How BirminDoom will work
RAMP is a project built by everyone who chooses to contribute! Everyone's submitted WADs will be compiled into a GZDoom game based around a hub level, and the player will be able to more or less choose to complete the maps in any order. In each map, the player will start with only the pistol, so don't rely on the player carrying weapons or ammunition from previous maps.
Theme-related rules
- Player should not use weapons to damage or kill enemies.
- Custom weapons are allowed. Against monsters, they can be used to allow temporary and constant disadvantage (e.g. freeze, or force teleport, etc.)
- Custom weapons used as tools are allowed (e.g. something like a hook, or anything that could be used by player).
- Player should not damage or kill enemies by any other means.
- Enemies, if present, should not be count in-game (to ensure 100% completion).
- This can be done in UDB, in Things mode by choosing a monster, and ticking ‘No completion count’ choice. 1
Other mapping guidelines
- Theme constraints aside, you are free to try out all kinds of ideas: narrative map, a puzzle, a platformer, or even a regular Doom map intended for pacifist runs.
- A finished map should be submitted before November 1st, 2024!
- The project is aimed to be released by December 10th, 2024. So, November will be dedicated to playtesting, bugfixing and polishing of the project.
- Each participant is allowed to submit only one map.
- As a project lead, I reserve the right to kick maps that contain offensive content, include way too many bugs, or created to be unplayable on purpose.
Resources
BirminDoom 2 will run on DOOM2.WAD. Custom content is allowed, although bear in mind that it will be easier to upload WADs without it! Feel free to include what you like, as long as you don't overwrite any of the default DOOM2 lumps (unfortunately I can't support DEHACKED either). And if you're just beginning with Doom mapping, it might be easier to stay with the material in DOOM2.WAD for your first venture.
The textures of 32in24-15_tex_v2.wad and OTEX_1.1.WAD will be included in the project, so you don't need to do anything special to use those.
How to submit
Use the Upload page on this site! Submit a WAD containing a single map (of any Doom format), and the site backend will incorporate the map into the complete project so far. With the PIN you'll get the first time you upload, you can submit any further edits to your map you like.
Details on custom content
When you upload your WAD through this site, the uploader will recognize and include:
- The first present Doom or UDMF map, including any ACS scripts and dialogue attached to it
- ZSCRIPT and DECORATE lumps (they will be rejected if they use the replaces keyword)
- The SNDINFO lump(s) and any sound lumps named in them
- Patches between P_START and P_END markers (alternatively PP_START or PPSTART, PP_END or PPEND)
- Textures between TX_START and TX_END markers
- Sprites between S_START and S_END markers (alternatively SS_START, SS_END)
- Flats between F_START and F_END markers (alternatively FF_START, FF_END)
- These lumps will be imported directly, with an extension matching your map's number:
- TEXTURES to define textures made from patches
- GLDEFS
- ANIMDEFS
- LOCKDEFS unless the clearlocks command is used (make sure you don't overwrite any previously defined locks)
- SNDSEQ (make sure your defined sound sequence numbers don't collide with other maps)
- README
- MANUAL
- Music:
- If multiple MIDIs are included, they will all be included under their original names and can be named in MAPINFO or scripts.
- If one MIDI is provided, it will be assumed to be the map's music and will be set up automatically with no need for a MAPINFO definition.
- Certain allowed properties in MAPINFO
If you need more custom content, contact UltimateDecaf on the Discord or via DoomWorld to get it into the project.