RastaManGames Posted April 27, 2023 (edited) @DRON12261 As I said in the past: "Nature landscapes is my biggest weakness." And no need to worry. I am gonna fix critical bugs by myself, since I had good sleep. Edited April 27, 2023 by RastaManGames 2 Quote Share this post Link to post
RastaManGames Posted April 27, 2023 (edited) I made a fix of some things on MAP16: Fixed these unescapable graves for good, so you can't fall into them for sure. Got rid of that broken "deep" water. Made these staircases in the church taller, so player not gonna beat his head on the ceilings of these. Added some "natural" formations in the few areas, so it can look more "natural". Download V2 (Google.Drive) P.S.: @EPICALLL Also I want to take MAP09: "Computer Storage" for now. Edited April 27, 2023 by RastaManGames 1 Quote Share this post Link to post
EPICALLL Posted April 27, 2023 15 minutes ago, RastaManGames said: I made a fix of some things on MAP16: Fixed these unescapable graves for good, so you can't fall into them for sure. Got rid of that broken "deep" water. Made these staircases in the church taller, so player not gonna beat his head on the ceilings of these. Added some "natural" formations in the few areas, so it can look more "natural". Download V2 (Google.Drive) P.S.: @EPICALLL Also I want to take MAP09: "Computer Storage" for now. Looks and sounds good. You got it, then. 1 Quote Share this post Link to post
Heretic926 Posted April 27, 2023 @EPICALLLI thought for a while and decided to take MAP31: I Dunno Torn. Gonna be very gothic (even more if I use some gothic textures from Scythe 2, with your permission of course). It's stunning how quickly RastaMan has become the biggest contributor to the project, holy hell. 1 Quote Share this post Link to post
A2Rob Posted April 27, 2023 Update Fixed texture issues addressed above Added a couple more rad suits I forgot to credit the midi used. "Pipeline" by Alfonzo. 2 Quote Share this post Link to post
EPICALLL Posted April 27, 2023 35 minutes ago, Heretic926 said: @EPICALLLI thought for a while and decided to take MAP31: I Dunno Torn. Gonna be very gothic (even more if I use some gothic textures from Scythe 2, with your permission of course). It's stunning how quickly RastaMan has become the biggest contributor to the project, holy hell. Go ahead, use the textures, however... I will limit you on this one a small bit; there must be at least three textures used from scythe 1, as this is still a scythe 1 remake. 0 Quote Share this post Link to post
EPICALLL Posted April 27, 2023 29 minutes ago, A2Rob said: Update Fixed texture issues addressed above Added a couple more rad suits I forgot to credit the midi used. "Pipeline" by Alfonzo. Added. If you want to, you may now pick a different map. 0 Quote Share this post Link to post
EPICALLL Posted April 28, 2023 Also, for all you guys, I shouldn't have to say this, but please don't make your map in the MAP01 slot, as it is an absolute pain in the ass to change that, a few seconds of your time for five minutes of mine, eh? 1 Quote Share this post Link to post
RastaManGames Posted April 28, 2023 @EPICALLL I hope that I didn't gave you much pain in this area, since I am using UMAPINFO as temporary measure along with proper map's slot... 0 Quote Share this post Link to post
EPICALLL Posted April 28, 2023 Just now, RastaManGames said: @EPICALLL I hope that I didn't gave you much pain in this area, since I am using UMAPINFO as temporary measure along with proper map's slot... No, that works just fine. My gripe is only with people who don't bother to 1. Change the map number to correspond with the map they are replacing 2. Refrain from changing D_RUNNIN 3. Don't provide a UMAPINFO of DEHACKED file for it 1 Quote Share this post Link to post
RastaManGames Posted April 30, 2023 (edited) Finally... I finished MAP09. It took that long 'cause I wasn't that pleased with original source, so I had to change few things a bit. If MAP04 and MAP16 are too close to original and MAP03 is somewhat balanced, this MAP09 can be something like MAP05, I guess. Map Name: "Abandoned Circuits"Author: @RastaManGamesEnemy Count (without lost souls): 84Enemy Count (with lost souls): Damn, these little rasclas are so rare in this map pack...Multiplayer Compatibility: Yes (additional cooperative starts and few deathmatch starts)Map Description: You stepped into the abandoned facility that worked with some electronics. There was rumors that this facility have created most of computers or, at least, their screens. Now this place is haunted by the presence of Hellish pests and you have no choice but make your way through. Also, near that place there is some nukage rift, so be very careful and not step into that waste, if only you want to have an additional pair of arms and legs.Author's Notes/Hindsight: Oh, boy... Where I can start? There