Roebloz Posted December 23, 2020 20 minutes ago, Walter confetti said: Sure! Alright is E2M8 open for business? 0 Quote Share this post Link to post
SilverMiner Posted December 24, 2020 Do we have another open slot? 0 Quote Share this post Link to post
Roebloz Posted December 24, 2020 (edited) Here is E2M8, similar to E2M8 in that its an arena with a bunch of demons with the boss. However instead of all of them being on a tiny ledge, this time they're everywhere. One pro tip: To defeat the Cyberdemon, shoot at it until it dies Keep. Moving. Download: https://www.mediafire.com/file/dobgn3mwz3j30xp/128kbChallenge_E2M8.wad/file Screenshot: https://imgur.com/a/FHv8My6 Also now that I think about it, that means I made 50% of the boss levels. EDIT: Added the level name (Tower of Urdak) Edited December 24, 2020 by Roebloz 1 Quote Share this post Link to post
SilverMiner Posted December 25, 2020 Wow, I can't hit Warimp with fist. Seems cool Here's the map (slot e3m1 in the following wad), ~125KiB Name: Lab of Beat Music: None (you will hear e3m1 however) https://www.dropbox.com/s/rgi7y424j6sk2g2/LABOFBEAT2.wad?dl=1 Feedback (and even FDA) is encouraged 2 Quote Share this post Link to post
Walter confetti Posted December 25, 2020 Adding to the map list! 1 Quote Share this post Link to post
maxresdefault Posted December 25, 2020 By the way, how is the player going to access the secret levels? Are there levels with secret exits? 1 Quote Share this post Link to post
SilverMiner Posted December 25, 2020 (edited) 13 minutes ago, maxresdefault said: By the way, how is the player going to access the secret levels? Are there levels with secret exits? Lol I just wanted to ask the same thing There's an E2M5 with secret exit AFAIR EDIT: Just contacted @DukeOfDoom. He told me he's making E3M6 with a secret exit, so we have one more Edited December 25, 2020 by SilverMiner 2 Quote Share this post Link to post
Roebloz Posted December 25, 2020 2 hours ago, maxresdefault said: By the way, how is the player going to access the secret levels? Are there levels with secret exits? E2M5 (Made by me) has a secret exit. 0 Quote Share this post Link to post
Walter confetti Posted December 26, 2020 19 hours ago, maxresdefault said: By the way, how is the player going to access the secret levels? Are there levels with secret exits? SilverMiner already answered you, anyway I'll think to change the exit to secret exit in the maps that need one when I compile it, if you guys don't want to make one 0 Quote Share this post Link to post
magicsofa Posted December 29, 2020 3 days left are there any slots unaccounted for? I could do another quickie 0 Quote Share this post Link to post
Danz Posted December 30, 2020 (edited) I'm gonna have to opt out. Thought I would be able to do a small map, but i'm just overwhelmed with RL stuff currently. Y'all can take the ep2 slot. Edited December 30, 2020 by Danz 1 Quote Share this post Link to post
BoxY Posted December 30, 2020 I have something in the oven for E2 that should be playable in a couple of days, I'll post it here as soon as I can to get as much feedback as possible before the final deadline. 2 Quote Share this post Link to post
Walter confetti Posted December 30, 2020 (edited) Ok, I'll give danz spot to Boxy. @magicsofa you can make a episode 2 or episode 4 map if you like, since two of the authors (camBreaker and PasokonDeacon) aren't around this project from quite long time now... I think to have saw Philnemba map screenshot on the WIP thread... Edited December 30, 2020 by Walter confetti 1 Quote Share this post Link to post
Walter confetti Posted December 30, 2020 Sure! For what episode? 0 Quote Share this post Link to post
SilverMiner Posted December 30, 2020 (edited) https://www.dropbox.com/s/bdhi1ppevgsz0hd/SilverMiner - NotTheLab.wad?dl=1 Mapslot E4M2 New textures in TEXTURE2 lump: STONE4, STONVINE Music: ~15,51 KiB, untitled by Pcorf (plt2pc08.mid actually), D_E4M2 lump Overall (including music): ~129 KiB EDIT: Added warimps Overall (including music) now is ~131KiB EDIT2: Download the latest version (link is the same) Edited December 30, 2020 by SilverMiner 2 Quote Share this post Link to post
Chris Hansen Posted December 31, 2020 Quirky map, @SilverMiner. I like it! It looks really weird but there's plenty of fun action. You might wanna check a couple of thing though: Spoiler - Couldn't exit the map in Eternity and PrBoom+ 2.5.17. The reason I think is because line 768 is too close to the door's D1 action, so the player can't cross it to lower the teleport or open the exit door for that matter. It works in GZDoom. - The midi doesn't play in PrBoom+ 2.5.17. It works in Eternity and GZDoom. - Teleport thing in sector 100 is flagged only as hard. Lacks flags for easy and medium. 2 Quote Share this post Link to post
SilverMiner Posted December 31, 2020 (edited) Ok, I gonna fix it EDIT: The midi would've played in 2.5.1.7 if there will be proper umapinfo. Otherwise D_E3M2 is played EDIT2: Exit door and teleport spot fixed, link is the same https://www.dropbox.com/s/bdhi1ppevgsz0hd/SilverMiner - NotTheLab.wad?dl=1 Edited December 31, 2020 by SilverMiner 1 Quote Share this post Link to post
maxresdefault Posted December 31, 2020 Happy new year friends! Let's finish this megawad! 4 Quote Share this post Link to post
magicsofa Posted December 31, 2020 Wait so, what slot is wydoomer's map going into? The list says M3 and M4 are open but the map was intended for M8 but then roebloz made M8 ..... 0 Quote Share this post Link to post
Walter confetti Posted December 31, 2020 (edited) I'll find out where to put it in the mapset... Edited December 31, 2020 by Walter confetti 0 Quote Share this post Link to post
magicsofa Posted January 1, 2021 Okey, here's E2M4 (but maybe it should be 3, so M4 can be a halfway boss map?) 128_fiel.zip It's called... "Fields of Insanity" 2 Quote Share this post Link to post
Walter confetti Posted January 2, 2021 Thanks! Adding it to the map list! 0 Quote Share this post Link to post
SilverMiner Posted January 2, 2021 So the last one we are waiting for is E3M6 Any thoughts on mapinfo/ending texts? My thoughts are the following: For Boom ports w/o umapinfo - write dehacked as usual For PrBoom+UM - maybe write umapinfo, it's not necessary (we could use musinfo to change musics in E4 when needed even in older PrBoom+) For Zdoom/Eternity - write fragglescript in maps' headers (so that no need to write two mapinfos for both these ports and also we will have additional compatibility with less popular ports like Legacy and SMMU. And also the maps will remain unbound to their ExMy numbers so no need to change MAPINFO when e.g. the map is moved to another episode) IMHO, dehacked and musinfo for e4 will be enough 2 Quote Share this post Link to post
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