Obsidian Posted June 5, 2023 24 minutes ago, pcorf said: Oh okay, my map is Boom anyway. But if you want to convert it to UDMF, go ahead. I thought you had a choice between Boom and Eternity. Oh yeah, the submissions themselves can be Boom or Eternity, it's just the compilation that requires Eternity to run. Apologies for the confusion. 1 Quote Share this post Link to post
Obsidian Posted June 9, 2023 Quick status update! I'm currently juggling a fair few IRL priorities, but progress on MAYhem is still marching along and I'll be reaching out to some folks soon for testing before I release the first public beta. I'm also pleased to announce that our TITLEPIC art is finished! Spoiler Art is courtesy of @uber, who absolutely knocked it out of the park. I'd highly recommend consulting them for your TITLEPIC needs, you definitely get what you pay for. 👍 Ah yes, and a couple of bug reports: @Redead-ITA, I noticed a bit of a bug with the first door in your map. Check your tags and linedefs. @MObreck, I'd recommend giving the air vents in your map a redesign: the slopes make traversal a bit difficult at times. 9 Quote Share this post Link to post
Berubaretto Posted June 10, 2023 @Obsidian I made a few small changes to my submission, and fixed a bug that player can grab the yellow key without trigging the trap. experad_v2.wad (Dropbox) 1 Quote Share this post Link to post
MObreck Posted June 10, 2023 (edited) 10 hours ago, Obsidian said: @MObreck, I'd recommend giving the air vents in your map a redesign: the slopes make traversal a bit difficult at times. Alright, I doubled the width the main area of the ventilation shaft and discreetly increased the ceiling height. Moving around it seems much less sticky now: OutsideTheBox_Mayhem23.zip Only the level has been changed so you don't need to remerge any of the other content. Edited June 10, 2023 by MObreck 1 Quote Share this post Link to post
Redead-ITA Posted June 10, 2023 11 hours ago, Obsidian said: @Redead-ITA, I noticed a bit of a bug with the first door in your map. Check your tags and linedefs. You confused me for 1 second then i noticed that it was actually the second door (the first one is in front of the player the second one is in the open area), in any case i have fixed it now! May2023red.zip 1 Quote Share this post Link to post
TheV1perK1ller Posted June 22, 2023 Just updated my map once more, mainly to rebalance certain enemy amounts (thanks @Razza), and to fix a couple of monster closets as enemies had the occasional tendency to become stuck. Couldn't remedy the bleeding sky texture, though. Apologies. 2 Quote Share this post Link to post
Zahid Posted June 30, 2023 Any Possibility of compiled RC soon? it's Ending of June 0 Quote Share this post Link to post
Obsidian Posted June 30, 2023 2 hours ago, Zahid said: Any Possibility of compiled RC soon? it's Ending of June Alas, I've been pretty snowed under with schoolwork over the past month. XP I am officially on my holidays now though, so I will be dedicating time to releasing a public beta now that I am a bit more bereft of academic obligations. 3 Quote Share this post Link to post
Scorpius Posted July 2, 2023 Update to Outpost 666: OUTPOST666-v2.zip 2 Quote Share this post Link to post
Obsidian Posted July 16, 2023 Update! Initial map order has been completed and now I need to implement some secret exits, particularly on @russin's and @Berubaretto's maps. Would the two of you like to add them yourselves or are you fine with me doing it? Also credits map. Spoiler I think it looks pretty neat. :3 4 Quote Share this post Link to post
Berubaretto Posted July 16, 2023 37 minutes ago, Obsidian said: Would the two of you like to add them yourselves or are you fine with me doing it? You can feel free to do this :) 1 Quote Share this post Link to post
Obsidian Posted July 31, 2023 oshit Some notes: You'll need one of the Eternity 4.03.00 dev builds to run the megawad due to the custom actors used in MAP06 and MAP10. Map order is pretty decently set, but can be rearranged to some degree if folks feel like a certain order is more suitable. The maps with secret exits stay where they are though. The graphical work is pretty much done, but may see some revisions as time goes on. Some maps (mentioning no Obsidians names) are still a bit rough around the edges in terms of balancing and could use a bit of feedback. Yes, I'll update the credits once the megawad has received a bit more testing. :P Enjoy! 11 Quote Share this post Link to post
TheV1perK1ller Posted August 1, 2023 Nice. I noticed that my level has had its secret exit removed (all good), though the method of reaching it is still there. Should I put out a final small update to omit the skull keys? 1 Quote Share this post Link to post
Obsidian Posted August 1, 2023 1 minute ago, TheV1perK1ller said: Nice. I noticed that my level has had its secret exit removed (all good), though the method of reaching it is still there. Should I put out a final small update to omit the skull keys? That'd be good, cheers. :) 1 Quote Share this post Link to post