was three places marked as secrets, but they wasn't secrets at all. Beside that, progression of this map was kinda confusing and sad, since there was a moment where you lowering crates with red keycard, but you have, literally, 0 indication of what you have done. Here is a small list of stuff what was changed (for good, IMHO): Blursphere now is really secret, since it is not in the direct reach of player. Place with red keycard lowering switch was moved near outer storage area and player can see where his action is leading. Previous place of this switch was turned into secret. Added one secret with SSG, since it is really sad to be on MAP09 and with Ravenants, but w/o SSG. Added classic GR-triggered secret with yummy prize to find. Blue keycard are not just sitting in the corridor. It have its own room that can be seen thru the yellow locked bars. Finally, some motivation to reach that area! RL looked really sad in that gut-shaped corridor. Now it has its own room too that locked by yellow keycard. And again, here is some motivation to find this keycard! Strange room filled with nukage was turned into something more lucrative to see. Some monster's positions was kinda swapped out and some monsters was added to the outer storage area spawner just for more meaty chaos. Comparison: Spoiler Download V1 (Google.Drive) Additional Credits: Robert Prince for "Gut Wrencher" track. Edited April 30, 2023 by RastaManGames V1 -> V2 1 Quote Share this post Link to post
EPICALLL Posted April 30, 2023 23 minutes ago, RastaManGames said: Finally... I finished MAP09. It took that long 'cause I wasn't that pleased with original source, so I had to change few things a bit. If MAP04 and MAP16 are too close to original and MAP03 is somewhat balanced, this MAP09 can be something like MAP05, I guess. Map Name: "Abandoned Circuits"Author: @RastaManGamesEnemy Count (without lost souls): 84Enemy Count (with lost souls): Damn, these little rasclas are so rare in this map pack...Multiplayer Compatibility: Yes (additional cooperative starts and few deathmatch starts)Map Description: You stepped into the abandoned facility that worked with some electronics. There was rumors that this facility have created most of computers or, at least, their screens. Now this place is haunted by the presence of Hellish pests and you have no choice but make your way through. Also, near that place there is some nukage rift, so be very careful and not step into that waste, if only you want to have an additional pair of arms and legs.Author's Notes/Hindsight: Oh, boy... Where I can start? There was three places marked as secrets, but they wasn't secrets at all. Beside that, progression of this map was kinda confusing and sad, since there was a moment where you lowering crates with red keycard, but you have, literally, 0 indication of what you have done. Here is a small list of stuff what was changed (for good, IMHO): Blursphere now is really secret, since it is not in the direct reach of player. Place with red keycard lowering switch was moved near outer storage area and player can see where his action is leading. Previous place of this switch was turned into secret. Added one secret with SSG, since it is really sad to be on MAP09 and with Ravenants, but w/o SSG. Added classic GR-triggered secret with yummy prize to find. Blue keycard are not just sitting in the corridor. It have its own room that can be seen thru the yellow locked bars. Finally, some motivation to reach that area! RL looked really sad in that gut-shaped corridor. Now it has its own room too that locked by yellow keycard. And again, here is some motivation to find this keycard! Strange room filled with nukage was turned into something more lucrative to see. Some monster's positions was kinda swapped out and some monsters was added to the outer storage area spawner just for more meaty chaos. Comparison: Reveal hidden contents Download V1 (Google.Drive) Additional Credits: Robert Prince for "Gut Wrencher" track. The only complaint I have is this; Maybe make it a *little* bit easier, this feels more like an episode two map than an episode one map in terms of gameplay... Speaking of which, (if you plan to do another) what map are you looking at next? 0 Quote Share this post Link to post
RastaManGames Posted April 30, 2023 (edited) @EPICALLL Not sure about next one. I might have some good rest after a while. Hm... What do you mean about difficulty? I mean... Enemy count is only 84, when on original map it was 74. Sure, there might be something about enemy quality, not quantity, but... On which exact area you had more difficulties? I have suspicion that it might be outer storage area near red keycard. Even with this, there is some decorations inside of main building that you can use as coverage from good half of enemy's projectiles. Edited April 30, 2023 by RastaManGames 0 Quote Share this post Link to post
