Jump to content
This Topic

Box Doom - Community Project [Slots Filled]


Recommended Posts

  On 3/3/2024 at 5:12 PM, DoomGappy said:

We haven't discussed it yet, it would be good to hear your idea. Always nice to have cool custom things!

Expand  

So, basically, it's a bunch of open UAC crates lying around, and inside each crate is a mini recreation of some boxes that are in this wad.

Share this post


Link to post
  On 3/3/2024 at 5:17 PM, LSC Lasico said:

So, basically, it's a bunch of open UAC crates lying around, and inside each crate is a mini recreation of some boxes that are in this wad.

Expand  

That would be nice! It's a similar concept to the hub area that's in the map, but is still inaccessible for now. I'll talk to BuyXrays, Grizzly and RandomSounds.

Edited by DoomGappy

Share this post


Link to post
  On 3/3/2024 at 4:39 PM, DoomGappy said:

- Removed the red key and red key door from @taufan99's map, and reworked the way the Revenant is hidden. Tell me if you like the idea or not!

Expand  

I'm good with it so far, but this poor HK seems to get stuck in the narrow maze.

  Reveal hidden contents

 

Edited by taufan99

Share this post


Link to post

Since there's been a lot of moving around, things probably will get stuck some times. I've been trying to catch them and fix them right away, but Since I'm playing nomonsters most of the time, it probably flew over my head. Thanks for approving!

Share this post


Link to post

found an issue with Box 06: There are lifts that are set to go to the lowest floor so players can escape the lava pit, and here I found out that I accidentally set the 2 lava sectors different heights so you see the lower side of one of the pools like here:
 

  Reveal hidden contents


Just gotta make the 2 lava sectors the same height is all, preferably high enough to hide the repeating warning sign texture

Edited by No-Man Baugh

Share this post


Link to post
  On 3/3/2024 at 10:28 PM, No-Man Baugh said:

found an issue with Box 06: There are lifts that are set to go to the lowest floor so players can escape the lava pit, and here I found out that I accidentally set the 2 lava sectors different heights so you see the lower side of one of the pools like here:
 

  Reveal hidden contents


Just gotta make the 2 lava sectors the same height is all, preferably high enough to hide the repeating warning sign texture

Expand  

This was not your fault, this was me trying to adjust the heights after the offsets and trying to hide these poison signs. Frogot to do it on the other side, apparently. Fixed. 

lqYJJOW.png

I encourage everyione to be meticulous about their own boxes, though. I need to know if there are bugs, and if each one reports their own box, it will be helpful. I will report changes of significance like I did earlier. 

Edited by DoomGappy

Share this post


Link to post
  On 3/3/2024 at 10:40 PM, DoomGappy said:
  Quote


I encourage everyione to be meticulous about their own boxes, though. I need to know if there are bugs, and if each one reports their own box, it will be helpful. I will report changes of significance like I did earlier. 

Expand  


 

The secret path inside my own box broke because the tunnel to the secret gunfire activated switch was sealed for some reason. There is a sector with it's floor and ceiling being on the same height, when I specifically made them separate so the player could have a clear shot.

Edited by LSC Lasico

Share this post


Link to post
  On 3/3/2024 at 11:00 PM, LSC Lasico said:

The secret path inside my own box broke because the tunnel to the secret gunfire activated switch was sealed for some reason. There is a sector with it's floor and ceiling being on the same height, when I specifically made them separate so the player could have a clear shot.

Expand  

Since your boxes are very detailed, they will need to wait. This is because when I offset the heights of sectors, sometimes it breaks some areas that are more detailed. It happened to mine, and it wasn't even that detailed to begin with. I just don't ask you to fix it right away because there may be other offsets from here until then and then you'd have to do it all over again. I am going in order to assure that all boxes up to a certain point work perfectly before going any further. 

