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[MBF21 CP] DIY - Getting imaginative with simple colors. [Now on IDGAMES]


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Hello, I was the author of the map called Checksum that's map11. Sorry for the lack of response earlier but if there's still space for it then I'd love to see it be part of this wad. The music track used is Baked Goods by Lee Jackson. 

Edited by Zadeon

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On 7/29/2022 at 3:05 PM, ViolentBeetle said:

So those are replacement sprites I ran with for a while. I decided to show them off.

sheet.png

I think I might have overdarkened the brown, I should check that. Still, visibility improved significantly

Edited by lunchlunch

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8 minutes ago, lunchlunch said:

Ew, dude, no. The original sprites were dope. It's one thing to take over as lead to compile everything and release it but when you hijack the creative direction, that's pretty lame. These go against the entire design philosophy.

Maybe. I was mostly experimenting to see what could be done differently. If there's no support for this, then let's keep the original (Although barons blend with the walls too much at a time, maybe we should do something about them specifically).

Keeping them the way they currently are is a reasonable bet.

 

So anyway, is there anything else left to adjust?

Edited by ViolentBeetle

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I would preffer the original sprites, they sure take time to get used to but also give the set a very distictive feeling. One encounter in my map uses monsters blending with the walls feature intentionally so "fixing" it at this point is kind of meh 

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30 minutes ago, El Inferno said:

I would preffer the original sprites, they sure take time to get used to but also give the set a very distictive feeling. One encounter in my map uses monsters blending with the walls feature intentionally so "fixing" it at this point is kind of meh 

That's a good reason not to fix it then. Let's keep the old sprites.

I didn't notice this effect on your map.

Edited by ViolentBeetle

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On 7/31/2022 at 7:44 AM, RastaManGames said:

Can we have "PSX/D64" sounds not only for weapons, but for monsters and doors/lifts/crushers too? (. )(. )

Maybe. Do you know where I can get them to find out? I think monsters should keep original sounds because that works for gameplay, but moving sectors, why not?

 

On 7/30/2022 at 9:36 PM, Zadeon said:

Hello, I was the author of the map called Checksum that's map11. Sorry for the lack of response earlier but if there's still space for it then I'd love to see it be part of this wad. The music track used is Baked Goods by Lee Jackson. 

Should I credit you as Zadeon then?

 

Overall, I'm planning to dedicate some time to testing those maps and see if there's any bugs. Small ones I can fix on the spot, big one I might try to reach the mapper. It might take me a while since later maps seem pretty hard.

When I'm done with it, I'll probably take it to idgames already. Updates are still accepted, naturally.

Edited by ViolentBeetle

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It's come to my attention that most of the skies I've used have been removed from the textures and have defaulted to AASHITTY (which some may argue is indicative to the map itself). While the default sky is supposed to be the starry night, the other areas are busted. I figure it would be easier to adhere to the textures currently in the pack rather than ask for the other skies to be inserted, since it seems my map is the only one with this issue.

 

Plus it gives me the opportunity to fix a couple of small oversights I've seen from testing, mostly a change in progression so that people don't wander in circles 20 times then IDCLEV18 after cursing my name.

 

Unless something else goes horribly wrong, this should be the last time I update this.

Timeandspace1.2.zip

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1 minute ago, Vortale said:

It's come to my attention that most of the skies I've used have been removed from the textures and have defaulted to AASHITTY (which some may argue is indicative to the map itself). While the default sky is supposed to be the starry night, the other areas are busted. I figure it would be easier to adhere to the textures currently in the pack rather than ask for the other skies to be inserted, since it seems my map is the only one with this issue.

 

Plus it gives me the opportunity to fix a couple of small oversights I've seen from testing, mostly a change in progression so that people don't wander in circles 20 times then IDCLEV18 after cursing my name.

 

Unless something else goes horribly wrong, this should be the last time I update this.

Timeandspace1.2.zip

Ooops, sorry. For whatever reason it didn't occur to me to check if anyone uses sky transfer. I can bring them back easily if this is what you prefer, I still have them backed up.

One of the pitfalls of trying to take over someone else's project is that you don't always see everything you need.

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6 minutes ago, ViolentBeetle said:

Ooops, sorry. For whatever reason it didn't occur to me to check if anyone uses sky transfer. I can bring them back easily if this is what you prefer, I still have them backed up.

One of the pitfalls of trying to take over someone else's project is that you don't always see everything you need.

 

Nah, don't worry about reinserting them. Thankfully, the skies currently in the pack were close enough to what I had before, they just had different names, so that was the only thing I needed to change.

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26 minutes ago, Vortale said:

 

Nah, don't worry about reinserting them. Thankfully, the skies currently in the pack were close enough to what I had before, they just had different names, so that was the only thing I needed to change.

Ok, then let's go with the new skies.