EPICALLL Posted April 30, 2023 Just now, RastaManGames said: @EPICALLL Not sure about next one. I might have some good rest after a while. Hm... What do you mean about difficulty? I mean... Enemy count is only 84, when on original map it was 74. Sure, there might be something about enemy quality, not quantity, but... On which exact area you had more difficulties? I have suspicion that it might be outer storage area near red keycard. Even with this, there is some decorations that you can use as coverage from good half of enemy's projectiles. On second thought... looking back at my screenshots... I missed the Green Armour, that's probably why, lol... In that case, your map is added!@Lorcav Are you going to fix your map? If not, I guess one of us can take over and fix it... However I do wildly prefer that you fix it yourself, because it is YOUR map after all. 1 Quote Share this post Link to post
RastaManGames Posted April 30, 2023 (edited) Here is a V2 of my MAP09: Those cheeky opened crates has returned to the starting room, but they are still not a secrets. Fixed wrong alignment of texture for one particular lift. Added some fancy lighting to the ceiling of "nukage room". Download V2 (Google.Drive) P.S.: A big shout to @DRON12261, since he helped me to find these rough edges of my entry. Personally, I think that we really need some kind of quality control, @EPICALLL... Edited April 30, 2023 by RastaManGames V2 -> V3 1 Quote Share this post Link to post
Lorcav Posted April 30, 2023 5 hours ago, EPICALLL said: @Lorcav Are you going to fix your map? If not, I guess one of us can take over and fix it... However I do wildly prefer that you fix it yourself, because it is YOUR map after all. I will withdraw my map. Looking forward to playing the completed project when it's done! 0 Quote Share this post Link to post
EPICALLL Posted April 30, 2023 51 minutes ago, Lorcav said: I will withdraw my map. Looking forward to playing the completed project when it's done! Alright then... I guess the slot is open for anyone else, now. 1 Quote Share this post Link to post
EPICALLL Posted April 30, 2023 1 hour ago, RastaManGames said: Here is a V2 of my MAP09: Those cheeky opened crates has returned to the starting room, but they are still not a secrets. Fixed wrong alignment of texture for one particular lift. Added some fancy lighting to the ceiling of "nukage room". Download V2 (Google.Drive) P.S.: A big shout to @DRON12261, since he helped me to find these rough edges of my entry. Personally, I think that we really need some kind of quality control, @EPICALLL... The quality control is mainly just making sure that I'm not the only person going "well, actually..." 0 Quote Share this post Link to post
Heretic926 Posted April 30, 2023 2 hours ago, RastaManGames said: Here is a V2 of my MAP09: Those cheeky opened crates has returned to the starting room, but they are still not a secrets. Fixed wrong alignment of texture for one particular lift. Added some fancy lighting to the ceiling of "nukage room". Download V2 (Google.Drive) P.S.: A big shout to @DRON12261, since he helped me to find these rough edges of my entry. Personally, I think that we really need some kind of quality control, @EPICALLL... Just gave it a shot - you're keeping the quality. There's so much doom-cute elements, it's astonishing! Although I had one problem: red key was supposed to lower when the player pressed the red switch (with monster teleporting in that area), but it didn't. I don't know if it's a bug, a mapping error or me missing something. IMHO, the music doesn't really work in this map, but you've gotta be bold to use "Gut Wrencher" in your map. 1 Quote Share this post Link to post
RastaManGames Posted April 30, 2023 34 minutes ago, Heretic926 said: Although I had one problem: red key was supposed to lower when the player pressed the red switch (with monster teleporting in that area), but it didn't. It is really obscure, since I had no such a problem in both "DSDA-Doom" and "Doom Retro" source-ports and even map format is pure Doom 2 and not something like Boom or MBF21... 0 Quote Share this post Link to post
RastaManGames Posted April 30, 2023 Damn me! My eyes are really weak today, I guess... I hope that this is final version of this damned map... A V3 of MAP09. Changes are ridiculous: Fixed cursed alignment of the bricks in that elevator shaft (yes, this place again). Also fixed more bad alignment near administrator's office. (This one is most important) Poor lost tech lamp now is free and it has nice light gradient near exit switch. Download V3 (Google.Drive) 1 Quote Share this post Link to post
