Ofisil Posted March 24, 2021 12 minutes ago, Friezus Christ said: But shall I make a difficult/cryptic secret for the BFG? I don't like to give good stuff away for easily or freely without some kind of cost, be it monster ambush or keeping your eyes peeled for shootable switches or well hidden doors/switches. Of course! I always make BFGs and measpheres a tad harder to get, myself. 0 Quote Share this post Link to post
T.Will Posted March 24, 2021 5 hours ago, Ofisil said: Either the file is empty or corrupted This should work. To reiterate, the map is in MAP 05. THEME_GA_05.zip 3 Quote Share this post Link to post
continuum.mid Posted March 24, 2021 (edited) On 3/16/2021 at 6:36 AM, Ofisil said: Using MIDIs from other composers are not allowed. The OST will be a part of this community efford. Just to clarify what this means - as I understand it, all MIDIs must be either: created for the project, or specifically offered by the artist to the project correct? Or is it that mappers can't use tracks that have appeared in previous projects? Also, if I want to cover or remix an existing track, is that allowed? Edited March 24, 2021 by northivanastan 0 Quote Share this post Link to post
Ofisil Posted March 24, 2021 Yes, either created for this project, or offered by the creator. Remixes are more than welcome, just point out that your composition is a remix or cover, so that I can specify that in the info.txt Also @T.Will very good map! Nice, simple, and fun. Love how like @Dwimepon your map organically transitions to the next in line. also love the crematorium bit :) As this is a WIP, I would remmomend a couple of more light sources to create some contrast in the dark cemetery area (a bunch of candles, or torches with a larger radious which touches some of the walls so that the silhouettes of the enemies can be seen) I await your final map. 0 Quote Share this post Link to post
continuum.mid Posted March 24, 2021 (edited) Thanks for clarifying Also @Ofisil - I think you can cite me as the composer for MAP01. I have a (hopefully) finished MIDI for MAP01, which is going to go up on OpenGameArt later today, and @A.H. Sankhatayan has said in DMs that he intends to use it. Edited March 24, 2021 by northivanastan 1 Quote Share this post Link to post
Dwimepon Posted March 24, 2021 1 hour ago, T.Will said: This should work. To reiterate, the map is in MAP 05. THEME_GA_05.zip Very solid map! Looks great (I geniunely thought you did the crosses using some kind of 3D floor trickery at first until I noticed the middle textures, haha). I like how chill and lower-energy it is compared to the later maps until the very last part with the red key, makes for a nice transition to MAP06's slightly higher difficulty. As Ofisil said, adding a few more light sources here and there would be cool. Minor gripe, but I would also recommend adding something near the yellow key room's lift to attract the eye. As it is, it's not exactly obvious it's a lift and I mistook it for a random wall at first, even with the textures. Spoiler Maybe adding a floor lamp next to it and making it slightly brighter than the rest of the room could help? It's up to you to see! 2 Quote Share this post Link to post
forgettable pyromaniac Posted March 24, 2021 Alright, I got an ACTUALLY FINISHABLE version of mine here, along with the yellow key secret finally obtainable. Will add some more decorations but I'm not sure if I'll be adding a bunch of detail. screenshots: Spoiler I just used printscreen it's a lot easier lolMAP12(2).zip 2 Quote Share this post Link to post
continuum.mid Posted March 24, 2021 (edited) Here's the MIDI for MAP01/D_RUNNIN - "Airport Attack." It's inspired by the "elevator music" style but at a much higher tempo. The organ and piano are used, with an electric guitar solo appearing later on. https://opengameart.org/content/airport-attack As with the last MIDI, it's public domain and free to use in other projects. Edited March 24, 2021 by northivanastan 2 Quote Share this post Link to post
Ofisil Posted March 24, 2021 So, can I use the latest version of the intermission you've made? 0 Quote Share this post Link to post
continuum.mid Posted March 24, 2021 1 minute ago, Ofisil said: So, can I use the latest version of the intermission you've made? Of course! 0 Quote Share this post Link to post
Bobby :D Posted March 24, 2021 Do you have a discord or anything so I can work with the whole group to create MIDIs? 0 Quote Share this post Link to post
Ofisil Posted March 24, 2021 1 minute ago, Bobby “lolmcswagger” said: Do you have a discord or anything so I can work with the whole group to create MIDIs? No. You can either post sth here, approach a specific mapper, or go straight to me. 0 Quote Share this post Link to post
Bobby :D Posted March 24, 2021 Just now, Ofisil said: No. You can either post sth here, approach a specific mapper, or go straight to me. Alright, thanks for responding. 0 Quote Share this post Link to post
