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Angry Quilt 2 - for Ultimate Doom (Development Thread)


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1 hour ago, Snaxalotl said:


You've already given him quite a bit of time, its been an entire week since he replied last here. It might be more time effective to do some bug testing in the meantime since we might not even get an update from him. Its not my community project though, just throwing in my 2 cents :>

kinda agree on this one, we can playtest it while we wait for Bobby to upload his map. IMO it's much better than making the project freeze for a week

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AngryQuilt2v37c.zip

 

Oh what's that? A new version on the WAD? that's only updating the comment in umapinfo?1?!? 

 

Yup, and here's the changelog:

-Added 3 box of rockets (iirc), 1 big plasma cell, 2 small plasma cell, 1 box of ammo, and maybe 1 box of shells in square 14. Oh and also, I added two pillars in Icon of Sin teleporter

-Added "finale-early" in EMAPINFO lump, so now there's no "ENTERING" intermission screen when finishing the level in Eternity Engine

-Added a DeHackEd* to make the level name in the automap visible in any port that support it. (so no "E1M1: Hangar" in crispy doom anymore)

-Tweaked the M_EP1 offset so it doesn't look like it's been generated by ZDoom via MAPINFO

-Make the comment in UMAPINFO lump say "Ultimate Doom" instead of "ultimate doom"

 

*It's created through SLADE because WhackEd 4 crash when launching

Edited by lokbustam257

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Great! Yeah, I'm inclined to agree with us just bug testing now as well.

@lokbustam257 thanks for adding this! It really adds to the finish!

 

I figure if @Bobby “lolmcswagger” doesn't post by November the 6th, I'll post it to idgames as a finished project.

It's kind of a shame his square was mostly incomplete but I guess real life exams definitely takes precedence. Anyways, at least the square is in a corner and is not overly noticeable as it is more of a segway.

 

I would really like to close this one up soon though as it's been pretty much done for a while now. 

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Since this is wrapping up, do you have any interest in organizing "Big Game Hunter" mapping project (One with mancs in every segment and tag 666 exit)?

I got inspired to make a titlepic the other day.

BGH2.png

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I'll be honest, that sounds like an awesome idea! I'd absolutely be interested in essentially running another version of this but like you said involving killing off Mancubus in each square to exit.

 

I think that would make for a really interesting map. Not sure if it'd be better to continue using 1024 x 1024 or smaller squares such as 512 x 512 for the next one though. 

Edited by MidnightMage

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9 hours ago, MidnightMage said:

I'll be honest, that sounds like an awesome idea! I'd absolutely be interested in essentially running another version of this but like you said involving killing off Mancubus in each square to exit.

 

I think that would make for a really interesting map. Not sure if it'd be better to continue using 1024 x 1024 or smaller squares such as 512 x 512 for the next one though. 

wouldnt 512 x 512 be to small?

with 1024 x 1024 there is more room to move

Edited by CBM

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Hey, the original AQ was in squares of 512, and usually there was plenty of room! Though, *usually* is the keyword there. Plus Mancubi are pretty big, haha

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31 minutes ago, SynDoom said:

Hey, the original AQ was in squares of 512, and usually there was plenty of room! Though, *usually* is the keyword there. Plus Mancubi are pretty big, haha

sure but maybe the squares need to be 2048 x 2048?

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Ok so maybe we just stick to 1024 x 1024. I'd be curious to implement this with UDMF at some point in the future but I think limit removing is a heck of a lot more accessible to the community.

 

I love the concept of tentatively trying this sort of project vanilla as well but I can only imagine the rampant visplane overflows in a community map with 16 mappers lol.

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4 hours ago, MidnightMage said:

Ok so maybe we just stick to 1024 x 1024. I'd be curious to implement this with UDMF at some point in the future but I think limit removing is a heck of a lot more accessible to the community.

