fai1025 Posted December 29, 2023 37 minutes ago, Raith138 said: What difficulty is this aiming for? your map is in the last episode,so it should pretty challenging, but don't go too hard just yet, as you're at the first map of the episode and every episode end reset your equipment. 0 Quote Share this post Link to post
Li'l devil Posted December 30, 2023 (edited) I think I'm already done (in just 8 days!). The core of the map is finished that is, but I suppose it could still use detailing, especially machinery to fit the theme. I'm just more into minimalism, so the current state is fine by me. The map turned out to be shorter than I expected, but for this project that's a good thing I suppose. Name: Sewer Halls of Some Processing Tested on DSDA-Doom Skill levels implemented. MIDI: "Seryi Svyatoy" by Chyornyi Obelisk (it's included in the wad, but I can send it standalone) The map is currently in MAP01 slot (should be in MAP02) for testing purposes, but if you want I can change it to MAP02 right away. Also, I used almost entirely OTEX textures, but I didn't port them into the wad because I assume the project lead will be the one to do it. So you need to load OTEX with it to play (edit: nevermind, I didn't notice there's the project's resource bundle in OP, which already has OTEX). Oh, and I think my map might've ended up a bit too hard for map 02, especially on UV. It's not hard if you know what to do exactly, but the first time you play it, you might be easily overwhelmed. Well, you should see for yourself. Screenshot: DMIUM2_E1_MAP02.zip Edited May 27 by Li'l devil screenshot; proper wad name 6 Quote Share this post Link to post
xScavengerWolfx Posted December 30, 2023 Sorry about that, it wouldn't let me type as soon i at ya. But i wanted to let you know that i am going to drop out since i'm having a really hard time trying to figure out what i want to do and i'm getting mappers block really hard right now. Since this is very early if anyone wants map 12 slot they can have it, sorry for the inconvenience. 1 Quote Share this post Link to post
fai1025 Posted December 31, 2023 9 hours ago, Li'l devil said: POST I played it, it's great, I would say it is pretty hard if you don't know what to expect, but not unfair kind hard. good work! one criticism I would give is as what you mention, it's bit too bare bone for the visual, perhaps add some texture variation, some protruding pillars or pipes on the wall, and some liquid falls would helps a lot also for any playtesters stumble upon this project I'd love to have a different source of opinions on the submission, so it's not purely my own view and standard. I'm thinking about asking @Biodegradable to be our playtester once again for the sequal tho, he's a pro 0 Quote Share this post Link to post
Biodegradable Posted December 31, 2023 15 minutes ago, fai1025 said: I'm thinking about asking @Biodegradable to be our playtester once again for the sequal tho, he's a pro You promise to credit me this time? ;^) I'm on holiday now until January 8th, so I should have some time to help out again. 1 Quote Share this post Link to post
NiGHTS108 Posted December 31, 2023 I think I'll take your MAP12 slot. Don't plan to map for this maybe for a while, as I've made quite a lot of stuff this month and need to chill out, but 29th of February deadline works for me. 1 Quote Share this post Link to post
fai1025 Posted December 31, 2023 3 minutes ago, Biodegradable said: You promise to credit me this time? ;^) oof I'm so sorry about forgetting to credit you last time I'll definitely remember to do it for sequel, remind me if i forget :))))) 1 Quote Share this post Link to post
fai1025 Posted December 31, 2023 (edited) 3 minutes ago, NiGHTS108 said: I think I'll take your MAP12 slot. Don't plan to map for this maybe for a while, as I've made quite a lot of stuff this month and need to chill out, but 29th of February deadline works for me. you're fine with putting secret exit for your map? edit: i'll take that reaction as yes Edited December 31, 2023 by fai1025 1 Quote Share this post Link to post
NiGHTS108 Posted December 31, 2023 Just now, fai1025 said: you're fine with putting secret exit for your map? Yup, works for me. 1 Quote Share this post Link to post
Super Mighty G Posted December 31, 2023 (edited) I'm wondering if pitch black nothingness is voidy enough. Edited December 31, 2023 by Super Mighty G 12 Quote Share this post Link to post
Raith138 Posted December 31, 2023 I may end up using a similar black theme but not the same marble theme. 1 Quote Share this post Link to post
fai1025 Posted December 31, 2023 I quietly claimed episode 4's secret level when it's still empty, here's some progress there's three gimmick in one level, and that's a gimmick by itself, not gonna spoil it yet tho 6 Quote Share this post Link to post
