LSC Lasico Posted March 3 3 minutes ago, DoomGappy said: We haven't discussed it yet, it would be good to hear your idea. Always nice to have cool custom things! 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. 2 Quote Share this post Link to post
DoomGappy Posted March 3 (edited) 2 minutes ago, 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. 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 March 3 by DoomGappy 1 Quote Share this post Link to post
stridertech Posted March 3 On 2/28/2024 at 7:14 PM, DoomGappy said: @scientifikgenius, Box 22 seems to have been reshaped to fit the map progression. I don't know if you agreed to that, but here is what it looks like now. im chill with it 1 Quote Share this post Link to post
taufan99 Posted March 3 (edited) 2 hours ago, 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! I'm good with it so far, but this poor HK seems to get stuck in the narrow maze. Spoiler Edited March 3 by taufan99 1 Quote Share this post Link to post
DoomGappy Posted March 3 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! 1 Quote Share this post Link to post
No-Man Baugh Posted March 3 (edited) 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: Spoiler Just gotta make the 2 lava sectors the same height is all, preferably high enough to hide the repeating warning sign texture Edited March 3 by No-Man Baugh 0 Quote Share this post Link to post
DoomGappy Posted March 3 (edited) 15 minutes ago, 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: Hide contents Just gotta make the 2 lava sectors the same height is all, preferably high enough to hide the repeating warning sign texture 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. 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 March 3 by DoomGappy 0 Quote Share this post Link to post
LSC Lasico Posted March 3 (edited) 20 minutes ago, 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. 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 March 3 by LSC Lasico 0 Quote Share this post Link to post
DoomGappy Posted March 3 (edited) 36 minutes ago, 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. 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 March 3 by DoomGappy 0 Quote Share this post Link to post
No-Man Baugh Posted March 4 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 12:36 AM, macro said: Box 31 - Burn. Box31_Burn.zip Spoiler fwiw it's possible to get softlock if you dropped on the wrong side of the pre-lifted bridge, so that could use some extra-authorial adjustments 0 Quote Share this post Link to post
DoomGappy Posted March 4 (edited) 38 minutes ago, 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 Hide contents fwiw it's possible to get softlock if you dropped on the wrong side of the pre-lifted bridge, so that could use some extra-authorial adjustments 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. Edited March 4 by DoomGappy 0 Quote Share this post Link to post
DoomGappy Posted March 4 31 minutes ago, 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. 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. 0 Quote Share this post Link to post
DoomGappy Posted March 4 20 hours ago, 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. Hey, @LSC Lasico, just to clarify, is this something that you wanted to do, or just a potential idea? @Grizzly Old B really liked it! 0 Quote Share this post Link to post
LSC Lasico Posted March 4 7 minutes ago, DoomGappy said: Hey, @LSC Lasico, just to clarify, is this something that you wanted to do, or just a potential idea? @Grizzly Old B really liked it! 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. 2 Quote Share this post Link to post
DoomGappy Posted March 4 6 hours ago, 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. Then get to it!! May your muse visit you in your dreams tonight! The muse of boxes works in mysterious ways... 1 Quote Share this post Link to post
No-Man Baugh Posted March 4 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 1 Quote Share this post Link to post
DoomGappy Posted March 4 50 minutes ago, 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 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... 1 Quote Share this post Link to post
No-Man Baugh Posted March 4 1 minute ago, 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... 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 1 Quote Share this post Link to post
Jakub Majewski Posted March 5 On 3/2/2024 at 8:19 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? 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. 1 Quote Share this post Link to post
DoomGappy Posted March 5 (edited) 24 minutes ago, 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. 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 March 5 by DoomGappy 0 Quote Share this post Link to post
Jakub Majewski Posted March 5 12 hours ago, 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. 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. 0 Quote Share this post Link to post
DoomGappy Posted March 5 (edited) 17 minutes ago, 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. 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 March 5 by DoomGappy 1 Quote Share this post Link to post
DoomGappy Posted March 6 12 hours ago, 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. @Jakub Majewski, here it is: https://drive.google.com/file/d/1yPtRlu4nYRliITh2_nxIKfrJRrYs12Hq/view?usp=drive_link 1 Quote Share this post Link to post
tornado potato Posted March 7 On 2/29/2024 at 8:23 PM, 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. @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! 0 Quote Share this post Link to post
DoomGappy Posted March 7 (edited) 57 minutes ago, 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! 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 March 7 by DoomGappy 0 Quote Share this post Link to post
tornado potato Posted March 10 (edited) @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 March 10 by tornado potato 1 Quote Share this post Link to post
DoomGappy Posted March 10 27 minutes ago, 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 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. 0 Quote Share this post Link to post
DoomGappy Posted March 16 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. 0 Quote Share this post Link to post
DoomGappy Posted March 16 (edited) On 3/3/2024 at 1:04 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? Retextured it a bit for testing purposes, if the mapper appears I'll comply with whatever texturing he chooses. I still haven't found who made this box. It seems to belong to slot 11, but will probably have to be reallocated. Edited March 16 by DoomGappy 0 Quote Share this post Link to post
DoomGappy Posted March 16 And finally, just to show you guys how it's looking so far. 7 Quote Share this post Link to post
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