Edited by DoomGappy

Share this post


Link to post

Was playing up to Box 31 on Woof and then I got stumped. I didn't know if there was something wrong with how the slot got compiled or if the mapper just expected you to have jumping enabled and infinitely tall actors off

turns out it was just broken. the sector with the eye and torches and stuff is supposed to raise up as a bridge after hitting a face switch, now there's a bar instead and the face switch does nothing
 

  On 9/6/2023 at 5:36 AM, macro said:
Expand  

 

  Reveal hidden contents

 

Share this post


Link to post
  On 3/4/2024 at 10:56 AM, No-Man Baugh said:

Was playing up to Box 31 on Woof and then I got stumped. I didn't know if there was something wrong with how the slot got compiled or if the mapper just expected you to have jumping enabled and infinitely tall actors off

turns out it was just broken. the sector with the eye and torches and stuff is supposed to raise up as a bridge after hitting a face switch, now there's a bar instead and the face switch does nothing
 

 

  Reveal hidden contents

 

Expand  

Yes, Box 30 is the last one that works well. I'll try to reimplement it, but I honestly think it would be better to just ask @macro to do it and then continue from this box onwards. I'll send him a DM and ask him to take a look at both of his boxes. 

Edit: That's what I would do, but he hasn't been online since September of last year. I'll try to do it myself, then.

3FtelmX.png

Edited by DoomGappy

Share this post


Link to post
  On 3/4/2024 at 11:34 AM, DoomGappy said:

Yes, Box 30 is the last one that works well. I'll try to reimplement it, but I honestly think it would be better to just ask @macro to do it and then continue from this box onwards. I'll send him a DM and ask him to take a look at both of his boxes. 

Edit: That's what I would do, but he hasn't been online since September of last year. I'll try to do it myself, then.

3FtelmX.png

Expand  

Update on this one, mostly fixed. Though he did some self refencing sector trickery on the area with the fence in the beginning that made the bridge not be passable after a certain  height. I have no idea how to do that, so I might need help with this specific part later. The rest seems to be working fine now.

Share this post


Link to post
  On 3/4/2024 at 1:39 PM, LSC Lasico said:

It's something I want to do, but cant find the motivation to do it. Ill try to do a mock up version sometime this week.

Expand  

Then get to it!! May your muse visit you in your dreams tonight! The muse of boxes works in mysterious ways...

Share this post


Link to post

 Is it alright if I resubmit my own non-broken boxes? I'm a bit dissatisfied with how Box 27 turned out aesthetically

It feel a bit too boxy and empty and I think it could use some basic molding and adjustments

Share this post


Link to post
  On 3/4/2024 at 9:14 PM, No-Man Baugh said:

 Is it alright if I resubmit my own non-broken boxes? I'm a bit dissatisfied with how Box 27 turned out aesthetically

It feel a bit too boxy and empty and I think it could use some basic molding and adjustments

Expand  

I am going to say no for now, just because I'd have to leave that possibility open for all the other mappers too, and that could become a problem. But don't worry, we might get boxy again sooner than you expect...

Share this post


Link to post
  On 3/4/2024 at 10:05 PM, DoomGappy said:

I am going to say no for now, just because I'd have to leave that possibility open for all the other mappers too, and that could become a problem. But don't worry, we might get boxy again sooner than you expect...

Expand  

Well it was worth asking, It would certainly be a headache to let however many contributors we got to make all sorts of post-hoc adjustments when you're still ironing out map errors

Share this post


Link to post
  On 3/2/2024 at 7:19 PM, DoomGappy said:

@Jakub Majewski, your box 18 has more than 10 tags. Since I'd asked you before tocomply to the format but it won't be possible, can I use tags 900 to 914 and make it a secret box?
 

Expand  

Uni's been keeping me busy, so sorry for lack of replies.

 

I suppose you can do that, I don't really care about the technical implementation. The teleporter at the end could be replaced by some kind of tight tunnel between the exit and the entrance, but I don't suppose it fits within the guidelines.

 

I should probably ask what's the deadline now.

Share this post


Link to post
  On 3/5/2024 at 1:07 AM, Jakub Majewski said:

Uni's been keeping me busy, so sorry for lack of replies.

 

I suppose you can do that, I don't really care about the technical implementation. The teleporter at the end could be replaced by some kind of tight tunnel between the exit and the entrance, but I don't suppose it fits within the guidelines.

 

I should probably ask what's the deadline now.

Expand  

I have an idea for where to implement it. I just played it, and it was really good. I want to make it a one way box, can I change the place where the sector raises and stops the things on the conveyor belt? I haven't talked about the deadline with the guys, but I think we should give it until April first. 

Edited by DoomGappy

Share this post


Link to post
  On 3/5/2024 at 1:31 AM, DoomGappy said:

I have an idea for where to implement it. I just played it, and it was really good. I want to make it a one way box, can I change the place where the sector raises and stops the things on the conveyor belt? I haven't talked about the deadline with the guys, but I think we should give it until April first. 

