Amiga Angel Posted April 9, 2023 39 minutes ago, ViolentBeetle said: I think this is fine by me. If you are done, I'll write it down as such. I dont think I have more to add to it so just mark it as done. 0 Quote Share this post Link to post
The Fabulous Cube Posted April 9, 2023 3 hours ago, ViolentBeetle said: I didn't see anything that would bother me. Beside the pickups, do you want to adjust anything? You mean the stuff in the red sectors outside of the samplemap.wad bounds, right? I'll just remove those sectors. I've actually gone to the trouble to calculate monster health for each level and provide enough ammo to finish. (Again, I would expect UV players to utilize punch and infighting, HMP players not so much, and ITYTD players not at all). Everything inside the bounds is supposed to be there. Player health is much more difficult, but we're allowed to use stim/Medpacks, right? That, said, yeah, I've still got some adjusting to do anyway. 0 Quote Share this post Link to post
reaction Posted April 10, 2023 (edited) Here's my E2M3 segment - quilt-e2m3-rxn-v1.zip I tried to cram as many memorable and recognizable locations and visuals as I could into a 1024x1024 box. I generally attempted to be as faithful as I could be so you'll see some funky stuff like flat change to nukage with no change in height which I feel just adds to the tribute. I've got 5 connectors, @ViolentBeetle if you need me to move any let me know and I can probably figure it out. Edited April 10, 2023 by reaction 0 Quote Share this post Link to post
Faceman2000 Posted April 10, 2023 1 minute ago, reaction said: Here's my E2M3 segment - quilt-e2m3-rxn-v1.zip I tried to cram as many memorable and recognizable locations and visuals as I could into a 1024x1024 box. I generally attempted to be as faithful as I could be so you'll see some funky stuff like flat change to nukage with no change in height which I feel just adds to the tribute. I've got 5 connectors, @ViolentBeetle if you need me to move any let me know and I can probably figure it out. Gonna tell you right now, you’re gonna have to move the North and East entrance, and delete the Southwest one. They have to be centered on relative to the center of your square, so they line up with the other quilts - see the example map he posted or, well, most the other maps in the thread. 1 Quote Share this post Link to post
reaction Posted April 10, 2023 Sweet, so all 4 cardinal directions need one? @ViolentBeetle Can you confirm and I can make the change without much hassle. 0 Quote Share this post Link to post
Faceman2000 Posted April 10, 2023 19 minutes ago, reaction said: Sweet, so all 4 cardinal directions need one? @ViolentBeetle Can you confirm and I can make the change without much hassle. No, only two directions need one, but everywhere there is one it needs to be centered. Sorry, I wasn’t clear. 0 Quote Share this post Link to post
ViolentBeetle Posted April 10, 2023 1 hour ago, reaction said: Sweet, so all 4 cardinal directions need one? @ViolentBeetle Can you confirm and I can make the change without much hassle. Yeah, exits needs to be aligned with the middle or to not exist. You have left and bottom which should be enough, move the other two or delete them - at your discretion. 0 Quote Share this post Link to post
SuyaSSS Posted April 10, 2023 (edited) e4m8 tribute Only includes the final fight since the Spider Mastermind is such a big guy. The staircase area is misaligned on purpose Edited April 10, 2023 by SuyaSS 3 Quote Share this post Link to post
The Fabulous Cube Posted April 10, 2023 Great! Here you go: E2M5quilt.zip Easy, Medium, Hard levels implemented Tested in Crispy Doom All 4 exits, and aligned as given Only used Medikits, stimpacks, small ammo pickups, and armor bonus (Rad Suit also doesn't count) Yellow Skull key is on the platform you can only reach after raising the platform with the switch on the opposite side of the map, OR using the secret teleport in the back the Baron Of Hells/Cacodemon room (requires raising the steps using the switch in the traditional opening room) This was fun. I learned a LOT! I can see why they say to never publish your first map, I'm almost afraid to look back at E2M6 now. I tried to follow Romero's design principles, but I can already tell a novice mistake is overusing SUPPORT3, because I did it. On a map this small, sound propagation became very important, too! And I spent about an hour researching strafe running because I noticed you could pop in the East door, grab the prize and go. But you can bypass 90% of the map in E1M4 by making a similar jump, I just didn't want to repeat that. 2 Quote Share this post Link to post
ViolentBeetle Posted April 10, 2023 10 hours ago, SuyaSS said: e4m8 tribute Only includes the final fight since the Spider Mastermind is such a big guy. The staircase area is misaligned on purpose This looks good enough for me. Very tough, someone's going to have to bring the whole arsenal in from elsewhere, probably. 0 Quote Share this post Link to post
