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[Community Project] VANITY


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Being a witness to Scythe: Resharpened CP, I am a bit sceptical about this one, but let's give it a shot! Sign me up for MAP02 for now.

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39 minutes ago, Engired said:

I really need to release another map this year, can I have map14?

Absolutely.

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I love community projects. I'll try MAP25, the level with a big 'ol portal to Hell.

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15 minutes ago, wumbo said:

I love community projects. I'll try MAP25, the level with a big 'ol portal to Hell.

Alright then, good luck.

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Just now, rouge_means_red said:

I tried loading up the textures but they don't show up for some reason?

 

image.png.d741a3a8ede985965ee2828d9182cfbe.png

image.png.a2246558373ddef4d8e5e7737be0eae1.png

limit-removing, not vanilla compatible.
did you unzip the texture pack? or did you just throw it in?

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Just now, rouge_means_red said:

Sorry it was in Boom format at first I was just checking if it worked on vanilla. I did unzip it (I'm not a beginner, I've made plenty of maps for CPs)

In that case, I'm really not sure why it doesn't work. Maybe it has something to do with the order in which it's listed? I don't know. Not my kind of expertise here.

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1 minute ago, rouge_means_red said:

I'm so confused, every other texture pack loads normally, except this one

very strange. maybe try re-downloading?
or reloading the resources?

Edited by EPICALLL

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1 minute ago, rouge_means_red said:

Yeah I tried all of that already. It opens normally in Slade too so it's not corrupted or anything

odd. maybe it's your computer? have you tried restarting?

 

2 minutes ago, TheV1perK1ller said:

Cool project. May I take slot 09?

sure.

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One quick question, since we can pick and choose our own skybox(es) for our own maps, and the format is in Doom 2: Limit Removing, how do we go about doing so? I thought that maps 1-11 used RSKY1, etc.

 

EDIT: Unless I'm missing something obvious.

Edited by TheV1perK1ller

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1 minute ago, TheV1perK1ller said:

One quick question, since we can pick and choose our own skybox(es) for our own maps, and the format is in Doom 2: Limit Removing, how do we go about doing so? I thought that maps 1-11 used RSKY1, etc.

dehacked

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2 minutes ago, xScavengerWolfx said:

Hmmmm this sounds really cool to do. My question is this: Is this going to be using DSDA Doom or GZDoom? I can work with both if i need too.

It should be boom-compatible.

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3 hours ago, EPICALLL said:

So, let's just throw down the basics of this. 32 maps, limit-removing, doom 2.

 

7 minutes ago, EPICALLL said:

It should be boom-compatible.

 

FYI limit-removing and Boom-compatible are different. Would be a good idea to figure out which you mean, pick that, and update the original post if needed. 

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9 minutes ago, rouge_means_red said:

Welp, might as well make the map and worry about the custom textures later, there aren't that many of them anyway

 

Can I get map 15? And does it need a secret exit?

yep, like any map15 usually does.

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I figure it's Boom, given the necessity for DEHACKED to accommodate the custom skies. Though in hindsight, it can be easy to be confused by Boom, and Doom 2 (Vanilla) Limit-Removing formats.

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10 minutes ago, baja blast rd. said:

 

 

FYI limit-removing and Boom-compatible are different. Would be a good idea to figure out which you mean, pick that, and update the original post if needed. 

Yeah, wasn't too sure about that.

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Can I take map 08?

Will get started after I am done with my current project.

You may want to specify in the post how many slots can one person take.

Edited by Raith138

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1 hour ago, knifeworld said:

Deadline looks super decent, pencil me in for a map11.

 

34 minutes ago, Raith138 said:

Can I take map 08?

Will get started after I am done with my current project.

You may want to specify in the post how many slots can one person take.

OK, both of you are in.

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