 

I love the concept of tentatively trying this sort of project vanilla as well but I can only imagine the rampant visplane overflows in a community map with 16 mappers lol.

yes limit removing might be the best choice since alot are still not confident with all the udmf stuff despite it being much easier than the boom stuff

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3 minutes ago, MidnightMage said:

Alright so we will do limit removing again, probably 1024x1024. I'm thinking once @Bobby “lolmcswagger” is done (does anyone know if Bobby is still alive and working on this?), I'll start this project up!

Good idea @ViolentBeetle. It'd give a really interesting spin to the project.

will it be part of the "quilting series" ?

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6 minutes ago, ViolentBeetle said:

I talked to him on Discord, he seems to be busy right now, but I'll remind him.

Good ol' Bobby. He's like Halley's Comet; You only ever see him once every 75 years.

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Ok, well as promised I'll give him until this Friday, then it's done.

 

As for your question CBM yes it will be a continuation of the Angry Quilt, same rules and all but this time will more Mancubus ;)

 

I'm thinking an appropriate title would be Angry Quilt 3: Big Game Hunter

Edited by MidnightMage

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Good luck with this @MidnightMage! Sorry I couldn't think of an ending text poem/song this time! I look forward to playing this, it's a great idea you had when you started this series. It's a great way to foster cooperation while still allowing individual creative freedom.

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Well, this was quite the success. I think all things considered the map turned out extraordinarily well.

I'd really like to thank all participants for helping to contribute and make this map as interesting and fun as it turned out to be.

 

I've spoken with Bobby and he will not be contributing to his square any further. If anyone else would like to touch up his square the floor is yours.

After said touch ups, it's off to idgames.

 

Thanks again everyone, and excellent work!

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I was happy to participate! Was a fun way to start contributing to community maps, I personally think this was much better than AQ1. Here's to hoping a hypothetical AQ3 will come together soon! 

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Yeah, I'm thinking once this is uploaded on idgames I'll give it a couple weeks then start up the next one. 

I'm currently putting together a small resource pack of custom textures and flats for AQ3 and  think Violentbeetle's idea of slaying mancubus will make for a really fascinating project.

 

I'm thinking AQ3 will start up sometime in early December.

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AngryQuilt2v37d.zip

 

I have no words to put here so here's the changelog instead. This is mostly a change to my square that was originally included in v38. I'm yet to playtest it so feel free to complain about how the map is hard or need some ammo / health.

 

Changelog:

-Added a teleport horde to square 14.

-Additional ammo and health in 14

-That's it I guess?

 

@MidnightMage tell Bobby's friend he can work on it now :)

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@Bobby “lolmcswagger”

Please have your friend do whatever edits they'd like to your square then repost it as v38.

 

I'm hoping this is the final edit then it's posted to idgames as long as no game breaking bugs are introduced. I'm hoping to submit this by Wednesday at the latest preferably.

Edited by MidnightMage

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It's done!

AngryQuilt2v38a

 

Changelog:

-Finished square #4

-Aligned the STONE textures in square #8

-Fixed a Floor Lower to 8 Above Highest Floor action in square #7 (sector 804)

 

Sorry if it was inappropiate to edit other's squares, but I figured it was faster to fix those issues myself.

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Holy shit! That was lightning quick!

Thanks @Cacodemon187. I'll update the credits to include you as a co-author for Bobby's square.

 

Ok so I'll give this a whirl later today and if I don't find any game breaking bugs it's off to idgames.

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1 hour ago, MidnightMage said:

Holy shit! That was lightning quick!

Thanks @Cacodemon187. I'll update the credits to include you as a co-author for Bobby's square.

don't forget the text in MAPINFOs and the 4:3 aspect ratio too!

Edited by lokbustam257

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I've adjusted the Mapinfos to include Cacodemon187.

As for the 4:3 aspect ratio, I just played through the map using Woof and didn't notice an issue here.

Am I missing something?

 

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I think we are good to wrap this up. I've tested again in a 2nd source port and I don't see any issues with text wrapping. I'll upload now. If anything comes up, I can update the wad again but from what I can see we're good.

 

Thanks to all for contributing to Angry Quilt 2. 

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