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[Now on /idgames!!!] TWANGO1 - Vanilla DM for the Modern Age


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Nice.    I didn't want to mess with the look or dimensions of your map.   So in fixing the door to not go into the sky, I tried it make it look the same when closed and decent while open/closing.   Looks good the way you have it now.

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On 4/8/2021 at 7:47 AM, NieMaMordy said:

If you guys are still searching for new weapon sounds, I've made a wad with some cool sounds that I found a while ago, so maybe there will be something here that you like. shot.zip

@Gokuma I like this new change with doors in my map. Making it an elevator instead of a door is a great idea! I changed it slightly, so it looks better in my books. tmap20c.zip
 

I do like these sounds a lot, I may use the shotgun sound for TWANGO1, the rest I already have sounds finalized for it.

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Ok Server Rooms on Fire is basically finished (added an S on room).   Added another great texture.

https://www.mediafire.com/file/95rvj8jnbt8zsjc/tmega11.wad/file

Is the texture wad as well so it can run by itself.

 

There's some more structure and detail I would like to add but visplanes reach 112 at a spot and I don't want to push it.

I guess OpenRift is going to set ammo items to be absent on skill 3?

 

Updated currently used cwilv10 and possible cwilv10n in the wad.   Gotta find out which Joe would prefer.

 

How are you liking this just about final version @Redead-ITA ?

 

 

Now I need to finish up Interdimansia.  (EDIT: second time I've corrected my own map name spelling on this topic, ha)

Edited by Gokuma

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Alright, so we're getting reeeeeeaaally close to the end here. Revision D is done, and here's what I've added since then.

  • Updated all maps to latest revisions as of writing. Let me know if there's anything I missed.
  • Added 3 title screen demos from an awesome testing sessions me, @maxmanium, @ZeMystic, and @Bobby “lolmcswagger” did tonight over at Deathmatch Club.
  • Added a credits screen. If there's anyone I forgot to put on there, please do let me know.
  • Some more sound and music changes in a few places.

 

 

Download HERE

TWANGO1_D.zip

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Thank you so much for recording a demo of Quad Goal!  Ha Ha!

 

Issues that MUST be resolved.

(1.) Four new flats were added as pnames and textures.   You can NOT do that.   Only textures should be in pnames and texture1.   Flats and miscellaneous graphics should never be added as pnames and textures.  Also have double instances of textures and their pname entries also added as another instance of the texture.  I can take the texture set from tmega11.wad and add the additional textures.

(2.) Sky3 is now nontiling and map24 Interdimansia NEEDS a tiling sky.   Now that you recorded a demo, Map20 Engine 3000 needs to stay as map20.

So there's two options:

Change rsky3 to a tiling sky such as my skinface (could make it a color other than red such as blue, red, orange, etc.), OR put Interdimansia somewhere in the map11 to map19 range so it has a tiling sky.   One or the other, but rsky2 must be a tiling sky for map20 Engine 3000 and Interdimansia needs a tiling sky whether it stays as map24 or is switched.   Plus Interdimansia should be moved a slot farther from map23 Silenced Lamasery so you don't have two larger wandering hunting maps in a row.

(3.) Have to find out which cwilv10 from tmega11.wad to use.   You still have an older one than either in there that says Room instead of Rooms.

(4.) The dehacked patch with text changes does not load in dehacked correctly.   String changes must be in certain ranges of numbers of characters and it seems this rule was broken during manual editing of the dehacked patch outside out of dehacked.   Redoing the dehacked patch now.

 

Not happy you put that irritating midi back for map31 again.   I thought the Dead Kennedys-Police Truck or the River City Ransom main music would be much better.

 

Categorization of Quality Control vs Technical Support on credit pic doesn't make sense.   I would get rid of those words and just have mappers.

 

Maybe dehacked could use some text replacement for intermissions texts (ending maps06,11,15secret,20,30)

 

UPDATE:

Added the additional textures and flats to https://www.mediafire.com/file/95rvj8jnbt8zsjc/tmega11.wad/file

 

Here I colorized/colorremapped several different colors of a tiling skinface if you want to use any one for a sky.

https://www.mediafire.com/file/37yk69w4zh3baaz/skinsky.wad/file

Edited by Gokuma

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Rev D fixed:

https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file

Texture1 and pnames fixed with textures and flats in alphabetical order.

