 :: 2016.10.03 5:21am
  
  chinanewyr, Dimeback, Zillah and ViLXDRYAD liēkd this
never made a doom map nor do i have any idea how

guess it's time to learn!!!
 
 
73099
Level 21 Chipist
post #73099 :: 2016.10.03 5:27am
  
  TMM12 and Blaze Weednix liēkd this
Are we doing collabs on this again? Like can one dude do a map and one dude do music?
 
 
73103
Level 14 Pixelist
post #73103 :: 2016.10.03 6:42am
  
  Post-retro, TMM12, pedipanol, StrangerInSweden, ViLXDRYAD and Dimeback liēkd this
Can anyone teach me how to render my maps as MP3? :):):)

overused joke heaheaeoahuiaehoueiahoi
 
 
73104
Level 29 Chipist
post #73104 :: 2016.10.03 9:29am
OOOOOO:
 
 
73114
Level 22 Mixist
post #73114 :: 2016.10.03 4:49pm :: edit 2016.10.03 5:02pm
  
  Savestate liēkd this
somebody help me please
 
 
73117
Level 27 Chipist
post #73117 :: 2016.10.03 7:50pm
  
  iamgreaser liēkd this
oh man, it's been a little bit since I've mapped and I'm bad [look at ill_engn.wad]

but I'll certainly enter
 
 
73126
Level 24 Mixist
post #73126 :: 2016.10.04 4:28pm
  
  Jangler and Doxic liēkd this
Schwoop! This is happenin'. :D

re:Boom-rules, the doomwiki page has a pretty good summary of what it provides (practically it just boils down to "open up Doom Builder 2 / SLADE / GZDB and pick the Boom config"), but if anyone has any questions, feel free to ask me*.

I may take a stab at writing the lyceum article for the boom format, but I may forget to.


*a chronic doom mappist
 
 
73127
Level 27 Renderist
post #73127 :: 2016.10.04 4:32pm :: edit 2016.10.04 4:32pm
  
  Post-retro, Doxic and Blaze Weednix liēkd this
@Blaze Weednix:

Import as RAW in Audacity with your choice of signedness and bit depth.
 
 
73128
Level 14 Pixelist
post #73128 :: 2016.10.04 5:16pm
  
  Post-retro, Dimeback, Doxic and ViLXDRYAD liēkd this
Thank you this will come in handy very much.

[I actually love the noises this produces]
 
 
73130
Level 21 Chipist
post #73130 :: 2016.10.04 7:02pm
I'm glad this is back - the stuff you guys made last time was so freaking funny
 
 
73134
Level 26 Chipist
post #73134 :: 2016.10.05 4:19am
  
  OrdinateIsDead liēkd this
custom textures yay or nay?
 
 
73188
Level 27 Chipist
post #73188 :: 2016.10.10 12:36pm :: edit 2016.10.10 12:38pm
Probably yay.
Really, if you can load it in chocolate doom/the original exes as-is, it's probably a yay.

My question is "Boom" -- like, is that whatever's available in DOS Boom?
or do we get to use features later added in prboom
or zdoom features
or is it just limit-removing and I don't have to panic constantly about visplanes whenever I feel like drawing fancy lighting
 
 
73194
Level 24 Mixist
post #73194 :: 2016.10.10 3:24pm :: edit 2016.10.10 3:24pm
  
  Xyz, null1024, Yuki and ViLXDRYAD liēkd this
[Note: quasi-official explanation from a Doom person; not yet endorsed by puke]

Although Boom is technically "whatever works in DOS boom.exe", the proper gold standard these days is PRBoom+ with "complevel" set to "9". That'll ensure accurate behavior for all.

The main wiki page for PrBoom+ is here: https://doomwiki.org/wiki/PrBoom%2B
though the description of the complevels exists in the page for the parent port, here: https://doomwiki.org/wiki/PrBoom%2B

Unless you're dealing with DEHACKED (which isn't applicable here), there's really only one feature (inherited from MBF) that is technically "off-limits" for real Boom-compat: line special 271 (Sky Transfer), though TBH most "Boom-compat" projects these days don't really care if you use it anyway. Dunno what the line in the sand is here, but it ought not be necessary for this contest unless somebody wants to be a goof and use more than one sky texture in their map.

