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[MBF21 Community project] Paint-It Doom. Get creative with simple colors... again! But now with Ancient Aliens palette [Unlimited slots!] [We are past deadline for new maps, finishing phase]


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12 hours ago, ViolentBeetle said:

@CBM, played the new CPU hell, now it's playable. Am I supposed to just squeeze past the spiders or am I missing something?

Also, I think you split a secret in two by accident.

you are supposed to squeeze past the spiders on medium and hard and then get them on the second pass

 

the secret was split in 2 on purpose but I made it a single secret now and added 2 new ones

 

download cpu hell rc3:

https://doomshack.org/uploads/paint-it-doom_cbm_cpuhell-rc3.wad

 

also it seems the blumap thing does not work, got this while trying to update diy city :

blumap-not-found.png

 

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10 minutes ago, CBM said:

download cpu hell rc3:

I guess I'll move it to accepted too.

 

12 minutes ago, CBM said:

also it seems the blumap thing does not work, got this while trying to update diy city :

Did you put it between C_START and C_END markers?

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8 hours ago, ViolentBeetle said:

I guess I'll move it to accepted too.

 

Did you put it between C_START and C_END markers?

Ok cool.

 

this blumap thing, isnt it supposed to be build-into boom and mbf compatible doom ports?

 

I dont know much about boom and mbf yet though.

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15 minutes ago, CBM said:

this blumap thing, isnt it supposed to be build-into boom and mbf compatible doom ports?

No idea. Vanilla Unicorn's map has it, and even if redundant, it won't be part of IWAD, so we can include it just in case.

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1 minute ago, ViolentBeetle said:

No idea. Vanilla Unicorn's map has it, and even if redundant, it won't be part of IWAD, so we can include it just in case.

ok, I read somewhere that its part of boom or boomedit or something? I cant remember precisely

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As per the doomwiki article for linedef action 242:
 

"WATERMAP is a colormap predefined by Boom which can be used to provide a blue-green tint while the player is under water. WATERMAP can be modified by pwads."

 

10 minutes ago, CBM said:

ok, I read somewhere that its part of boom or boomedit or something? I cant remember precisely

 

13 minutes ago, ViolentBeetle said:

No idea. Vanilla Unicorn's map has it, and even if redundant, it won't be part of IWAD, so we can include it just in case.

 

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11 minutes ago, CBM said:

ok, I read somewhere that its part of boom or boomedit or something? I cant remember precisely

WATERMAP is the one defined by Boom. BLUMAP would be a new colormap separate from that.

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25 minutes ago, Moustachio said:

WATERMAP is the one defined by Boom. BLUMAP would be a new colormap separate from that.

ok thanks.

 

I tried changing it to watermap but it looked really bad perhaps because of the ancient aliens palette.

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Just now, CBM said:

I tried changing it to watermap but it looked really bad perhaps because of the ancient aliens palette.

Yeah, probably. Although I'm not sure it ever looked good. @Vanilla+Unicorn probably won't object to you using BLUMAP, right? It will be in the final war either way.

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Posted (edited)

Well, I tried using WATERMAP at first, but, yep, it looked ugly as hell, so I decided to borrow BLUMAP from DRON12261 colormaps pack for Eternity Engine, it looked not ideal, but much better than integrated one...

By the way, WATERMAP looks ugly even with standart palette, Doomguy turns into Shrek and everything looks green...

Edited by Vanilla+Unicorn

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On 5/3/2024 at 1:48 PM, ViolentBeetle said:
Found two big slime trails.
 

doom239.png

doom238.png

Is there a miracle solution to fix that or the only thing you can do is move line until is gone for whatever reason ? 

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6 minutes ago, Beubeu said:

Is there a miracle solution to fix that or the only thing you can do is move line until is gone for whatever reason ? 

Drawing over / Redrawing the line, wiggling the vertices (move them one mu away and move them back), using the Make Sector tool or some combination of these will usually fix it.
I had one extreme issue with this where I had to delete the line entirely and redraw it.

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Posted (edited)
14 minutes ago, Beubeu said:

Is there a miracle solution to fix that or the only thing you can do is move line until is gone for whatever reason ? 

To my knowledge it works absolutely randomly, xD

I had a huge slime trail on my cafe area, but it has gone when I did a couple of doom-cutes on tables (mugs, plates), however it has gone only when there were a certain amount of them...

(BTW, I recommend you to switch your nodebuilder in settings to "DeepBSP", afaik, it could also help)

Edited by Vanilla+Unicorn

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Apologies, I was called in to work 2 night shifts back to back. Included is a small update to Legend Of The Vile Catacombs as well as an update to Cryptic Void. The latter has some mild tweaks and texture fixes and is ready to play. I still need to work on making the lowering platforms completely transparent, the issue is with the floor flat as you can see it as it lowers. It personally doesn't bother me, it feels very Icarus: Alien Vanguard which is the main inspiration for the map if the music alone wasn't a tip off. But I've tried doing a few suggestions and I still can't get the floor flats to disappear on lowering.