ViolentBeetle Posted April 10, 2023 5 hours ago, The Fabulous Cube said: Great! Here you go: E2M5quilt.zip Easy, Medium, Hard levels implemented Tested in Crispy Doom All 4 exits, and aligned as given Only used Medikits, stimpacks, small ammo pickups, and armor bonus (Rad Suit also doesn't count) Yellow Skull key is on the platform you can only reach after raising the platform with the switch on the opposite side of the map, OR using the secret teleport in the back the Baron Of Hells/Cacodemon room (requires raising the steps using the switch in the traditional opening room) This was fun. I learned a LOT! I can see why they say to never publish your first map, I'm almost afraid to look back at E2M6 now. I tried to follow Romero's design principles, but I can already tell a novice mistake is overusing SUPPORT3, because I did it. On a map this small, sound propagation became very important, too! And I spent about an hour researching strafe running because I noticed you could pop in the East door, grab the prize and go. But you can bypass 90% of the map in E1M4 by making a similar jump, I just didn't want to repeat that. Definitely recognize a lot of elements, I guess I'm marking it as done too. We are getting close. 1 Quote Share this post Link to post
dac Posted April 11, 2023 It's still the holiday weekend! quilt_e4m1_dac.wad The near entire level fits in there. Nothing too fancy, but the NIN room is there (and has the yellow key!) and more importantly, I kept the E4M1 staple of no health pickups on UV. Level should be traversable from any point. 1 Quote Share this post Link to post
Pistoolkip Posted April 11, 2023 Almost done with E4M3. Will finish up tomorrow. 0 Quote Share this post Link to post
BeachThunder Posted April 11, 2023 20 minutes ago, dac said: It's still the holiday weekend! quilt_e4m1_dac.wad The near entire level fits in there. Nothing too fancy, but the NIN room is there (and has the yellow key!) and more importantly, I kept the E4M1 staple of no health pickups on UV. Level should be traversable from any point. You're missing some textures: 0 Quote Share this post Link to post
dac Posted April 11, 2023 ...God damnit I need sleep. Anyway, should be fixed now. 0 Quote Share this post Link to post
The Fabulous Cube Posted April 11, 2023 Ultimate Doom Builder has a "Map Analysis" mode (hot key F4). You can select a lot of things you do or don't want to check, one of them is "Check missing textures". It gives you a list and selects them on the map for you. 1 Quote Share this post Link to post
Pistoolkip Posted April 11, 2023 (edited) @ViolentBeetle here's my submission Mapslot: E4M3 Author: Pistoolkip Version: 1DownloadNotes: The blue corridor is for playtest purposes only. Please delete it and anything in it before adding my segment to the quilt. I also put in some sound blocking lines at the entrances, it's best if these are preserved to prevent monsters from waking up across the map and start wandering. The invulnerability is iconic, but if you feel it needs to be removed, feel free to do so. The RL can also be removed or moved elsewhere. I tried to keep monster placement, item placement, and texture usage close to the original, but I did add some additional detailing. Screenshot & Map Spoiler Edited April 11, 2023 by Pistoolkip 4 Quote Share this post Link to post
BeachThunder Posted April 11, 2023 1 hour ago, Pistoolkip said: @ViolentBeetle here's my submission Mapslot: E4M3 Author: Pistoolkip Version: 1DownloadNotes: The blue corridor is for playtest purposes only. Please delete it and anything in it before adding my segment to the quilt. I also put in some sound blocking lines at the entrances, it's best if these are preserved to prevent monsters from waking up across the map and start wandering. The invulnerability is iconic, but if you feel it needs to be removed, feel free to do so. The RL can also be removed or moved elsewhere. I tried to keep monster placement, item placement, and texture usage close to the original, but I did add some additional detailing. Screenshot & Map Hide contents Looking great. You'll probably have to remove both spheres, though. I think a large part of this project is to only include one major 'treasure' per segment. Perhaps replace the invulnerability with the yellow skull and ViolentBeetle can then set it to be an invulnerability in the final version. 1 Quote Share this post Link to post
ViolentBeetle Posted April 11, 2023 I'm still around, but a little tired to check recent submissions today. I'll give feedback tomorrow.@reaction did it come across that I'm waiting for you to adjust your door placement and possibly delete those who can't be adjusted? 0 Quote Share this post Link to post