Really, the biggest piece of advice is to not exclusively test in ZDoom, since it's lenient on a few things that will cause issues in other engines (we call these "ZDoomisms" :P). Use PrBoom+ with -complevel 9, or if the lack of mouselook bugs you, check out Eternity instead: http://eternity.youfailit.net/wiki/Main_Page

Urgh, I need to just go ahead and write the durn Lyceum entry already. :P
 
 
73227
Level 23 Mixist
post #73227 :: 2016.10.12 9:49am :: edit 2016.10.12 2:41pm
Bloomin' Doom
 
 
73259
Level 27 Hostist
post #73259 :: 2016.10.14 12:21pm
  
  sc, Dimeback, KungFuFurby, null1024, Xaser, shinichi, pedipanol and Modus Ponens liēkd this
Sorry I keep procrastinating on this! There's a few things I need to do/say!! :(

Xaser knows more than I do about the whole Boom thing. I've been meaning to copy what he wrote to the Boom format Lyceum page.

I also want to say that I don't want to limit people from adding custom textures or music. I'll try and add different class types for collaborators to these formats ASAP.

Also, it would probably be best if everyone submitted a zip file with a text file telling the players what version of Doom/Boom (I or II) and what level the WAD is for. Obviously it's encouraged to do the first level of either game.

Given there is about only a week left and we have no submissions I will most likely do an extension on this battle.

P.S. - I have about 3 music Majors I want to launch yesterday, but haven't figured out the cover art for yet... maybe the cover arts could be an additional format to help expedite that.
 
 
73263
Level 26 Chipist
post #73263 :: 2016.10.14 3:14pm
  
  ViLXDRYAD and Xaser liēkd this
An extension would be good for me personally - I really want to do something for this, but the next week is pretty chock full of uni work, and after that I get a bit more time.
 
 
73267
Level 27 Chipist
post #73267 :: 2016.10.14 7:08pm
  
  ViLXDRYAD liēkd this
an extension would be really nice -- almost done with my Doom map, not even started with my Boom one
 
 
73273
Level 10 Chipist
post #73273 :: 2016.10.15 8:55am
  
  Dimeback, null1024, ViLXDRYAD, Savestate, Jangler, shinichi, Doxic and Chip Champion liēkd this
im making a level but i'd like to see an extension for others
these things can take a lot of werk!

apologies in advance if I deliver another obscurist map where you have to berserk punch 500 monsters

not really

that's the whole point of doom to me at this point
 
 
73281
Level 24 Chipist
post #73281 :: 2016.10.15 2:27pm
  
  ViLXDRYAD liēkd this
I spent the past week doing "research" (i.e. playing through Doom I and II) and coming up with ideas, now I just have to figure out how to use SLADE and actually start my map(s) :P

what I'm really trying to say is, extension please
 
 
73308
Level 27 Chipist
post #73308 :: 2016.10.17 10:32am
  
  Savestate, Dimeback, Bitfox and gotoandplay liēkd this
thank you for extension – i decided to make something for this after all
 
 
73353
Level 9 Mappist
post #73353 :: 2016.10.19 6:34am
  
  shinichi and Savestate liēkd this
Cool, this compo is back!
I'll try to do something for this project that doesn't sucks that much...
 
 
73493
Level 24 Mixist
post #73493 :: 2016.10.26 6:03pm
  
  ViLXDRYAD, null1024 and Baron Knoxburry liēkd this
Darn -- I'm a bit bummed at the lack of submissions thus far; the DW thread didn't really attract much attention this time, though it seems some folk are crafting some stuff behind the scenes still (myself included).

I do wonder if it's worth re-extending it a bit further since we've got both formats and little to show for it.
 