 

Made this switch (including their music, dehacked text, and cwilv gfx) :

Map19 = Interdimansia (so now it once again has a tiling sky and is spaced apart from 23 Silenced Lamasery)

Map24 = Streets

 

Made these edits

Map22 Warp Routine - aligned red brick texturing on one building

Map27 Dethmatch Temple - aligned white brick texturing in two rooms. (7AM Reupload: aligned exit textures centering "EXIT")

Map31 D5M4 Redux - Rearranged teleporter lines how I originally meant to have them.

Changed four DM starts to different pools of blood/guts so there's only 8 starts, giving equal chance of spawning on each platform in doom2.exe

 

Put the updated cwilv10 from tmega11.wad and the possible cwilv10n from it.

 

Redid twango1.deh and imported new version into wad.

Also changed the intermission text for ending map 11 and for map15 secret exit.

 

Updated txt file.

 

Have not messed with skies, but there's still those various different colorswaps in skinsky.wad if you want to use one.

 

Issues left:

Gotta find out which cwilv10 to use.

Creditpic's labeling of QC and tech support doesn't make sense.

Maybe change more intermission text just for fun?

Add a mapinfo (ZDaemon/Odamex) and zmapinfo (Zandronum/Odamex) and maybe dmapinfo (Official Doom 2 Classic with splitscreen), maybe emapinfo (Eternity Engine splitscreen fork).   Could really use a zmapinfo to set NoCrouch for map32.

 

 

EDIT: Regarding what NieMaMordy just said below, the testers might not be credited anywhere in the .txt file or creditpic, so people should be credited as mappers and testers as he said.  Also it's good to insert the finished .txt file as just an entry named credtext or something in the wad.   So when the wad gets shared without the original zip, the text is still included there for anyone who opens it up in Slade or whatever editor.

Edited by Gokuma

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I agree with Gokuma, I'd change the names of these credits sections to mappers and testers. I like the demos. I watched all three of them, and enjoyed each :D

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9 hours ago, Gokuma said:

Thank you so much for recording a demo of Quad Goal!  Ha Ha!

 

Issues that MUST be resolved.

(1.) Four new flats were added as pnames and textures.   You can NOT do that.   Only textures should be in pnames and texture1.   Flats and miscellaneous graphics should never be added as pnames and textures.  Also have double instances of textures and their pname entries also added as another instance of the texture.  I can take the texture set from tmega11.wad and add the additional textures.

 (2.) Sky3 is now nontiling and map24 Interdimansia NEEDS a tiling sky.   Now that you recorded a demo, Map20 Engine 3000 needs to stay as map20.

So there's two options:

Change rsky3 to a tiling sky such as my skinface (could make it a color other than red such as blue, red, orange, etc.), OR put Interdimansia somewhere in the map11 to map19 range so it has a tiling sky.   One or the other, but rsky2 must be a tiling sky for map20 Engine 3000 and Interdimansia needs a tiling sky whether it stays as map24 or is switched.   Plus Interdimansia should be moved a slot farther from map23 Silenced Lamasery so you don't have two larger wandering hunting maps in a row.

(3.) Have to find out which cwilv10 from tmega11.wad to use.   You still have an older one than either in there that says Room instead of Rooms.

(4.) The dehacked patch with text changes does not load in dehacked correctly.   String changes must be in certain ranges of numbers of characters and it seems this rule was broken during manual editing of the dehacked patch outside out of dehacked.   Redoing the dehacked patch now.

 

Not happy you put that irritating midi back for map31 again.   I thought the Dead Kennedys-Police Truck or the River City Ransom main music would be much better.

 

Categorization of Quality Control vs Technical Support on credit pic doesn't make sense.   I would get rid of those words and just have mappers.

 

Maybe dehacked could use some text replacement for intermissions texts (ending maps06,11,15secret,20,30)

 

UPDATE:

Added the additional textures and flats to https://www.mediafire.com/file/95rvj8jnbt8zsjc/tmega11.wad/file

 

Here I colorized/colorremapped several different colors of a tiling skinface if you want to use any one for a sky.

https://www.mediafire.com/file/37yk69w4zh3baaz/skinsky.wad/file

I thought I removed all the flats from Texture1 already... I don't know how they showed up again. 

