CapnClever Posted July 30, 2017 When posting a WAD or Mod in this forum, it's crucial to provide context. Don't expect people to download unless they know what they're getting into! Here are a couple of checklists that, when followed, will end complaints about the what-ifs and get that vital feedback loop up and running immediately. Strongly recommended: Screenshots, screenshots, screenshots. Even two or three will do wonders in attracting attention. What port(s) did you test with? Nevermind if it's supposed to be vanilla, limit-removing or Boom-compatible - if you tested in GZDoom then write that. What map format did you use? Common formats: Doom/Doom2 format (vanilla or limit-removing), Boom, UDMF, and Doom-in-Hexen. For advanced ports (e.g., GZDoom) does your map/mod expect any of the following: Freelook? Jumping/crouching? Specific compatibility settings? Software or hardware rendering? If your file's meant to work in simpler ports (e.g., PrBoom+) and you're unsure, then you can probably disregard these. Which IWAD did you use? Doom II is assumed, but if you used Ultimate Doom, TNT or Plutonia then please mention it. Mapsets are assumed to start on MAP01 (or E1M1 for Doom1 maps) and play continuously until reaching an unedited map. If one of these isn't true, explain exactly which maps are in your set so players don't have to hunt around. When you post updates, update your file in the opening post. Go ahead and make a new post to bring attention to the thread, but point people back to the opening post so that everyone downloads the most recent version. Other suggestions: How much content is there? For maps: Is it a single level, a full 32, or something in between? For mods: Are there new textures? Enemies? Weapons? Gameplay features? If your file is supposed to follow a certain limitation, like vanilla or Boom, that is probably worth including: just don't write it instead of which ports were tested. Does your map contain specific gameplay themes? Maybe it's a sandbox/city map, or a slaughtermap, or it's puzzle-oriented, or it's run-and-gun. (If you don't know these terms, don't worry about it). Roughly how difficult is the gameplay? Mention if map difficulties are implemented; compare to Doom1/2, Plutonia, or other well-known wads (e.g., Scythe, Alien Vendetta, Valiant). One last important note: Before releasing your wad to the world, create a text file containing all relevant information using one of the following .txt templates: 1 2 3. This text file should have the same name as your wad file does. These text templates have been used since 1994 to ensure all relevant info about your wad stays packaged alongside it as it is transferred from site to site. You must do this before uploading to idgames. Thanks for reading! Changelog: Spoiler 17/07/31: Added points about discontinuous sets and file updates (thanks rd); added emboldening for emphasis. 17/08/02: Pinned! Dropped the intro message; cleaned up some wording for clarity. 21/28/06: mod edit: Added Doomkid's suggestion about map format. 22/04/04: mod edit: Added links to text templates, which are useful (and required in the case of idgames). 194 Share this post Link to post
Walter confetti Posted July 30, 2017 Please fix this post with the important posts dear admins! A must read for every noob mapper around there... 5 Share this post Link to post
scifista42 Posted August 1, 2017 (edited) Seconding Thirding the request for making this thread sticky. 3 Share this post Link to post
Koros Posted August 1, 2017 Finally someone who gets it. I fucking hate having to guess what source port or what version of a source port I need to use for either maps or mods. Definitely recommend this as well for sticky. 4 Share this post Link to post
Redead-ITA Posted August 1, 2017 7th there should be an italian joke but this is too important to even make one 0 Share this post Link to post
Keyboard_Doomer Posted August 1, 2017 Nice and useful reference for new mappers. However, I would differ in one point and say that it's perfectly ok (actually preferable) to state the compatibility instead of the source port(s) used for testing as long as you know what you're doing (make sure you actually do know what you're doing, though). Someone posting their first map doesn't necessarily mean they're completely new to Doom. 3 Share this post Link to post
Breezeep Posted August 1, 2017 Well said, captain. Would a moderator care to pin this to the wads subforum? 0 Share this post Link to post
CzechMate29200 Posted August 2, 2017 On 8/1/2017 at 10:50 AM, Breezeep said: Well said, captain. Would a moderator care to pin this to the wads subforum? @Ichor @Linguica @esselfortium @fraggle 1 Share this post Link to post