DRON12261 Posted April 30, 2023 (edited) So, after a week of thinking, it's time for a breaking point (although it's really a breaking point only for me). I propose to completely reboot this community project (keeping the current work, but refining a certain part of it). And I need to be at least a second leader of the project, if not the main leader, who will control the quality of maps and finally set a new strict rules and standard of the project, which will follow all without exception under my control. I will be honest, I think this project started very poorly and spontaneously. Maybe it was supposed to be just another "just for fun" project like "YourWad: How we remember it" and stuff like that, but I think that Scythe deserves much better than that. I want to bring this project to a great result, where experienced mappers would work, where the project would be very carefully structured process of development and testing, where the project would have a leader with a clear vision of this project and all its members would follow him, which would avoid the final idea chaos and generally possible low quality megawad. I want to implement a project that would not be ashamed to run and pass by Erik Alm himself. I don't know, @EPICALLL, if this is your first experience in running a community project or not, but I don't think you can pull it off, it's not an easy task, even for experienced person in the community (RastaMan can confirm that, he had repeated experience with these things). In theory, I could create another remake thread, but I don't want to divide the local community involved in this project, as well as a duplicate megawad in general. If the overall decision is positive, this topic will be closed and I'll create a new one with a detailed description of the project and conditions for participation. All current works will migrate there, but a small part of them will be finalized either by the author or by me. I would need to get confirmation from the authors of ready-made maps and those maps that are in development, that they are ready to pass them for further revision, if necessary. Of course, while preserving the primary authorship of the map, the author of modifications will be listed as a secondary author. It is not necessarily engaged in revision by me. I can appoint for this mapper, whose skills I will be sure, usually it will be those who will be good in general, to participate in the project, who will have a minimum of revisions, who will partly understand where the project should lead, and who himself will be willing to express a desire to do it. I'll create a new topic in about a week, I'll need time to think through all the details. Also, I might get in touch with a couple of experienced mappers I know, and probably get them involved somehow. I will probably even set up a separate discord server to provide a more convenient development process. If the answer is no, I'll just quietly leave this project. I want everyone involved in this project to let me know what they think about it:@EPICALLL@DoctorNuriel@DynamiteKaitorn@RastaManGames@A2Rob@MoiraHeart@Heretic926@Andrea Rovenski@stupid (tsocheff) Edited April 30, 2023 by DRON12261 7 Quote Share this post Link to post
EPICALLL Posted April 30, 2023 2 hours ago, DRON12261 said: So, after a week of thinking, it's time for a breaking point (although it's really a breaking point only for me). I propose to completely reboot this community project (keeping the current work, but refining a certain part of it). And I need to be at least a second leader of the project, if not the main leader, who will control the quality of maps and finally set a new strict rules and standard of the project, which will follow all without exception under my control. I will be honest, I think this project started very poorly and spontaneously. Maybe it was supposed to be just another "just for fun" project like "YourWad: How we remember it" and stuff like that, but I think that Scythe deserves much better than that. I want to bring this project to a great result, where experienced mappers would work, where the project would be very carefully structured process of development and testing, where the project would have a leader with a clear vision of this project and all its members would follow him, which would avoid the final idea chaos and generally possible low quality megawad. I want to implement a project that would not be ashamed to run and pass by Erik Alm himself. I don't know, @EPICALLL, if this is your first experience in running a community project or not, but I don't think you can pull it off, it's not an easy task, even for experienced person in the community (RastaMan can confirm that, he had repeated experience with these things). In theory, I could create another remake thread, but I don't want to divide the local community involved in this project, as well as a duplicate megawad in general. If the overall decision is positive, this topic will be closed and I'll create a new one with