Expand  

I suppose you can do that, but make sure the box is beatable. I remember receiving a fixed/edited version of my box in DMs that was unbeatable because of changes to the conveyor, lol.

 

If the box is one-way, then the teleport switch at the end would be unnecessary, I suppose.

Share this post


Link to post
  On 3/5/2024 at 2:12 PM, Jakub Majewski said:

I suppose you can do that, but make sure the box is beatable. I remember receiving a fixed/edited version of my box in DMs that was unbeatable because of changes to the conveyor, lol.

 

If the box is one-way, then the teleport switch at the end would be unnecessary, I suppose.

Expand  

I'll be sure to make it beatable and do the needed adaptations, but I will not implement it without posting it here for your approval. I just had an idea about making it more visible for you, as well as making the overall map flow a bit better. Thanks in advance. 

Edited by DoomGappy

Share this post


Link to post
  On 3/5/2024 at 2:12 PM, Jakub Majewski said:

I suppose you can do that, but make sure the box is beatable. I remember receiving a fixed/edited version of my box in DMs that was unbeatable because of changes to the conveyor, lol.

 

If the box is one-way, then the teleport switch at the end would be unnecessary, I suppose.

Expand  

@Jakub Majewski, here it is: https://drive.google.com/file/d/1yPtRlu4nYRliITh2_nxIKfrJRrYs12Hq/view?usp=drive_link

Share this post


Link to post
  On 3/1/2024 at 2:23 AM, DoomGappy said:


@tornado potato, Box 66 has a soft lock due to the torch. in the little room with the buttons. I felt like the elevators were a bit slow too, but I haven't played this box particularly extensive. 

 

Expand  

 

@DoomGappy Hi! Really? How does the torch produce a softlock? Anyway you can delete it, it's just decoration. And yes the elevator is slow because the player is supposed to fight the baron on the way down. But I guess on the way up it doesn't matter, so if you like you can make it faster when going up. Thanks!

Share this post


Link to post
  On 3/7/2024 at 1:18 AM, tornado potato said:

 

@DoomGappy Hi! Really? How does the torch produce a softlock? Anyway you can delete it, it's just decoration. And yes the elevator is slow because the player is supposed to fight the baron on the way down. But I guess on the way up it doesn't matter, so if you like you can make it faster when going up. Thanks!

Expand  

Yes, I've just made a little video on it. I also ranted a bit about how the switch to raise the platform can be missed and the player has to wait a long time before getting on, even if without the softlock. Here is the link. I'm also curious, did you want the lift to stop at the level of the cacodemon alcove? I think that can be done if that was the original intention. 
 

 

Edited by DoomGappy

Share this post


Link to post

@DoomGappyOhhhh I see. Yes definitely delete the torch. As for the little room with the cacodemon, it's fine, my intention was just to reveal it but for the elevator to keep going down

Edited by tornado potato

Share this post


Link to post
  On 3/10/2024 at 9:54 PM, tornado potato said:

@DoomGappyOhhhh I see. Yes definitely delete the torch. As for the little room with the cacodemon, it's fine, my intention was just to reveal it but for the elevator to keep going down

Expand  

Alright, I'll edit it as soon as Dragonfly sees my DM. I'm waiting on fixes for box 36, and focusing a bit on the other project I'm leading for the time being. 

Share this post


Link to post

I haven't had a reply from Dragonfly yet because he's been away from the forum, apparently, so I went ahead and resumed work on this today. I am searching for these boxes to complete the ones that are missing. If you are here, please send me your box in this thread or via DM. We have almost everything set up to finish this. 
 

Box 64 -  @Jakub Majewski

Box 67 - @Lizardcommando


Sorry to ask for these again, but it's a bit hard dealing with 80 plus map files. 

Share this post


Link to post
  On 3/3/2024 at 4:04 AM, DoomGappy said:

Thanks, man. I want to see it completed just as much as everybody else. It was the first project I ever sent maps to.

 

Alright, I've received your box 11 and it sits close to the one that's on the map. We'll see what happens. Time to ask again on the thread. Who made this box?

wVgK0bV.png

 

jQqWnVD.png

Retextured it a bit for testing purposes, if the mapper appears I'll comply with whatever texturing he chooses.

ZVgFpLC.png

Expand  

I still haven't found who made this box. It seems to belong to slot 11, but will probably have to be reallocated. 

Edited by DoomGappy

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...