Pottus Posted January 1 On 12/30/2023 at 12:59 PM, Li'l devil said: I think I'm already done (in just 8 days!). The core of the map is finished that is, but I suppose it could still use detailing, especially machinery to fit the theme. I'm just more into minimalism, so the current state is fine by me. The map turned out to be shorter than I expected, but for this project that's a good thing I suppose. Name: Sewer Halls of Some Processing Tested on DSDA-Doom Skill levels implemented. MIDI: Chyornyi Obelisk - Seryi Svyatoy (it's included in the wad, but I can send it standalone) The map is currently in MAP01 slot (should be in MAP02) for testing purposes, but if you want I can change it to MAP02 right away. Also, I used almost entirely OTEX textures, but I didn't port them into the wad because I assume the project lead will be the one to do it. So you need to load OTEX with it to play (edit: nevermind, I didn't notice there's the project's resource bundle in OP, which already has OTEX). Oh, and I think my map might've ended up a bit too hard for map 02, especially on UV. It's not hard if you know what to do exactly, but the first time you play it, you might be easily overwhelmed. Well, you should see for yourself. Screenshot: DMIUM2_E1_MAP02.zip I really like the lighting but I think just one thing is to box in the corners between wall and ceiling with some architecture of a different color which will really help with depth perception. 0 Quote Share this post Link to post
DankMetal Posted January 1 So, i think it's time to show some screenshots here. I wanted to take inspiration from soviet brutalism, making weird shapes and using a lot of gray textures. Spoiler Also, i'm using a midi cover of this song, i just wanted to share because it's so fucking cool. 3 Quote Share this post Link to post
Raith138 Posted January 1 How do you do a black void effect like in @Super Mighty G's map? 0 Quote Share this post Link to post
fai1025 Posted January 1 (edited) 3 minutes ago, Raith138 said: How do you do a black void effect like in @Super Mighty G's map? either use sky transfer with OSOLID01 (texture name), or manually place them Edited January 1 by fai1025 0 Quote Share this post Link to post
fai1025 Posted January 1 12 hours ago, DankMetal said: So, i think it's time to show some screenshots here. I wanted to take inspiration from soviet brutalism, making weird shapes and using a lot of gray textures. Hide contents Also, i'm using a midi cover of this song, i just wanted to share because it's so fucking cool. Nice map, but do keep in mind that your episode theme is mainly water since the title is called Thalassophobia, the fear of deep water, not saying you need to make it under water but at least have some element of blue and liquid; I did put brutalism but it's just for complementary, cause I think water goes well with brutalist element. 1 Quote Share this post Link to post
Raith138 Posted January 2 I have gotten started on the map, one of my best looking maps so far. Still under construction. 8 Quote Share this post Link to post
Pottus Posted January 2 Been working a little bit every day on my map there is still quite a bit to go but I have made pretty good progress so far. 8 Quote Share this post Link to post
Raith138 Posted January 3 My level is going to be very short but I think that is fine for the beginning of the episode. 1 Quote Share this post Link to post
Silhouette 03 Posted January 3 I'd like to give up my slot. Not in the right headspace to map for something like this. Good luck to everyone else who is participating. 1 Quote Share this post Link to post
Li'l devil Posted January 3 I want to claim Silhouette's MAP17 slot. I suddenly got another neat idea for a map. I'll work on improving my MAP02 in the meantime as well. 1 Quote Share this post Link to post
fai1025 Posted January 3 2 hours ago, Li'l devil said: I want to claim Silhouette's MAP17 slot. I suddenly got another neat idea for a map. I'll work on improving my MAP02 in the meantime as well. Wanna also make a secret exit for the episode? Since I don't think other one will take it 0 Quote Share this post Link to post
Raith138 Posted January 3 Is this ok for a starting platform? There is nothing above. 4 Quote Share this post Link to post
Li'l devil Posted January 4 5 hours ago, fai1025 said: Wanna also make a secret exit for the episode? Since I don't think other one will take it Yeah, this time I can. 1 Quote Share this post Link to post
Pottus Posted January 4 I know it isn't listed as a sky texture but is it okay to use OFALLL01 so the sky is animated? 3 Quote Share this post Link to post
dmh094 Posted January 5 (edited) Hello there everybody! just wanted to provide some kind of update to my progress so far! so here it is, map27 work in progress :) Edited January 5 by dmh094 7 Quote Share this post Link to post
fai1025 Posted January 5 (edited) 8 hours ago, dmh094 said: Hello there everybody! just wanted to provide some kind of update to my progress so far! so here it is, map27 work in progress :) I'm sorry to tell you but you got your episode theme wrong, last episode is about void, space, and galaxy and stuff not mountain, that's episode 5 You can kinda fix it by changing the sky box but your map would be the odd one out Edit: nevermind Edited January 5 by fai1025 0 Quote Share this post Link to post
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