 

PID Lagoonatic Maps

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35 minutes ago, Beubeu said:

I tried to respond every issue reported except for the final valley, i don't think a fight would fit well in a place like that and it would not be consistant with the map atmosphere i tried to make :)

Ok, I see your point on the valley. I will move it into accepted list then.

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Posted (edited)

@Lagoonatic

You can make at least some floors lower instantly (By setting them to raise to the target that is lower) - the delay between button press and access is kinda weird and unbroadcasted.

Deleting flats just produces an ugly red error message on the floor.

The correct procedure for making invisible sectors is using line effect 242 - create fake floor and ceiling. This will draw sectors with matching tags like they are at height of the sector in front of line. Typically, you can just take one line that faces outwards at the edge of the sector that should be invisible, and do that on it.

 

Once you sort this out, I think the map would be ready.

 

 

Edited by ViolentBeetle

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Posted (edited)
22 hours ago, ViolentBeetle said:

Yeah, probably. Although I'm not sure it ever looked good. @Vanilla+Unicorn probably won't object to you using BLUMAP, right? It will be in the final war either way.

diy city rc 3

 

I copied blumap to the wad and made a few edits like adding some signs and stuff

 

https://doomshack.org/uploads/paint-it-doom_cbm_diy-city-rc3.wad

Edited by CBM

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Here's the Alpha (unfinished) version of my map: https://drive.google.com/drive/folders/1dXo9Jv9gCJ0rNo2xyxgLOTpTohIqKLLt?usp=drive_link

 

It's only missing one room/fight, the light show at the exit, polishing and other stuff.

I'm sharing this version for feedback, especially for the final fight that I'm wondering if it's too hard, and to show progress after one week of being late (sorry for being paranoid, I missed the last CP that I wanted to submit a map for...)

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1 hour ago, Timilyo80 said:

You need to open access to the file first.

 

I will soon end the grace period and stop accepting maps that aren't updates on existing maps. Need to test multiple 500+ monster maps weights on my schedule heavily. Anyone else is working on something but haven't posted a file yet?

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25 minutes ago, ViolentBeetle said:

You need to open access to the file first.

 

I will soon end the grace period and stop accepting maps that aren't updates on existing maps. Need to test multiple 500+ monster maps weights on my schedule heavily. Anyone else is working on something but haven't posted a file yet?

Oops, the Drive should be open to everyone now...
I'll also link it here just in case: I_See_You_Alpha.zip

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2 hours ago, ViolentBeetle said:

Anyone else is working on something but haven't posted a file yet?

 I posted my map a couple/few pages back. Didn't know if you saw it or not. 

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5 minutes ago, senpaigru said:

 I posted my map a couple/few pages back. Didn't know if you saw it or not. 

I actually did end up missing it, sorry. Got buried among the long posts, so good thing you mentioned it. Since it's a small one, I'll hopefully cover it soon too.

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7 hours ago, ViolentBeetle said:

Anyone else is working on something but haven't posted a file yet?

 

posted an updated version of mine back a page or two.

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9 hours ago, ViolentBeetle said:

Anyone else is working on something but haven't posted a file yet?

 

DIY City and CPU Hell are both in RC 3 versions and should both have links in this thread.

 

I have a second current unnamed island/city themed map that is in its very early stages... a kind of "bigcity" near the water thing... (it only has one decorative building and the island itself atm) but since there is a map cap of 2 per mapper and we are well past the original deadline then I think that this particular island/city themed map will either wait for a DIY 3 or some other opportunity :)

 

 

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7 hours ago, Chookum said:

 

I posted my second map a couple of pages back.

Oh yes, that one I saw, just didn't make to yet.

When I was asking, I meant didn't post a map at all. I should probably compile a proper list of all submissions that wait for testing so you could check if I missed it or not later.

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Posted (edited)

@senpaigru

I played your map, seems good enough, don't really have any complaints.

But I don't think I saw any difficulty differences on any things.

Edited by ViolentBeetle

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7 hours ago, ViolentBeetle said:

@senpaigru

I played your map, seems good enough, don't really have any complaints.

But I don't think I saw any difficulty differences on any things.

my bad, forgot to add difficulty settings. i'll try to get an update out this evening.

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@Timilyo80

I made it to the big red room, but unfortunately, I don't know how to beat it - there isn't really a space safe from viles, there's way too many of them and space to hide is saturated by manucubus fire and imps. It feels like a big jump in difficulty compared to the rest of the map which will also make it difficult to place in order.

I think if the viles were to be removed, maybe replaced with revenants it would make a more interesting mobility fight.

 

I actually kinda liked the "WIP" room, it was pretty atmospheric to just to go the key, go back and suddenly get ambushed.

Also what's up with a switch midtexture I can walk through?

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