finnks13 Posted February 2, 2023 (edited) Hello everyone! Hardfest 2 is the sequel project to Hardfest that will once again be focused on hard maps of any style. Like last time, a resource wad will be provided as a basis for you to work from, though this one features altered yellows as well as two custom monsters, and one custom weapon. - Your map should be Boom Compatible (-complevel 9). The intended port will be dsdadoom. - The target IWAD is DOOM2.wad - Difficulty settings should be implemented. - Add co-op starts. Complete co-op support would be nice, though it's not necessary. - Use a sky transfer for any custom sky. - Don't submit obviously low-effort maps, as they will be rejected. - You may submit as many maps as you like. - Custom MIDIs are allowed, though our composers are planning on doing another fully original soundtrack, so they may be replaced. - Pistol starts are intended, though I will not enforce them on every map. - It must be possible to get 100% kills and secrets in your map on HNTR, HMP & UV - Do not map for the MAP30 slot. - Please use the resource wad, as it has custom things that may break if your map is not built with it. - The chainsaw has been replaced by an Infinite Rocket Launcher. If your map contains the Infinite Rocket Launcher, it must end with a death exit. - Every monster has been given the BossDeath action in it's death states, so UMAPINFO boss death actions are allowed. - Custom textures that are not in the resource wad are allowed, though please don't go too nuts with them or include the entire resource wad with your map submission. To get your own textures working, copy the TEXTURE1 and PNAMES lump from the resource wad into your wad, add your new textures to those lumps, and load the texture pack alongside your wad. Flats should just work if they're included between F_START and F_END lumps in your wad. While it's originally based off of CC4tex, some additional textures from Magnolia, Valiant and Jimmytex are here too. Many of the textures have also been remapped to fit the new yellow range better, though there may be a couple of textures that I have missed. A small test map showing off various yellow textures & flats and the custom stuff is included on the Map02 slot. The other new additions are as follows: Arachnorb - 150HP Replaces the Commander Keen. Flies around and fires plasma at you in three round bursts. Unlike the one in Valiant, this cannot spawn from a dead arachnotron and only appears when placed manually. Weak Cyberdemon - 1000HP On the spider mastermind slot (the SMM has been moved to the Wolfenstein SS slot so it is still usable). It's a cyberdemon with 1000HP. Infinite Rocket Launcher Replacing the chainsaw, this functions identically to the infinite rocket launcher in NoSp2, with a much faster firerate and no need to worry about running out of rockets. Due to it breaking the ammo counter for shells, a death exit is required if this is contained in your map. Get the resources here: HF2_TEX_V1 Thanks to @Korp for making the palette (and that snazzy M_DOOM you saw at the top of the post), and to @gabirupee for compiling the Hardfest 1 resources which this is based off. What gameplay style should my map be? "Hard Map" does not just mean slaughter, feel free to interpret that as you want. We had a wide variety of maps last time, including small, Scythe-styled levels, maps with mostly combat puzzles, maps with resource starvation, large slaughtermaps, tough platforming maps and a monsterless puzzle map, so don't worry if you don't think your idea would be considered traditionally "hard". What theme should my map be? I will order the maps roughly by their difficulty, style and weapon progression so don't worry about any specific theme as it'll likely get put between two completely different maps anyway! Are newer mappers welcome? Absolutely! I'd like to think that most of the more active people in the project discord are pretty welcoming and constructive with their feedback, so feel free to join in and give it a go. I have a few more tips for newer mappers here: Spoiler - I would caution against making maps that you cannot beat without save-scumming during fights, since that may lead to excessive grindiness or luck in them. - If your map is very gimmicky, explain the gimmick well and be a bit more forgiving than you would normally be. - While the project is intended for harder maps, you don't have to make the hardest map of all time. Make something you enjoy playing, and that will come out better. - If your map is rejected, then you can resubmit it taking on the feedback it has gotten. - While the resource wad has an altered yellow range, your map does not have to be mostly yellow :P These are just tips, so feel free to completely ignore them! How do I submit maps? Submissions will be taken only through the discord, in order to make communicating with the mappers easier, though feel free to post maps in the thread to get feedback from people who aren't in it. The deadline for submission is 26th August 11pm BST (UTC+1) How do I sign up as a Mapper/Composer/Tester? Ping me here in the thread with what you'd like to do and join the discord server. Discord Server? https://discord.gg/eg2fSD7hkS Spoiler @finnks13 @Thelokk @Nefelibeta @Ludi @Greenjay @akolai @LSC Lasico @El Inferno @Yumheart @Norb @baja blast rd. @HiRon @Kinetic @gudermannian function @Maribo @NiGHTS108 @Large Cat @Dan87 @Paf @LPad @Korp @Worriedidiot @knifeworld @LadyMistDragon @Christophine Place @CittyKat112 @taviow Spoiler @Korp @LPad @Greenjay @LSC Lasico Good Luck! Edited February 23, 2023 by finnks13 : Updated mapper list 33 Share this post Link to post
NoisyVelvet Posted February 24, 2023 On 2/2/2023 at 12:00 PM, finnks13 said: How do I submit maps? Submissions will be taken only through the discord, in order to make communicating with the mappers easier :( fair enough though, makes sense. best of luck to mappers. 0 Share this post Link to post