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 This is because Chex Quest was originally made for kids, and I am trying to keep it in the same vein.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. :)
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. :)