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View Full Version : Mappers needed for The Ultimate Chex Quest


Boingo the Clown
November 30th, 2004, 09:07 PM
For those of you who don't know, The Ultimate Chex Quest (TUCQ) is the project I have been working on that already combines and updates the levels from the original DooM TC Chex Quest and its sequel Chex Quest 2. TUCQ is a TC mod intended for use with DooM Legacy.

The problem with the project at this time is the fact that the original Chex Quest and Chex Quest 2 have only 5 levels each. That means that TUCQ only has 10 levels for it in total, which is a far cry from the 36 levels required to fill in all four episodes of Ultimate DooM.

Although I am good at doing special effects and detailing, my skills at creating levels with good playability are sorely lacking. For this reason, I would like to put forth a call to any and all mappers who are willing to contribute maps of partail maps for inclusion in TUCQ.

All maps need to be original. I really need to stress this, because I tried to add the maps from Chex Quest 3 (a fan made wad for Chex Quest) to TUCQ back in September, then had to delete those levels when I discovered that they had be stolen from a set of megawads. This was after I had already spent a couple of weeks detailing the levels. I was not pleased.

The maps need to be playable in both software amde openGL modes.

You do not have to worry much about detailing. That will be my job. Just concentrate on playability.

Expect your level/s to be altered, mainly in terms of detailing and textures. I can guarantee that I will screw around with every level I receive in one way or another. ;)

You will get full credit for your work, of course. In some cases, only parts of levels may be used as parts of other levels. In those cases, all contributing authors will get credit.

Design your levels as if they were for vanilla DooM. Let me worry about the textures and stuff like that.

Keep the monsters the same for all skill levels. Trust me. There is a good reason for that. Keep the difficulty for the levels fairly easy. This is because Chex Quest was originally made for kids, and I am trying to keep it in the same vein. It is also because of the way in which I am going to be implementing skill levels in future versions of TUCQ.

To get an idea of what TUCQ is like, go to http://www.doomlegends.com/chexquest/ and download a copy of phase II beta 2, and give it a try with Legacy.

Also, check out this thread (http://invisionfree.com/forums/chexquestforums/index.php?showtopic=758) for information on level themes.

I can be contacted multiple ways.

I can be emailed at:

boingo_the_clown@hotmail.com
or
boingo_the_clown@yahoo.com

I can be reached via this forum, via The Ultimate Chex Quest section of the Chex Quest Fan Forums (http://invisionfree.com/forums/chexquestforums/index.php?showforum=12) , or via The Ultimate Chex Quest section of the DooM Legends fora (http://p206.ezboard.com/fteamdeimfrm11) .

Many thanks in advance to all who wish to contribute. :)

PumpkinSmasher
December 1st, 2004, 12:34 PM
I may be able to make a map or two for this project boingo. When do you need the maps by?

Boingo the Clown
December 1st, 2004, 07:44 PM
Any time they are ready.

No stress. :)

MR_ROCKET
December 3rd, 2004, 02:47 PM
I might be able to help out on that aswell , just need to get the low down on other community projects at the moment :)

PumpkinSmasher
December 3rd, 2004, 03:00 PM
So you stated that these maps should be for vanilla doom, yet this was will be for legacy only. This is just an idea, but maybe continue with the vanilla style to fill episode 1 & 2 to keep the style of the original levels, but maybe add in some Legacy features for the other two episodes.

Boingo the Clown
December 3rd, 2004, 03:51 PM
I stated that just to make things easier for mappers, and because I plan to be the one fixing up the textures and adding details.

It is also because mapping programs are geared towards DooM, but not towards Chex Quest.

That's all.

Frades
December 4th, 2004, 04:55 PM
http://www.teamhellspawn.com/lpg/temp/chex001.jpg

http://www.teamhellspawn.com/lpg/temp/chex002.jpg

http://www.teamhellspawn.com/lpg/temp/chex003.jpg

MR_ROCKET
December 4th, 2004, 11:55 PM
What type of layout do you think would be fitting for a conversion like this mostly ? industrial mase mars base type stuff or something more fitting to the style of the characters sprites in it?
I think it might look better as a more old arcade-ish look , yeah with the classic pac-man in mind.
you know something like how the sonic tc looks.
maybe its me but going by how the sprites look it seems like the maps should look like big flying saucer or ballon shaped buildings with little antennas sticking out.
I mean this in a good way , if you could envision it for a second. and no not to change the face of good ol chex quest :) possibly an idea for some different levels though.

Aliotroph?
December 5th, 2004, 01:40 AM
Tricky to do nice curvy buildings like that in DooM though. The original levels are typical FPS fare: warehouses, spaceports, cities, caves, diners, museums, etc. I personally think most of them are really bad, although Boingo has been making them look really pretty. :D

Boingo the Clown
December 5th, 2004, 06:47 PM
Check http://invisionfree.com/forums/chexquestforums/index.php?showtopic=758 for the kinds of themes I am looking for.

<<EDIT: I like what you have done so far Frades :)>>

MR_ROCKET
December 8th, 2004, 02:05 PM
Ok thats what I was looking for thanks :)

Boingo the Clown
December 10th, 2004, 02:48 PM
Anyone else interested?

mrinsane
December 11th, 2004, 04:19 PM
i could help email me at masterhacker11@gmail.com i will prolly forget about this topic so just email me

Cherepoc
December 29th, 2004, 03:19 AM
I can help you with scripts. I made many good things (have you ever seen moving helicopter)?

ChexBoss
December 29th, 2004, 08:32 AM
*Imagines flemoids dropping by ropes from helicopters. Swat-moids.

Cherepoc
January 16th, 2005, 09:00 AM
Imagines flemoids dropping by ropes from helicoptersAs you wish.
http://cherepoc.hotmail.ru/helicopt.rar
Helicopter, droping imps. There are some bugs, but all works. So, I can help?