 

By the way, does everyone have all 3 difficulties on their maps? I'll be checking this too.

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1 hour ago, ViolentBeetle said:

By the way, does everyone have all 3 difficulties on their maps? I'll be checking this too.

 

At least, I've tried to implement them in a fair way. I hope that not messed it up.

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I regret not being able to contribute a map to this, I lost steam on three abortive efforts and eventually just had too many real-world commitments to meet.  Still, I can't wait to play what you guys have done--I still just adore the concept behind this and am in as much awe as ever at how much creativity is floating around here.  And maybe I'll finish up one or two of the maps I started and release them standalone at some point...

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On 8/6/2022 at 11:42 AM, ViolentBeetle said:

By the way, does everyone have all 3 difficulties on their maps? I'll be checking this too.

 

Mine does. Plus an additional three difficulty settings for co-op. I recommend everybody to give my map a try on UV co-op (not by yourself because then there is not enough ammo). There's a whole new battle in the map, plus one of the archies

Spoiler

seems to have multiplied by about 600%.

 

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  • 2 weeks later...

So after doing a playthrough, this is what I found in terms of things that need fixing:

Broken sky for map25

Broken texture at the end fight of map10

I believe there's a missing audio track for map28, as it just goes silent once you get to the goose room.

One of the cacos plugged the monster teleport closet in map29 (specifically, the 2nd set from the left of the map. The 2nd from the right got jammed for some reason, which was weird as the one on the far right was fine despite being identical).

 

If these are known I apologise, but I figure I'd post to let people know what's happening.

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9 hours ago, Vortale said:

So after doing a playthrough, this is what I found in terms of things that need fixing:

Broken sky for map25

Broken texture at the end fight of map10

I believe there's a missing audio track for map28, as it just goes silent once you get to the goose room.

One of the cacos plugged the monster teleport closet in map29 (specifically, the 2nd set from the left of the map. The 2nd from the right got jammed for some reason, which was weird as the one on the far right was fine despite being identical).

 

If these are known I apologise, but I figure I'd post to let people know what's happening.

I'll make sure to take a look. those seems minor enough for quick fix. Is the entire sky broken or just some segments?

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  • 2 weeks later...
On 8/16/2022 at 12:20 AM, Vortale said:

I believe there's a missing audio track for map28, as it just goes silent once you get to the goose room.

@Spendoragon can you help me out?

I know nothing about music and I assume thing type 14101 present at the destination has something to do with music change. How is it supposed to work? Chances are some vital infrastructure got missing during compilation.

 

Update: Nevermind, I tracked what went missing down.

Edited by ViolentBeetle

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Is MAP08 (Ant by 7Soul) broken?

Seems like a voodoo script can't be activated that is supposed to do something.

 

I contacted the author but don't know when I get the answer so maybe you all know something I don't?

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16 minutes ago, ViolentBeetle said:

Is MAP08 (Ant by 7Soul) broken?

Seems like a voodoo script can't be activated that is supposed to do something.

 

Nope, it isn't broken. Tested right now RC1 version on latest DSDA - maxed. Progression is a little bit confusing:

 

Spoiler

you need to trigger invisible line to open closet with chaingunners and button

 

thats it, for the rest it's usual key-door hunting

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Just now, CblBOPOTKA said:

 

Nope, it isn't broken. Tested right now RC1 version on latest DSDA - maxed. Progression is a little bit confusing:

 

  Hide contents

you need to trigger invisible line to open closet with chaingunners and button

 

thats it, for the rest it's usual key-door hunting

But I did find it. I went all the way until opening the door to purple platform next to blue key. This one seems to be controlled by voodoo doll that in turn is not activated by anything.

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25 minutes ago, ViolentBeetle said:

But I did find it. I went all the way until opening the door to purple platform next to blue key. This one seems to be controlled by voodoo doll that in turn is not activated by anything.

 

demo: diy_08_2.rar

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5 minutes ago, Nefelibeta said:

Hi, can you please adjust the teleport line at the ending of my map(Map30 I believe) so you can't linedef skip? Thanks a lot

I'm not sure which one. I did notice there's a stuck monster closet with all the imps and cyberdemon though so I fixed that for now.

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1 minute ago, ViolentBeetle said:

I'm not sure which one. I did notice there's a stuck monster closet with all the imps and cyberdemon though so I fixed that for now.

The long ass tunnel at the purple area, there's a line at the end of it.

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2 minutes ago, Nefelibeta said:

The long ass tunnel at the purple area, there's a line at the end of it.

Ok, I added a couple more lines to minimize the risk of the skip.

Say, is there a reason why opening shootable line is not the border of the starting box? That would be more intuitive.

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Just now, ViolentBeetle said:

Say, is there a reason why opening shootable line is not the border of the starting box? That would be more intuitive.

uhh, I wasn't thinking clearly. :^)

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