esselfortium Posted August 2, 2017 Good thread, and good idea! I've pinned it :) 26 Share this post Link to post
SOSU Posted August 12, 2017 Also if you use custom assets then CREDIT THEM,if you don't then its basically stealing :( 4 Share this post Link to post
Jimmy Posted August 12, 2017 (edited) Here's a template I've used for a couple of releases now, and I noticed another map thread (I think it was "Doomguy Gets a Puppy") that used this. I figure it'll be useful! Anyone is free to copy this for their own threads. Of course I omit the lines as necessary if I simply don't have the information or need for them. Name: (Name of map/mapset) Map Format: (Doom, Boom, Hexen, UDMF) Ports Tested: (PrBoom+, GLBoom+, Eternity, GZDoom, etc.) IWAD: (Doom, Doom 2, Heretic, etc.) Map(s): (MAP01, E1M1-M8, etc.) Music: (Credit for music track used and composer) Gameplay: (Single play/co-op, deathmatch, etc.) Difficulty Settings: (Yes/No) Multiplayer Placement: (Yes/No) Build Time: (How long spent on initial mapping) Textures: (Credits for textures/resources) Requirements: (Jumping/crouching/freelook required/permitted, etc.) 28 Share this post Link to post
Endless Posted September 4, 2017 Undestood. Some day, maybe tomorrow, maybe next year, but some day... I shall make a megawad. 2 Share this post Link to post
superchargecacodemons800 Posted September 7, 2017 (edited) Instead of posting f**king screenshots, I do a demo trailer of the map. You MUST tolerate it. 3 Share this post Link to post
cortlong50 Posted January 26, 2018 i have a question, i saw where it said file size is limited to 50mbs unless getting permission to upload higher than that...mine is around 180mb. how do i go about getting permission to upload a larger file? 0 Share this post Link to post
Misty Posted January 26, 2018 (edited) 23 minutes ago, cortlong50 said: i have a question, i saw where it said file size is limited to 50mbs unless getting permission to upload higher than that...mine is around 180mb. how do i go about getting permission to upload a larger file? What kind of wad/pk3 contains 180 megabytes? Anyway, it contains everything what you need in this thread. 0 Share this post Link to post
cortlong50 Posted January 26, 2018 (edited) 14 hours ago, Myst.Haruko said: What kind of wad/pk3 contains 180 megabytes? Anyway, it contains everything what you need in this thread. mine. "Files over 50MB in size without prior approval." thats what it says. approval from who? 0 Share this post Link to post
Misty Posted January 26, 2018 (edited) This thread, which I linked contains email adress where you can ask about files/uploads and such and your wad falls in that category. 0 Share this post Link to post
cortlong50 Posted January 27, 2018 3 hours ago, Myst.Haruko said: This thread, which I linked contains email adress where you can ask about files/uploads and such and your wad falls in that category. Thank you! i read through everything thoroughly but skipped the last little bit, of course thats where my answer was haha. 0 Share this post Link to post
Zolgia108 Posted July 21, 2018 don't really know if this is the right topic, but since it is fixed i won't mess up with anything. I was wondering if creating and publishing a remake of a plutonia map would be legal / accepted, and if so, would it be enough to mention this on a credits text file? thank you 0 Share this post Link to post
Misty Posted July 21, 2018 There are so many remakes of iwad levels like countryard or hangar. If you did everything in your orginal way without blindly copy-paste from iwad map, there won't be any problems. 0 Share this post Link to post
Zolgia108 Posted July 21, 2018 thanks for the reply, here is what i am basically doing: i'm using the same layouts and sectors but i am changing every trigger every monster, textures and the path to end the map, basically creating a new map on the same structure. Is that okay? Now that i think about it i saw many doom 2 remakes with almost no changes at all so mine was probably just an useless paranoia :) 0 Share this post Link to post