a detailed description of the project and conditions for participation. All current works will migrate there, but a small part of them will be finalized either by the author or by me. I would need to get confirmation from the authors of ready-made maps and those maps that are in development, that they are ready to pass them for further revision, if necessary. Of course, while preserving the primary authorship of the map, the author of modifications will be listed as a secondary author. It is not necessarily engaged in revision by me. I can appoint for this mapper, whose skills I will be sure, usually it will be those who will be good in general, to participate in the project, who will have a minimum of revisions, who will partly understand where the project should lead, and who himself will be willing to express a desire to do it. I'll create a new topic in about a week, I'll need time to think through all the details. Also, I might get in touch with a couple of experienced mappers I know, and probably get them involved somehow. I will probably even set up a separate discord server to provide a more convenient development process. If the answer is no, I'll just quietly leave this project. I want everyone involved in this project to let me know what they think about it:@EPICALLL@DoctorNuriel@DynamiteKaitorn@RastaManGames@A2Rob@MoiraHeart@Heretic926@Andrea Rovenski@stupid (tsocheff) Sounds like good enough an idea. You got my vote. 0 Quote Share this post Link to post
MoiraHeart Posted April 30, 2023 Yeah I haven't started much yet since the deadline includes the whole summer, so I'm voting yes. 0 Quote Share this post Link to post
Heretic926 Posted April 30, 2023 2 hours ago, DRON12261 said: So, after a week of thinking, it's time for a breaking point (although it's really a breaking point only for me). I propose to completely reboot this community project (keeping the current work, but refining a certain part of it). And I need to be at least a second leader of the project, if not the main leader, who will control the quality of maps and finally set a new strict rules and standard of the project, which will follow all without exception under my control. I will be honest, I think this project started very poorly and spontaneously. Maybe it was supposed to be just another "just for fun" project like "YourWad: How we remember it" and stuff like that, but I think that Scythe deserves much better than that. I want to bring this project to a great result, where experienced mappers would work, where the project would be very carefully structured process of development and testing, where the project would have a leader with a clear vision of this project and all its members would follow him, which would avoid the final idea chaos and generally possible low quality megawad. I want to implement a project that would not be ashamed to run and pass by Erik Alm himself. I don't know, @EPICALLL, if this is your first experience in running a community project or not, but I don't think you can pull it off, it's not an easy task, even for experienced person in the community (RastaMan can confirm that, he had repeated experience with these things). In theory, I could create another remake thread, but I don't want to divide the local community involved in this project, as well as a duplicate megawad in general. If the overall decision is positive, this topic will be closed and I'll create a new one with a detailed description of the project and conditions for participation. All current works will migrate there, but a small part of them will be finalized either by the author or by me. I would need to get confirmation from the authors of ready-made maps and those maps that are in development, that they are ready to pass them for further revision, if necessary. Of course, while preserving the primary authorship of the map, the author of modifications will be listed as a secondary author. It is not necessarily engaged in revision by me. I can appoint for this mapper, whose skills I will be sure, usually it will be those who will be good in general, to participate in the project, who will have a minimum of revisions, who will partly understand where the project should lead, and who himself will be willing to express a desire to do it. I'll create a new topic in about a week, I'll need time to think through all the details. Also, I might get in touch with a couple of experienced mappers I know, and probably get them involved somehow. I will probably even set up a separate discord server to provide a more convenient development process. If the answer is no, I'll just quietly leave this project. I want everyone involved in this project to let me know what they think about it:@EPICALLL@DoctorNuriel@DynamiteKaitorn@RastaManGames@A2Rob@MoiraHeart@Heretic926@Andrea Rovenski@stupid (tsocheff) You have my vote. Since I've got plenty of time, I'm volunteering to test future submissions for bugs and implemented difficulties. I always forget to ask @EPICALLL this thing: in attached spreadsheet the map you remade is tagged "ready". Can you show it? I think it would be nice for you to get a feedback. 0 Quote Share this post Link to post