Fiendish Posted March 24, 2021 3 hours ago, forgettablepyromaniac said: Alright, I got an ACTUALLY FINISHABLE version of mine here, along with the yellow key secret finally obtainable. Will add some more decorations but I'm not sure if I'll be adding a bunch of detail. screenshots: Reveal hidden contents I just used printscreen it's a lot easier lolMAP12(2).zip Very nice! I really liked the chaotic street battles, how each building feels unique, and the creative use of textures. I did notice that there were missing textures on the side of some stairs (screenshot below). Spoiler Also, aren't archviles only supposed to show up in chapter 5 and after? 0 Quote Share this post Link to post
Ofisil Posted March 24, 2021 (edited) @forgettablepyromaniac hey there, nice going with your map but @Fiendish is correct. Check the list for what enemies/weapons are allowed. You last version was correct, iirc Edited March 24, 2021 by Ofisil 1 Quote Share this post Link to post
forgettable pyromaniac Posted March 24, 2021 ye fixed them both over here then gunna add some more decorations and stuff so it doesn't look like a potato and then that'll be that 1 Quote Share this post Link to post
DFF Posted March 24, 2021 @Ofisil yup done some minimal work on the map, but i am working on it. I'll upload something when its got more meat to it. 1 Quote Share this post Link to post
Tanksy Posted March 24, 2021 Do I have to keep monster holders for teleport "traps" inside the 3072x3072 area? 0 Quote Share this post Link to post
Ofisil Posted March 24, 2021 17 minutes ago, Tanksy said: Do I have to keep monster holders for teleport "traps" inside the 3072x3072 area? Yup. 0 Quote Share this post Link to post
Tanksy Posted March 24, 2021 Alright. So, as my map is beyond MAP15 but is a secret map, should I stick to the same difficulty and monsters as that chapter, or do I move into the next and add revenants etc? 0 Quote Share this post Link to post
Ofisil Posted March 24, 2021 1 minute ago, Tanksy said: Alright. So, as my map is beyond MAP15 but is a secret map, should I stick to the same difficulty and monsters as that chapter, or do I move into the next and add revenants etc? Good question. Forgot to clarigy that. In 31 & 32 you can do whatever u please as long as 31 is a survival-style map and 32 a slaughtermap 0 Quote Share this post Link to post
Tanksy Posted March 24, 2021 (edited) Awesome, thanks. I'll post some progress soon. Edit: Can I use Wolfenstein enemies? Edited March 25, 2021 by Tanksy 0 Quote Share this post Link to post
continuum.mid Posted March 25, 2021 I suppose since MIDIs have to specifically offered by the author, I might as well offer mine. Feel free to use anything else I have published or will publish on OpenGameArt: https://opengameart.org/users/northivanastan ("The Journey Continues" and "Airport Attack" are already bespoke for this project.) 1 Quote Share this post Link to post
Ofisil Posted March 25, 2021 If anyone wants sth from @northivanastan's list say so, but I'll have the final say as I'm talking with other composers, and haven'r added their name yet because I need to have the final versions of a couple of map to decide. 0 Quote Share this post Link to post
forgettable pyromaniac Posted March 25, 2021 this should hopefully be the last version, fixed the HOM and changed the archvile to a chaingunner. Also added in a bit more detail with more decorations and a hole in the ceiling for the cement building. MAP12.zip 2 Quote Share this post Link to post
Ofisil Posted March 25, 2021 (edited) 15 minutes ago, forgettablepyromaniac said: this should hopefully be the last version, fixed the HOM and changed the archvile to a chaingunner. Also added in a bit more detail with more decorations and a hole in the ceiling for the cement building. MAP12.zip Map's title? @7Soul also, the name of ur map? Edited March 25, 2021 by Ofisil 0 Quote Share this post Link to post
Titanoxus Posted March 25, 2021 26 minutes ago, forgettablepyromaniac said: this should hopefully be the last version, fixed the HOM and changed the archvile to a chaingunner. Also added in a bit more detail with more decorations and a hole in the ceiling for the cement building. MAP12.zip I tested the map. Really liked the fight in the beginning. Not too hard but lots of enemies and just really fun. I found one little thing: the Revenants that spawn in later can be seen through one of the walls. Screenshot: Spoiler 1 Quote Share this post Link to post
Ofisil Posted March 25, 2021 Revs don't appear to me. Source port issue maybe? 0 Quote Share this post Link to post
Titanoxus Posted March 25, 2021 1 minute ago, Ofisil said: Revs don't appear to me. Source port issue maybe? yes maybe. Only tested prboom+. U can only see them from the one side and they must be allready woken up. 0 Quote Share this post Link to post
T.Will Posted March 25, 2021 Second version of this map. Tweaked the visuals and rebalanced the difficulties. I think the map's title will be "Broken Rest" THEME_GA_05v2.zip 1 Quote Share this post Link to post
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