Pegleg Posted July 22, 2018 It sounds like this is what you're doing (not necessarily in this order, of course): Deleting all things (monsters, weapons, items, decorations, etc.) in the map. Deleting all lindef and sector tags in the map. Leaving all floor and ceiling heights unchanged. Changing textures on most or all of the walls. Adding new things everywhere in the map. Adding new linedef and sector tags to trigger new actions. So you would be basically using the shell of the map that someone else designed but populating it differently. This is probably enough for you to not worry about legality and acceptance by idgames. I would council you that you may want to consider a different course of action. Using the shell of a map and retexturing and repopulating can be useful in the early stages of your mapping career in order to gain a better understanding about how things look together or work together or how different actions will result in different encounters and outcomes and flow. However, in the long run, especially when you release a map, it may be best for you to try making your own map from scratch instead of re-using the bones of someone else's map. I think you'll ultimately learn more starting from scratch and your effort will probably be better received. 0 Share this post Link to post
Zolgia108 Posted July 22, 2018 Really exhaustive, thank you so much for this kind reply. You've got the point here, i am trying to understand how a completely outdoors map works (the map in question is number 29 of plutonia: odyssey of noises. I've made many indoor wads and this was basically my first attempt on a different way of mapping. Doing this "remake" was harder than i thought but i've learned much from it. Next time it will be from scratch for sure! 1 Share this post Link to post
baja blast rd. Posted August 25, 2018 I've said this elsewhere, but I'll post it again here. Minimalist OPs have been fine since forever. That isn't what this thread was designed to address. About this part: On 7/29/2017 at 11:30 PM, CapnClever said: Which IWAD did you use? The assumed IWAD is Doom II, but if you used Ultimate Doom or TNT or Plutonia then please mention it. Mapsets are assumed to start on MAP01 (or E1M1 for Doom1 maps) and play continuously until reaching an unedited map. If one of these isn't true, explain exactly which maps are in your set so players don't have to hunt around. It says that if a wad plays back with the Doom II iwad and on (or starting from) map 01, there is no need to explicitly point that out. Nowadays, I occasionally see people saying 'you're leaving out important info' and linking this thread, but no one was confused about this in the past. Furthermore, short descriptors such as 'vanilla' and 'complevel 9' are fully descriptive of the minimum target port. This line... On 7/29/2017 at 11:30 PM, CapnClever said: What port(s) did you test with? Nevermind if it's supposed to be vanilla or limit-removing or Boom-compatible, if you tested in GZDoom then you write that is to emphasize that people who didn't test with the appropriate minimum target port should point out as such. Minimalist OPs are totally fine. If you don't know what a term like 'limit-removing' suggests about allowable ports, or you would like to know whether you can jump or crouch or barrel roll, you can ask an ordinary question. Threads that leave out the minimum info needed to play the wad are the sort that deserve a referral. 9 Share this post Link to post
Horus Posted December 17, 2019 Should we capitalise the ‘read this first’ part of the thread title? A lot of people seem to miss this thread and every little visual cue helps I guess 4 Share this post Link to post
Mad Dal 85 Posted March 16, 2020 I've been creating maps for a few years now but I haven't posted any of my work. Reason being? All the maps I made in the past are created mainly to test out the Doom Builder and everything I can do with it. It wasn't until about November last year that I actually decided to get serious and actually create a full-blown 32map megawad. I have downloaded other people's wads, not to copy what they did, but mainly for research purposes to see why their wads are great, and also saw why the bad ones are an epic failure. I know my wad isn't gonna make the list of best wads ever made and that's okay with me. If people like my work and enjoy playing my megawad, then that's good enough for me. My first map in my megawad would make a great multiplayer deathmatch map if I took away the keys and locked doors as everything is all pretty much interconnected, and map 2 would be good for multiplayer too, but I haven't put any player 2, 3, 4 and so on starting points in it as I've never played any of the classic Doom games online so I don't know how to go about doing that. I will post a trailer video of my megawad on to my YouTube channel when my megawad is near completion and I'm thinking of letting a few well known Doomers have a look at it first hand before making it available to download for everyone. A have a couple people in mind but I will need to ask them first to see if they will agree to give it a try before I release it publicly. 3 Share this post Link to post