 
73510
Level 24 Chipist
post #73510 :: 2016.10.26 8:28pm :: edit 2016.10.26 8:29pm
  
  ViLXDRYAD liēkd this
Definitely still working on mine! Worst case scenario I'll have to cut it short, but I'm certainly going to submit something.

Hopefully people are still just polishing their entries and we'll see them all come out right before end of submission time, right?

e: I also kind of wouldn't mind another extension but that's going to eat into Commodore Trilogy time :(
 
 
73513
Level 27 Chipist
post #73513 :: 2016.10.26 10:45pm
  
  ViLXDRYAD and Xaser liēkd this
i promise i will submit a thing

now to hold myself to that promise
 
 
73538
Level 25 Mixist
sc
post #73538 :: 2016.10.27 11:55pm
I wish there was a step by step tutorial for how create and run a custom level for free. It seems like there are different ways to do it and they all require downloading multiple things. It's confusing to figure out what I'm downloading and the reason.

I have Doom Builder which seems straight forward. I have a Doom 2 WAD that I downloaded off some site. I also have all the Doom games that I bought off Steam (which also launch from steam). I also downloaded Chocolate Doom (which is emulated but may not be accurate?). Then I keep hearing something about a command line. I decided awhile ago not to enter. It would be sweet if someone could write something up for the next one.
 
 
73539
Level 24 Chipist
post #73539 :: 2016.10.28 12:23am
  
  zanzans laptop and sc liēkd this
Hm, yeah, this is kind of late, but here's how my workflow's going:

1. Grab Doom II WAD.
2. Grab Chocolate Doom - it's a very faithful and accurate port of vanilla Doom (even crashes and whines when it's supposed to!).
3. Grab editor - SLADE in my case, but there are plenty of others out there! SLADE happens to be cross-platform. Also SLADE is still pretty crashy, so saving often :/
4. Follow setup instructions for your respective editor and read up on tutorials! SLADE's is at http://slade.mancubus.net/index.php?page=wiki&wikipage=Tutorials

And you run your WAD in Chocolate Doom like this: `./chocolate-doom -iwad <path to base Doom I/II IWAD here> -merge <path to your WAD here>`

You might also be able to set up your editor to launch Doom for you and some, so check your editor! I have SLADE set up to launch my WAD in Chocolate Doom, and I can even tell it to spawn me anywhere on the map.

I also found Chocorenderlimits (https://bitbucket.org/GhostlyDeath/chocorenderlimits) which is helpful for debugging weird Doom engine related issues. I got scared when I hit my first visplane overflow, figured out I was going too crazy in some area so just had to tone it down a bit, but yeah getting Doom to crash while working on my WAD was a scary experience :O

k now back to work
 
 
73540
Level 27 Chipist
post #73540 :: 2016.10.28 12:26am
  
  sc liēkd this
really, you just need a few things
* the engine (so, Chocolate Doom if you're testing for original compatibility and prboom+ for the Boom maps)
* the DOOM wads (usually just doom2.wad, some people might have used Doom 1's doom.wad but that's rare)

Running a custom level is pretty easy, at least with prboom+ -- drag and drop the wad onto prboom+'s executable.
In fact, you can just associate .wad files with prboom+ and it'll try to figure it out.

Chocolate Doom isn't that nice about loading wads, but you can load user levels from the setup program (click Warp -> Add WADs -> type the filename -> go back -> select which version of Doom, the skill level, and which map to play -> click Start). If you're at all comfortable with the command line, it'd be
chocolate-doom -iwad doom2.wad -file name-of-level.wad
For both of those, make sure the file is in the chocolate doom folder or you type the whole path to it.

Chocolate Doom is pretty much as accurate as it gets without actually running the original doom2.exe on DOS.

tl;dr:
using prboom+, put doom2.wad in the prboom+ folder, drag the user level you want to play onto the prboom+ program, start playing
you can do this for every entry in the compo, Doom or Boom map

As for Doom Builder, it's somewhat easy to get started with.
Watch a few YouTube videos, it took me like a week to pick up.
 