reaction Posted April 11, 2023 (edited) Yup, understood. Sorry, didn't have a chance yesterday, I'll do it today in a couple hours time and post here. Edit: @ViolentBeetle quilt-e2m3-rxn-v1.1.zip Spoiler Connectors fixed - there's 3 total and I can add a North connector if needed but I'd prefer not to. Edited April 12, 2023 by reaction 0 Quote Share this post Link to post
nrofl Posted April 12, 2023 https://www.dropbox.com/s/e8ofdioogil2kfs/E1M7 (1).wad?dl=0 E1M7 2 Quote Share this post Link to post
DRON12261 Posted April 12, 2023 (edited) Phew, I finally got to Builder today. Here's what I did, geometry and lighting are ready, the design is also inspired by ADO2022. It remains to implement the gameplay later and send it to release. This piece will be linear with 2 passes (entrance on the pits side, exit on the icon side) and I assume it will lead from the E4M6 piece directly to the final E4M8 piece. I recreated this location (E4M7): Edited April 12, 2023 by DRON12261 3 Quote Share this post Link to post
xdude_gamer Posted April 12, 2023 Oh nice! Is this like Angry Quilt and all of that? I made the music for AQ3, so I'll see if I can cook up a track. If not, I will happily playtest. 0 Quote Share this post Link to post
ViolentBeetle Posted April 13, 2023 On 4/11/2023 at 3:38 AM, dac said: It's still the holiday weekend! quilt_e4m1_dac.wad The near entire level fits in there. Nothing too fancy, but the NIN room is there (and has the yellow key!) and more importantly, I kept the E4M1 staple of no health pickups on UV. Level should be traversable from any point. Your teleport pad flat got misaligned because you mapped off-grid, but there's no reason why it can't be moved. And also some pickups are not supposed to be, but I'll fix both of those on assembly, so no need to do anything for you. Accepted. On 4/11/2023 at 3:42 PM, Pistoolkip said: @ViolentBeetle here's my submission Mapslot: E4M3 Author: Pistoolkip Version: 1DownloadNotes: The blue corridor is for playtest purposes only. Please delete it and anything in it before adding my segment to the quilt. I also put in some sound blocking lines at the entrances, it's best if these are preserved to prevent monsters from waking up across the map and start wandering. The invulnerability is iconic, but if you feel it needs to be removed, feel free to do so. The RL can also be removed or moved elsewhere. I tried to keep monster placement, item placement, and texture usage close to the original, but I did add some additional detailing. Screenshot & Map Reveal hidden contents I'll probably treat invulnerability as the prize here. I'll also probably be adding sound blockers between segments. Teleport lines on entrance are part of your intentional design? Overall, everything seems fine. 0 Quote Share this post Link to post
Pistoolkip Posted April 13, 2023 (edited) 45 minutes ago, ViolentBeetle said: Your teleport pad flat got misaligned because you mapped off-grid, but there's no reason why it can't be moved. And also some pickups are not supposed to be, but I'll fix both of those on assembly, so no need to do anything for you. Accepted. I'll probably treat invulnerability as the prize here. I'll also probably be adding sound blockers between segments. Teleport lines on entrance are part of your intentional design? Overall, everything seems fine. Yeah, the TPs are intentional, moving you to the start location of the original map really brings out the challenge in this little arena. The invul as prize would be fine. I just hope it doesn't ruin any of my neighbours segments Edited April 13, 2023 by Pistoolkip 0 Quote Share this post Link to post
DRON12261 Posted April 13, 2023 E4M7 Ready! Implemented levels of difficulty, the requirements are met, though on Chocolate Doom does not run, but we agreed to -complevel Ultimate Doom in DSDA. The piece is linear, there is a clear entry and exit. The entry is supposed to be from E4M(1-6) and my E4M7 will lead directly to the final piece of E4M8. Screenshot (duplicated from a previous post): Spoiler Gameplay: Map: Tribute Quilt E4M7.zip 2 Quote Share this post Link to post
reaction Posted April 13, 2023 @ViolentBeetle I see my map is still marked as 'Doors in wrong place' on Sheets, do you need me to further adjust the doors? 0 Quote Share this post Link to post
ViolentBeetle Posted April 13, 2023 1 minute ago, reaction said: @ViolentBeetle I see my map is still marked as 'Doors in wrong place' on Sheets, do you need me to further adjust the doors? No, sorry, I haven't had time and/or energy to go through all the submissions, including yours. I'll doing that tomorrow and I will tell you about the doors. 0 Quote Share this post Link to post
reaction Posted April 13, 2023 @ViolentBeetle Fair enough. If you need a hand with something just lemme know and I can probably help out. 0 Quote Share this post Link to post
Faceman2000 Posted April 13, 2023 Same! I’d be happy to help test or even help during the compiling stage if you need any help! 0 Quote Share this post Link to post
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