tsocheff Posted April 30, 2023 i've got time so yes, this project did start in a lack luster way 0 Quote Share this post Link to post
EPICALLL Posted April 30, 2023 56 minutes ago, Heretic926 said: You have my vote. Since I've got plenty of time, I'm volunteering to test future submissions for bugs and implemented difficulties. I always forget to ask @EPICALLL this thing: in attached spreadsheet the map you remade is tagged "ready". Can you show it? I think it would be nice for you to get a feedback. As this project has evolved, I've become less and less proud of it (due to how literally all of the other maps look better), but here goes anyways... It's sorta part of the WAD itself, so I've gotta send you the whole WAD in it's current state. As you'd probably expect, it occupies the MAP14 slot. I've still gotta add rasta's map09 v3, which I will now do. SCYTHER.zip 0 Quote Share this post Link to post
DRON12261 Posted April 30, 2023 (edited) I see that many people agree with my statement, but not everyone has responded yet, so I'll wait one more day before making a final decision. But I suspect where this is going, so maybe everyone should just hold off on working on the project for a week until I have a new topic completely set up. However, I can give you an inside look at what I definitely plan to change/invent: 1) I will 100% create a discord server, which is where the workflow will take place. Within the forum doomworld will be harder to build it. In discord will be easier and more convenient to organize different information blocks, multi-directional channels, etc. So it will not be the usual for many community project, where 1 mapper = 1 map. I want to put together a permanent team that will always bring something to the project. Just as possible through the discord will build some friendly relations between you at the expense of a freer form of interaction. 2) Be prepared that with 99% probability all maps in megawad will be modified/improved/fixed/partially reworked in some way. If you're the "I'm the only one who can work on my map and no one else dares touch it" kind of person, you might want to hold off on getting involved. 3) You won't be able to sit with a busy slot indefinitely. I'll do a callback every once in a while (presumably one or two weeks) to check on your progress. You'll have to show at least some minimal progress on your work, otherwise, on the next callback, in case of repeated lack of progress, your slot will be released and will no longer belong to you. If you are no longer of significant use and do not intend to, you will be excluded from the project server. All those who will test on a permanent basis, who have already created at least one map, who will be a composer or an artist of the project (If we then have people like that) will be eligible for permanent membership in the discord server. I also understand that many may be very burdened by different things from the "real world" (in fact, I am now, too, one of these), but you have to show at least some progress, to show that you are still here, and you try to do something, "Room by Room". 4) I won't let absolutely everyone into the project. Everyone has to pass some sort of "test" before joining to see if they can match the quality of the project or not. What this test is, I'll tell you later. I'm not going to severely limit and allow only "super duper pro mappers". No, it will be okay if you have some or certain weaknesses, but will be able to lay a good enough foundation. In that case, your weaknesses will be covered by me, or other project members I will allow to do so. But completely boxed and novice works I will have to reject, because in that case it will be easier to do everything myself from scratch. 5) I will try to pick out some weaknesses and strengths in the permanent members of the team, and depending on this myself to offer a particular slot, assuming that this is the one where you will be able to prove yourself the best. But you can also appeal this if you really want to take a certain slot for some reasons. This won't be much of a practice at the start as I'm not sure what a particular mapper can do (except maybe Rastaman)), but as you get more involved it'll become more and more apparent. As for the project itself, I'm going to convert it to Boom and use UMAPINFO, EMAPINFO, ZMAPINFO, MAPINFO for the widest coverage of target ports, as well as the ability to use certain tricks of a certain port (like thunder in Eternity Engine and ZDoom). The Boom