 

Also, the MAP31 midi is supposed to be irritating. That's the whole point of the troll song. I could replace it with Never Gonna Give You Up if you want, since that has the same energy. :P

 

 

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7 hours ago, Gokuma said:

Rev D fixed:

https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file

Texture1 and pnames fixed with textures and flats in alphabetical order.

 

Made this switch (including their music, dehacked text, and cwilv gfx) :

Map19 = Interdimansia (so now it once again has a tiling sky and is spaced apart from 23 Silenced Lamasery)

Map24 = Streets

 

Made these edits

Map22 Warp Routine - aligned red brick texturing on one building

Map27 Dethmatch Temple - aligned white brick texturing in two rooms. (7AM Reupload: aligned exit textures centering "EXIT")

Map31 D5M4 Redux - Rearranged teleporter lines how I originally meant to have them.

Changed four DM starts to different pools of blood/guts so there's only 8 starts, giving equal chance of spawning on each platform in doom2.exe

 

Put the updated cwilv10 from tmega11.wad and the possible cwilv10n from it.

 

Redid twango1.deh and imported new version into wad.

Also changed the intermission text for ending map 11 and for map15 secret exit.

 

Updated txt file.

 

Have not messed with skies, but there's still those various different colorswaps in skinsky.wad if you want to use one.

 

Issues left:

Gotta find out which cwilv10 to use.

Creditpic's labeling of QC and tech support doesn't make sense.

Maybe change more intermission text just for fun?

Add a mapinfo (ZDaemon/Odamex) and zmapinfo (Zandronum/Odamex) and maybe dmapinfo (Official Doom 2 Classic with splitscreen), maybe emapinfo (Eternity Engine splitscreen fork).   Could really use a zmapinfo to set NoCrouch for map32.

 

 

EDIT: Regarding what NieMaMordy just said below, the testers might not be credited anywhere in the .txt file or creditpic, so people should be credited as mappers and testers as he said.  Also it's good to insert the finished .txt file as just an entry named credtext or something in the wad.   So when the wad gets shared without the original zip, the text is still included there for anyone who opens it up in Slade or whatever editor.

Thanks for cleaning stuff up. I'll get to work on revising MAP30. As for the two MAP01 clones in a row issue, I plan on fixing this issue for modern multiplayer ports by putting MAP31 and 32 on the end, to break it up a bit. I'll probably need some help with those since I mostly just have experience with vanilla stuff.

 

Also, stop changing the MAP31 midi. We're keeping the troll song. It's annoying, and that's why it's there. 

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The Rickroll midi is less irritating and therefore preferable.    You had it for map32 in the first 32 map build of the wad.   I can get working on those mapinfos.   In D1EntHng.wad I had about five different ones.

Edited by Gokuma

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I'm also gonna get working on the credits thing. The reason I did it like I did is because I don't know how to center align in Doom Writer, so I decided to counter that by labelling certain people with certain roles to crease a sense of typographic symmetry. 

Edited by OpenRift

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Ok, updated https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file

Still named twango1.wad so careful not to overwrite newer work of yours.

I suggest you copy your updates into this wad as I added sky3blu and sky3red as textures

but their graphics and pnames are rsky3blu and rsky3red.

 

Made up zmapinfo and mapinfo for ZDoom ports.

Tested even in ZDoomdos 1.17c (which requires files from zdoom122.zip and doesn't have midi or mus music)

So in ZDoom ports, the map order will be 1-32 repeating (going 30, 31, 32, 01), but keep in mind Doomkid warned 32 would be a server killer and should be out of the rotation.   My map19 and 32 will use the additional skies.   Set 31 to use sky2 instead of sky3.  19 and 31 will slowly scroll their skies (but not 32).

 

Set map31 music to Rickroll.

 

Put a dssecret sound in there to replace the one in ZDoom ports since some use a high quality .flac or something that lags the game the first time it plays.   Right now it's just the earthquake sound from Hexen.   I suggest replacing it.   Would be good to not have Hexen resources.

 

Also watching a couple good chunks of that livestream, I was the one who did the mixing of your new gib sound with the regular.

