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Hell Cartel 2 [Community Project!]


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20 hours ago, IcarusOfDaggers said:

@Johnny Cruelty @not shion @Codename_Delta @Guest_129432 Can i get the completed maps in the project? I'll help Johnny out by starting the compiling proccess.
 

I've asked the other creators on discord to send the map.

 



 

good idea. i'll touch up the maps i'm done with and send in the next post by me... hopefully

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Okay. Hear me out... This is small showcase of what can be done via ANIMDEFS/ANIMATED lump.
I mean... Why does "DukeTex.wad" doesn't contained them at the first place?
But this was not that hard at all to made these lumps by hands!

 

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6 hours ago, RastaManGames said:

Okay. Hear me out... This is small showcase of what can be done via ANIMDEFS/ANIMATED lump.
I mean... Why does "DukeTex.wad" doesn't contained them at the first place?
But this was not that hard at all to made these lumps by hands!

 

Simple answer: Date. Duketex was close to early days of doom modding and only rereleased without modifications.

 

Right now, it is no longer possible in this community project to use all the animations, otherwise maps will have drastic changes.

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17 minutes ago, IcarusOfDaggers said:

Right now, it is no longer possible in this community project to use all the animations, otherwise maps will have drastic changes.

i don't really have anything i would change if the animated textures where added. you and any other map would have the issue tho, i'm sure

i think switches would be fine sense no one is using them in the first place

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  • 2 weeks later...
  • 3 weeks later...
On 11/21/2022 at 7:40 AM, IcarusOfDaggers said:

Simple answer: Date. Duketex was close to early days of doom modding and only rereleased without modifications.

 

Right now, it is no longer possible in this community project to use all the animations, otherwise maps will have drastic changes.

I think if the SWITCHES lump is implemented, it won't change any existing textures into unexpected weird animated textures because it only animates when you activate them (and plays a sound when you activated them).
Meanwhile, if ANIMATED lump is implemented, it may make some textures that the mappers to be expect static gets animated and may leads into unwanted behaviors (although not impending gameplay, at least not technically).

@RastaManGames Maybe you can put it somewhere so future mappers don't have hard time to animate those :v

Edited by Rykz

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5 hours ago, RastaManGames said:

@Rykz For now there is just ANIMDEFS, but ANIMATED/SWITCHES bulk can be done easily. All "moving" textures are defined already. It is half work done.

 

@TwelvNighn Happy birthday, comrade!

you are a day late, lol. forgot to edit my profile

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@Johnny Cruelty Here is the properly compiled Alpha version of the wad. It still needs a lot of work, but this should ease things from now on. 

 

I did not find a name for your 2 maps, so I used placeholder names for them (Map01 and Map02). You can change the names in UMAPINFO.txt.  All assets are present now.

 

I struck my map down and removed it from the project. It does not fit the theme of the rest of the maps in this project.

 

Also, per Killerrate request: 

 

On 12/20/2022 at 2:53 AM, Killerratte said:

There isn't anything being done with the project and it's not going anywhere. I want my map removed.

 

I already compiled it together before he made that request. So that is now up to you @Johnny Cruelty

 

@TwelvNighn I had fixed a bunch of bugs in your map, that were caused by untagged doors. Nothing else was changed, but the doors you intended to work, now work. 

 

 

@not shion Map05: I found a bunch of HoM bugs. I did manage to fix most of them, but not all of them. One of them may be due to engine limitations and needs most likely a redesign. 

In DSDA, if you test the map and it has flashing red sectors or walls, those are HoM's marked by Boom engine. Make sure to fix those or redesign those areas.

Map06: it was too cryptic to test properly, but as much as I could test (i did NOT get the exit, I did get all the cyberdemon fights.) and I looked around in Ultimate Doom Builder, the map should work. Make sure to recheck this map as well. Progression here is extremly tricky, cryptic and quite infurating on some of the platforming sections. 

 

 @Clippy @Killerratte I did not find any bugs in your map.

 

 

@Rykz Your map is now on MAP09 slot. 

 

 

 

This should (in theory) be my last post on the project.

Here is the compiled Alpha version of the wad. https://doomshack.org/uploads/Hell Cartel 2 Alpha Compilation.wad

Edited by IcarusOfDaggers

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sorry guys I'm back, I've been so busy with a lot of things

some highlights

-I found myself, I go by "She/Her" now

I am involved with a project called "POSTAL 3D" the weapons demo is gonna be released tommorrow

I turned 17

and I passed my first semester

I'll try out that alpha 

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12 minutes ago, Johnny Cruelty said:

sorry guys I'm back, I've been so busy with a lot of things

some highlights

-I found myself, I go by "She/Her" now

I am involved with a project called "POSTAL 3D" the weapons demo is gonna be released tommorrow

I turned 17

and I passed my first semester

I'll try out that alpha 

 

You started this project, it is now up to you to finish it. Good luck. 

I'm gonna peace out. 

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Will you still be doing some Doom mapping? Great to hear about that btw, there's a strangely high proportion of trans girls in this community!

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48 minutes ago, LadyMistDragon said:

Will you still be doing some Doom mapping? Great to hear about that btw, there's a strangely high proportion of trans girls in this community!

perhaps.. I am kinda working on a secret level for POSTAL 3D

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11 hours ago, IcarusOfDaggers said:

@TwelvNighn I had fixed a bunch of bugs in your map, that were caused by untagged doors. Nothing else was changed, but the doors you intended to work, now work.

thx bro, appreciate it

 

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15 hours ago, Johnny Cruelty said:

well guys... looks like Hell Cartel 2 is almost done...

Just needs final touches like implementing Names, songs and stuff @R0rque. can you please implement the songs into the levels? 

 

Hello there. Merry Christmas. And ja. I need to have the file of the project with the MIDIs inside to be able to implement these. ;)

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3 hours ago, R0rque. said:

 

Hello there. Merry Christmas. And ja. I need to have the file of the project with the MIDIs inside to be able to implement these. ;)

icarus posted the latest file here in this thread

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