 
73552
Level 27 Chipist
post #73552 :: 2016.10.28 7:55am
I haven't had any crashes with SLADE, but if you're looking for another doom editor on linux or such you could try eureka. i used to use that one but for some reason i'm having problems with it now.
 
 
73583
Level 9 Mappist
post #73583 :: 2016.10.29 8:37am
Aw, noice, maybe I'll get to make a map that doesn't bug out this time.
 
 
73616
Level 24 Mixist
post #73616 :: 2016.10.29 10:57pm
I may not be able to finish my thing within the time constraints.

Still working on it though for release anyway, it just may be another day or two before it's consumable.
 
 
73620
Level 27 Chipist
post #73620 :: 2016.10.30 8:08am
  
  ViLXDRYAD liēkd this
i'm doin' this. four hours here we go
 
 
73623
Level 27 Hostist
post #73623 :: 2016.10.30 9:34am
  
  null1024 and Dimeback liēkd this
whooops

...another wild extension appears
 
 
73624
Level 21 Chipist
post #73624 :: 2016.10.30 10:14am :: edit 2016.11.06 12:17am
Whoa... I think I'll actually do something for this now!

Shit nevermind, sorry guys.
 
 
73625
Level 27 Chipist
post #73625 :: 2016.10.30 10:31am
  
  OrdinateIsDead, null1024, Savestate, charlotte, Dimeback, funute and shinichi liēkd this
my crunch was for naught
 
 
73626
Level 24 Mixist
post #73626 :: 2016.10.30 10:44am
  
  Modus Ponens, shinichi and Jangler liēkd this
I suppose my previous post is null and void. Map's back on the menu, boys!
 
 
73629
Level 22 Pedagogist
post #73629 :: 2016.10.30 11:52am
  
  Modus Ponens liēkd this
wild as the map i may get myself working on for this!
 
 
73662
Level 27 Chipist
post #73662 :: 2016.10.31 12:51pm :: edit 2016.10.31 6:30pm
  
  Yuki, Dimeback, Doxic, zanzans laptop, Savestate and OrdinateIsDead liēkd this
i am driven mad

edit: i am sorry but i am broken
 
 
73710
Level 22 Pedagogist
post #73710 :: 2016.11.04 4:14am :: edit 2016.11.04 9:19am
i did it! just took me a day to get my entry done; i hope you like it! = D playing the other entries asap~

edit: played them all! they got to be a real hardcore challenge lol that or perhaps i am too n00b
 
 
73751
Level 24 Mixist
post #73751 :: 2016.11.06 11:42am
Welp. Sometimes real-life happens.

I'll still finish up my ~90%-complete map and release it. Just won't be today.
 
 
73757
Level 27 Chipist
post #73757 :: 2016.11.06 1:36pm
  
  Doxic and null1024 liēkd this
the never-ending story 2: boom 'n' doom
 
 
74207
Level 27 Hostist
post #74207 :: 2016.11.21 11:57am
  
  Doxic, Modus Ponens, ViLXDRYAD and shinichi liēkd this
Before bed Saturday night I saw that the entries only had 6 or 7 votes each so I decided I would run them all on a stream (and extend voting a week). It only took over 5 hours to properly vet them out. Yes, most of them had me feeling like quite a noob! I don't think I really get my shit together until about an hour into the stream; but it's there if anyone wants to try using that to vote off!

https://www.twitch.tv/puke7/v/102335268
 
 
74231
Level 9 Mappist
post #74231 :: 2016.11.22 1:06pm
  
  puke7, ViLXDRYAD and shinichi liēkd this
Seen the twitch steam and iseen why lots of people get lost on my map, i was wanting scream "JUMP FROM THAT WINDOW BEHIND YOU"!
 
 
74406
Level 14 Pixelist
post #74406 :: 2016.11.27 6:56pm
  
  Modus Ponens, Baron Knoxburry and Pegmode liēkd this
 
 

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