 

Thanks for streaming Server Rooms, @THEBaratusII!

Edited by Gokuma

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57 minutes ago, Gokuma said:

Also watching a couple good chunks of that livestream, I was the one who did the mixing of your new gib sound with the regular.

Oh, my mistake, sorry about that. 

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Here's a wad with just Dmapinfo for official Doom 2 classic and Emapinfo for Eternity (splitscreen branch)

https://www.mediafire.com/file/rgrp2yvq28tlbnj/twaninfo.wad/file

Or they've been added to a reupload of dwango1.wad in dwango1d.zip.

 

I would copy them to the main wad to be right under dehacked, before zmapinfo.

 

While the zmapinfo and mapinfo have d_evil (Rickroll) for map31.   Dmapinfo sets it to d_evildk and Emapinfo sets it to d_evilrc.

I set the same level order in dmapinfo as in zmapinfo, but it doesn't matter as you only play one map at a time and select another.

For Eternity, I set it 15->31->32->16 and 30->01.   With all but two intermission text screens disabled.   Let me know if you want the Eternity order changed because it's really convoluted to do.

 

Only mapinfo that it's missing is a Umapinfo used by PrBoom, GZDoom and I don't know if anything else, but nothing much multiplayer is going on in.

 

EDIT: Cut map19 Interdimansia and 23 Silenced Lamasery down to 10 DM starts.   The updated versions are both in twango1d.zip reupload and twaninfo.wad, whatever you want to grab them from.

Edited by Gokuma

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Here's MrCRUNCHY...

As far as I can tell it's done.

 

I'm not sure where the project stands, I have to catch up.

Either way, if there's still a slot for it in the mega, cool!, if not, well that's cool too. ;)

Let me know what you think, thanks!

 

View the readme for some important info!

 

Edit: added a little health and a box of rockets!

 

Edited by Mr.Rocket

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Your Mr. Crunchy has already been in for a while since the map29 slot was opened up for it.

 

Put your update with its textures in this version:

https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file

 

I changed your use of the texture twangom to twango1 since that's what it's named in the main wad.

OpenRift had set your music to another version of Alice in Chains - Them Bones different than the normal Doom 2 map 23 one.

So I left it like that for now.   I found it here and it required converting to mus to work in doom2.exe

 

 

Deleted the resource cwilv10n which was never in use and keeping cwilv10.

Anyone have an opinion on this?   On map11 Server Rooms on Fire, thinking of deleting that green armor (red arrow) and adding that blue armor (green arrow) but have not done so yet.   Might shift the battle to take up more of the map.   Or make it pretty brutal if a player gets the BFG and blue armor.  Tried to make it the farthest point from the BFG.   You can see a four player game in the current version at 1:05:30 of the video THEBaratusII posted.  

serverarmor.jpg.8f01ea1bcda986e4be451a422a753617.jpg

Edited by Gokuma

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50 minutes ago, Gokuma said:

Your Mr. Crunchy has already been in for a while since the map29 slot was opened up for it.

  

Put your update with its textures in this version:

 https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file

 

I changed your use of the texture twangom to twango1 since that's what it's named in the main wad.

 OpenRift had set your music to another version of Alice in Chains - Them Bones different than the normal Doom 2 map 23 one.

So I left it like that for now.   I found it here and it required converting to mus to work in doom2.exe

 

 

Deleted the resource cwilv10n which was never in use and keeping cwilv10.

 Anyone have an opinion on this?   On map11 Server Rooms on Fire, thinking of deleting that green armor (red arrow) and adding that blue armor (green arrow) but have not done so yet.   Might shift the battle to take up more of the map.   Or make it pretty brutal if a player gets the BFG and blue armor.  Tried to make it the farthest point from the BFG.   You can see a four player game in the current version at 1:05:30 of the video THEBaratusII posted.  

 serverarmor.jpg.8f01ea1bcda986e4be451a422a753617.jpg

I think shifting the battle to take up more of the map is a good idea.