TheV1perK1ller Posted August 1, 2023 Updated the map to v1.3 (see initial post). 1 Quote Share this post Link to post
Salmon Posted August 1, 2023 @Obsidian, what sort of balance changes are we allowed to make? Can we adjust enemy numbers, resources, make placement changes, that sort of thing? Just as long as we're not really altering geometry? I had very little time for balancing back in May but don't want to go against the time-limited spirit of the project if I make changes now. 1 Quote Share this post Link to post
Obsidian Posted August 2, 2023 2 hours ago, Salmon said: @Obsidian, what sort of balance changes are we allowed to make? Can we adjust enemy numbers, resources, make placement changes, that sort of thing? Just as long as we're not really altering geometry? I had very little time for balancing back in May but don't want to go against the time-limited spirit of the project if I make changes now. Yep, I'm all good with it. So long as it's not too hideously extensive, I'm alright with people making edits to get their maps up to par. 1 Quote Share this post Link to post
Xenaero Posted August 2, 2023 Oh shoot we got a BETA?! I need to squeeze this into my free time somewhere 2 Quote Share this post Link to post
Zahid Posted August 7, 2023 my first exit demos for 10 maps map 15 missing for being too hard and rest weren't open in prboom 1 monster in map 12 and many in map 14 never appear initial thoughts: maps seems identical even gameplay wise too solid maps overall cl9 used fda.zip 3 Quote Share this post Link to post
MObreck Posted August 7, 2023 (edited) 7 hours ago, Zahid said: ...and rest weren't open in prboomm... This community project only works on the development builds of Eternity Engine (version 4.03 or newer). It does not support PrBoom Edited August 8, 2023 by MObreck Typos 3 Quote Share this post Link to post
MObreck Posted August 8, 2023 (edited) I played through the first two stages. The second stage has a couple of stuck enemy issues: - One of the shotgunners in the blue key ambush closet can't move. The one on the left. - The are a number of enemies stacked on top of each other in the closets that reveal the rocket launcher (in the same room as the red key). I suspect they were meant for different difficulties. Love the intermission screen btw. Edited August 8, 2023 by MObreck 2 Quote Share this post Link to post
Scorpius Posted August 8, 2023 2 hours ago, MObreck said: I played through the first two stages. The second stage has a couple of stuck enemy issues: - One of the shotgunners in the blue key ambush closet can't move. The one on the left. - The are a number of enemies stacked on top of each other in the closets that reveal the rocket launcher (in the same room as the red key). I suspect they were meant for different difficulties. Thanks mate! I should really start testing on other ports, huh? Update 2 to Outpost 666: OUTPOST666-V3.zip 2 Quote Share this post Link to post
Salmon Posted August 11, 2023 Okay, I updated my map. Mostly just some enemy changes to reduce the number of hitscanners but some adjustments to resources as well. The map should still be the same difficulty but with less annoying hitscan placement and more sensible resource distribution. I didn't touch the geometry. Washed Out v2 3 Quote Share this post Link to post
Obsidian Posted August 25, 2023 downloab Same deal as the last beta, requires an Eternity 4.03.00 dev build to run. Added updated maps for TVK, Scorpius and Salmon. 👍 4 Quote Share this post Link to post
Roofi Posted August 29, 2023 Here's the v2 of my map : https://drive.google.com/file/d/1bU2Vnv-JXCz0MFuXi57rr549FZqt3XYY/view?usp=sharing I noticed my map has the green sky now. Do I have to do a sky transfer to keep the starry one? 0 Quote Share this post Link to post
Obsidian Posted August 29, 2023 3 hours ago, Roofi said: Here's the v2 of my map : https://drive.google.com/file/d/1bU2Vnv-JXCz0MFuXi57rr549FZqt3XYY/view?usp=sharing I noticed my map has the green sky now. Do I have to do a sky transfer to keep the starry one? Did you test in Eternity? I checked the EMAPINFO and the correct sky is indeed assigned to your map. 0 Quote Share this post Link to post
Roofi Posted August 29, 2023 4 minutes ago, Obsidian said: Did you test in Eternity? I checked the EMAPINFO and the correct sky is indeed assigned to your map. No I admit I just launched the pack with gzdoom but if it works correctly on Eternity that's okay. :) 1 Quote Share this post Link to post
Obsidian Posted August 29, 2023 Seems I need to update the OP to specify the source port, heh. Doing so! 1 Quote Share this post Link to post
Obsidian Posted September 16, 2023 Well that simply won't do at all. I'm gonna try and get this all done by the end of the month, but I'll need some more testing to be done before I make any further changes: so far we've had...erm, two people who've done testing. I'll ask around, but in the meantime I'm more than happy for people to give any feedback they feel is appropriate. 1 Quote Share this post Link to post
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