format itself will significantly increase mappers abilities, + I'll also later on throw you a couple of Example.wad on the server with examples of applying these or those chips to Boom. Switching to Boom almost no effect on existing maps, they will not break. On many of the other details I still need to think carefully. I also have an idea to prepare a certain texture pack (namely to merge resources SCYTHE.wad with 32in24-15tex.wad), it will free up your hands regarding texturing, and also, given the fact that all maps will be modified in some way, I can control the failed moments of texturing, thus avoiding a lot of departures from the requirements on the bar quality. But I can't confirm this for sure yet, I'll see in a week. P.S. I looked at your map, @EPICALLL, and now I understand exactly what you wanted to do originally in terms of the concept of this project. But as you understood, I don't share that vision and I personally don't accept such a map (but about specific final rules later, though given my activity last week, you can guess which vector of direction I'm following). Nevertheless, right now I would leave it as a super secret map on the MAP33 slot (given the points I described above, it's safe to do so), if you so wish. Since this map is something like "the first breath of the project, which is what started it all". You will also have a permanent membership in Discord, as you are the founder of the idea of this project, as well as the one who gathered many of the guys here, myself, I would never have taken on such a project without the push. And, at a minimum, you have every right to see the entire development process from start to finish. And yet, you can try your hand at a project based on work from RastaManGames, Heretic926. Try to analyze their work well and adopt some of their style to your own. In fact, so increase their mapping skill, when every time you raise your bar and try to reach it, as well as adopting the experience of other more experienced mappers. Also for everyone, another good example of good geometric detail I can highlight the Whispers of Satan megawad, so you can run through it this week. I'll try to pick up more good examples from the outside later on. And so on to the roles in discord: A permanent membership on the server will already have:RastaManGames EPICALL Heretic926 A2Rob On something of a " trial period " are on:DoctorNuriel DynamiteKaitorn MoiraHeart Andrea Rovenski stupid (tsocheff) Ideally you would pass that very aforementioned test before I add you to the team. But since you are one of the first to enter the project before it is restarted and since you might have already started working, I'm making an exception for you. And then everything will depend on how you show up, so be prepared to put your best foot forward.) Edited April 30, 2023 by DRON12261 1 Quote Share this post Link to post
DRON12261 Posted April 30, 2023 I should warn you, I am not an English speaker, and I use a translator to communicate here, so I hope the whole implied meaning of the message was not distorted by the translator and I managed to catch all the semantic errors. I just corrected the text again, and if you've read it before, read it again just in case. 1 Quote Share this post Link to post
EPICALLL Posted April 30, 2023 (edited) 48 minutes ago, DRON12261 said: I should warn you, I am not an English speaker, and I use a translator to communicate here, so I hope the whole implied meaning of the message was not distorted by the translator and I managed to catch all the semantic errors. I just corrected the text again, and if you've read it before, read it again just in case. The translation was not only clear, but well-written, so I think you're good on that part. In terms of moving my map to MAP33, I kind of like that idea, as it came way earlier than any of the other maps, starting development as early as February, which makes it a very interesting map to look at. On that note, I would like to still contribute to what I guess is now our project by occupying a map slot, and as such, I'll instead of taking MAP14 will take MAP21, as I think that fits pretty well, also given the fact that I have a tendency to make my maps way, way, WAY too difficult for the casual player, sets me right at home. MAP27 was a close second in choosing though, as creating highly atmospheric environments is what I find to be my greatest strength outside of just general combat (I know some may digress, but trust me when I say that cities are not exactly my strong suit) For the sake of not having to rely on myself (and myself alone) in keeping statistics, I'll share the spreadsheet with you. I'm considering creating a... I forgot, actually. Nevermind. Edited April 30, 2023 by EPICALLL 0 Quote Share this post Link to post
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