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Okay, new build

TWANGO1_REV_Db.zip

 

Changes include:

  • Improved exit sign visibility on map 12 and map 26
  • Improved Credits Graphic
  • Added "Speicial Thanks" to ENDOOM screen
  • Added intermission text for all text screens (had a lil bit of fun with it ;) )
  • Overhauled Map 10: Refinery

I needed to give this map a much needed facelift, it was a long time coming and I'm so glad I got around to it.

image.png.01e482110b4c362c21e495a1d96b0fb7.png

image.png.52c833caacba45bdb76529436d1d0ca8.png

image.png.cbbfee0942dba9e2a3920a35d7ce477a.png

image.png.c7a1dd0f8805d5fffe2b85e6f5d75358.png

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Exit switch isn't working in Refinery now.   Linedef needs to be flipped.   Otherwise, looks good.

 

Also delete the unused resource cwilv10n and just keep using cwilv10.

 

No replacement dssecret for ZDooms to replace the game lagging default?

 

 

Credit pic is better now, except missing the A at end of Joe's last name.

 

Nice thank you on endoom screen.   Much appreciated

Edited by Gokuma

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My current only complaint, and I don't want to sound like a dick or whatever and you can take it with as grain of salt, mustard, cheese, etc..

But, there's some maps in here that just seem waay to freak'n big.

 

Most maps in this mega seem to be pretty playable but there's a few that you'd be looking for the other player more than actual battle.

I know you guys are probably looking for a little variety which is fine, but I think playability is a little more important.

In DM you want to know where the other player's at, or at least have an idea, but with some of these bigger maps in here you'd be lucky to even hear them pick up a weapon. I think if 1 or 2 of them could be at least half their current size it would help. There was one map in particular which looked sort of like a castle? it had pretty much all custom textures if that helps. ~ map19.

Granted, it's not a bad map or anything, it just seems too big for DM, currently. Is there a way this map could just be a much smaller map?

I know it's no easy task to make a map smaller after its been built to size, so I'm wondering if it would be better to have such large maps at the end of the mega, 30, 31, 32.

 

Sorry and Thanks!

 

 

Edited by Mr.Rocket

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1 hour ago, Gokuma said:

Exit switch isn't working in Refinery now.   Linedef needs to be flipped.   Otherwise, looks good.

  

Also delete the unused resource cwilv10n and just keep using cwilv10.

 

No replacement dssecret for ZDooms to replace the game lagging default?

 

 

Credit pic is better now, except missing the A at end of Joe's last name.

 

Nice thank you on endoom screen.   Much appreciated

Whoops, lemme go fix those real quick.

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Great job on this so far. It's shaping up really well.

 

I have some small fixes for maps I have submitted. The wad contains just the map data so you can just paste it into the main wad.

 

Map14 - fixed a bleeding midtexture

Map16 - fixed a texture misalignment at blursphere. Added a wall segment to the south to prevent possible visplane overflow.

Map18 - fixed bleeding midtextures at exit room. Cleaned up leftover green textures at soulsphere. Turned the door into a lift so it doesn't raise into the sky.

 

 

CT_TwangoEdits_13042021.zip

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https://www.mediafire.com/file/egmxxzt8gzoaq6e/twangoks.wad/file

Just three maps and two other entries.

 

New flat gategold.   Just copy that one resource to after the other gate*.  No need to mess with any textures/pnames.

 

Emapinfo updated.  Since Eternity is demo compatible with doom2.exe, and I think demos can span more than one map, I made the level order act the same as it except ending map30 will go to map32 and then map01.    So 15->31>-16 and then 30->32->01.

 

Updated maps 11,19,23.

Added Blue Armor and deleted a green in 11 and changed a hard to notice compblue upper texture to ickwall.

So far have not edited 11 according to the no cell weapons easy, no ammo on medium, except I made the energy cells hard only.

Changed a blue armor close to BFG to ten armor bonuses on one spot in 23.

Threw just a few monsters in 11 and 19.

In 19 and 23, every player start is on a weapon.

Added medium/hard BFG to 19.   Moved backpack and made hard only.  Added a sequence of teleporters to warp around main hallways for quick hunting and maybe some more telefrags.   Work on exit area.   Brightened outside and have light shining in windows, but thinking of lowering main light levels inside and out.

 

Interdimansia must stay somewhere before map20 because it needs a tiling sky and a demo was already recorded on map20 which also needs a tiling sky.   Maps21-32 currently don't have a tiling sky for doom2.exe.
 

 

Please delete the resource cwilv10n and just keep cwilv10.

 

 

Noticed in map29 Mr. Crunchy.   It would never be seen unlike you noclipped to look at the other side, but the switch revealed by using the big twango texture, has a missing lower texture when it's closed up.  

Edited by Gokuma

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15 hours ago, Gokuma said:

https://www.mediafire.com/file/egmxxzt8gzoaq6e/twangoks.wad/file

Just three maps and two other entries.

 

New flat gategold.   Just copy that one resource to after the other gate*.  No need to mess with any textures/pnames.

 

Emapinfo updated.  Since Eternity is demo compatible with doom2.exe, and I think demos can span more than one map, I made the level order act the same as it except ending map30 will go to map32 and then map01.    So 15->31>-16 and then 30->32->01.

  

Updated maps 11,19,23.

Added Blue Armor and deleted a green in 11 and changed a hard to notice compblue upper texture to ickwall.

So far have not edited 11 according to the no cell weapons easy, no ammo on medium, except I made the energy cells hard only.

Changed a blue armor close to BFG to ten armor bonuses on one spot in 23.

Threw just a few monsters in 11 and 19.

In 19 and 23, every player start is on a weapon.

Added medium/hard BFG to 19.   Moved backpack and made hard only.  Added a sequence of teleporters to warp around main hallways for quick hunting and maybe some more telefrags.   Work on exit area.   Brightened outside and have light shining in windows, but thinking of lowering main light levels inside and out.

 

Interdimansia must stay somewhere before map20 because it needs a tiling sky and a demo was already recorded on map20 which also needs a tiling sky.   Maps21-32 currently don't have a tiling sky for doom2.exe.
  

 

Please delete the resource cwilv10n and just keep cwilv10.

 

 

Noticed in map29 Mr. Crunchy.   It would never be seen unlike you noclipped to look at the other side, but the switch revealed by using the big twango texture, has a missing lower texture when it's closed up.  

Maps 21-32 don't need a tiling sky since there's no levels that allow you to see the texture tile anyway. Thanks for the updates, did you disable all ammo on skill 3 btw?

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Wasn't sure about literally deleting all ammo or just most so was kinda leaving that up to you.   I think the existing cell ammo for hard is a little much and should be cut down.   Going to make another update.

 

I know that 21-32 have a mountain sky that doesn't tile.   That's why I had to move Interdimansia because it needs a tiling sky same as Engine 3000.   And the mountain sky goes pretty well with Streets which I swapped it with.

 

EDIT: Updated 11, 19, 23.   https://www.mediafire.com/file/egmxxzt8gzoaq6e/twangoks.wad/file

Should all confirm to your settings for skills 1-3.   Reduced cell ammo in 11 and 23.   Fine-tuned some light levels in 19.   Could probably use more lighting detail but setting the red carpet to anything less than 192 looks shitty in doom2.exe.   Literally just slightly lower at 191 and it looks awful.   Tested way down in 160's upping and upping often by +1 until it looked alright again.

 

Emapinfo is still in that wad same as last night's upload in case you didn't grab it yet.

Edited by Gokuma

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On 4/13/2021 at 8:58 PM, Gokuma said:

Noticed in map29 Mr. Crunchy.   It would never be seen unlike you noclipped to look at the other side, but the switch revealed by using the big twango texture, has a missing lower texture when it's closed up.

I actually decided to do a little updating to Mr.Crunchy last night and noticed that myself as well, good eye and glad you spotted it too! ;)

Expect an update soon, to both of my maps. All that Mr.Twango really needs is an exit door I suppose going by the video run through. 

I've added a little to Mr.Crunchy in the chain gun area where the green armor will now be picked up via teleport instead of being in the center of the map.

Stay tuned.

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Revision double D's baby!

  • Updated MIDI on Map02 to have a more accurate tempo to it's source material, as well as change the "vocal" track to Bass+Lead instead of Sawtooth
  • fixed up dethmatch temple to be more DM friendly 
  • updated MAP10 a little bit (small tweaks here and there)
  • New INTERPIC (was added in Revision Dc but might as well document it here)

 

TWANGO1_REV_Dd.zip

 

We're getting reeeeeaaaaally close I feel like, do you guys think we're ready for RC1? Any more changes before we do so?

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