Bendy1 Posted June 4 (edited) 9 hours ago, ViolentBeetle said: @Bendy1 You seem to have moved the segment off-center (Not that big of a deal, probably) and it doesn't seem to have any connections. After reading previous messages I understand know that the connection need to be in the center, I will fix this soon. Edited June 4 by Bendy1 0 Quote Share this post Link to post
Amiga Angel Posted June 4 (edited) 2 hours ago, ViolentBeetle said: @Amiga Angel didn't you want MAP03? I think MAP03 has more blue water. @ChippiHeppu if it's indeed Underhalls, I will swap you to MAP16 with the new date. Or do you just want to switch even if this isn't MAP02 Amiga Angel doing? 4 hours ago, ChippiHeppu said: @Amiga Angel There seems to have been some confusion. I had already claimed MAP02. However, since you have made good progress with your segment and I haven't even started yet, I'm OK with giving the MAP02 slot to you and picking a different slot for myself. @ViolentBeetle I want to claim MAP16. sorry about that, my bad... no problem though because I can always use what I made some other time.. I will get started on map 03 instead.. again.. sorry for causing confusion Edited June 4 by Amiga Angel 0 Quote Share this post Link to post
ChippiHeppu Posted June 4 @Amiga Angel All good, my friend. I want to switch to MAP16 anyway because now I really want to recreate the slaughter part :D You can keep working on MAP02 if you wish. 1 Quote Share this post Link to post
Amiga Angel Posted June 4 1 minute ago, ChippiHeppu said: @Amiga Angel All good, my friend. I want to switch to MAP16 anyway because now I really want to recreate the slaughter part :D You can keep working on MAP02 if you wish. ok cool and thanks and again I apologize :) @ViolentBeetle is it ok with you if I make map 02 instead? 0 Quote Share this post Link to post
ViolentBeetle Posted June 4 (edited) 15 minutes ago, Amiga Angel said: ok cool and thanks and again I apologize :) @ViolentBeetle is it ok with you if I make map 02 instead? 17 minutes ago, ChippiHeppu said: @Amiga Angel All good, my friend. I want to switch to MAP16 anyway because now I really want to recreate the slaughter part :D You can keep working on MAP02 if you wish. Ok, I moved you around. Also MAP16 is the one where out of bounds teleport closet it definitely allowed. Edited June 4 by ViolentBeetle 1 Quote Share this post Link to post
Bendy1 Posted June 4 Is it alright if if these stairs raise here, partially blocking the entrance/exit? 0 Quote Share this post Link to post
ViolentBeetle Posted June 4 9 minutes ago, Bendy1 said: Is it alright if if these stairs raise here, partially blocking the entrance/exit? Probably better just remove this exit, if you still have others. This is everyone's reminder that you can delete 1 exit, we'll have plenty of edge segments. We'll need some corner segments too as well. 1 Quote Share this post Link to post
ViolentBeetle Posted June 4 2 minutes ago, BeachThunder said: Can I put dibs on a corner? Just make a corner piece, I'll put it where I think it fits. 1 Quote Share this post Link to post
Bendy1 Posted June 4 Here is the updated version of Tricks and Traps.Map 8: 1024 project It will need to be a corner (probably top right) Fixed all mentioned issues. 1 Quote Share this post Link to post
Oxyde Posted June 4 You've been there! Entering The Quilt Tunnels There are 4 connectors at different heights so you may need to remove some if needed. The main goal is a Rocket Launcher, no keys added whatsoever. cl2 compatible, should not VPO/HOM (though the final product will likely not be Vanilla friendly). MAP05_Oxyde_v00.zip 1 Quote Share this post Link to post
ViolentBeetle Posted June 4 1 minute ago, TheHambourgeois said: Can I call dibs on Map09? Sorry, VICE already has it. Check the spreadsheet for what's left. 0 Quote Share this post Link to post
DynamiteKaitorn Posted June 4 Monster Condo tribute version 2: + added in several enemies, a few don't spawn on lower difficulties https://www.mediafire.com/file/zyk57dbe3x3tk1o/27-v2.zip/file 1 Quote Share this post Link to post
ViolentBeetle Posted June 4 @Oxyde Oh, that's nasty. I see what you mean, it's effectively the corner piece, 2 exits will become unusable. I will decide which ones when time come. @Bendy1 The pinkies are stuck as the steps are too narrow for them. If you turn those steps into 8 units high, they'll be able to go down (Obviously, you would need to lower platform). I think you should make doors that are just meat walls into permanent to not confuse people. The switch behind pinkies that open cacos doesn't really offer benefits. I think a single switch that both open walls and caco closets would be better for gameplay. @SCF No complaints, accepted. @Walter confetti The connectors aren't up to standard, not centered and not at a height that is compatible with others. Please think of a way to make at least one other on the level. @DynamiteKaitorn This will probably do for a early segment now. 1 Quote Share this post Link to post
Lina Posted June 4 (edited) A connective tissue segment, it's separated into north/east and south/west. There's two secrets that connect the halves from either side. The player needs to walk over a tag 40 linedef to start crushers, so I expanded the entrances a bit for testing purpouses. EDIT: Forgot to tag secret sectors. Re-uploaded the file.https://www.mediafire.com/file/20fkoig3ku5dg89/Narrower_Focus_R1.wad/file Edited June 4 by Lina 1 Quote Share this post Link to post
Grizzly Old B Posted June 4 3 hours ago, ViolentBeetle said: This is everyone's reminder that you can delete 1 exit, we'll have plenty of edge segments. We'll need some corner segments too as well. As I've not yet started my segment, I'm quite flexible regarding placing exits/connectors. If you want, just let me know what's needed most. 0 Quote Share this post Link to post
ViolentBeetle Posted June 4 1 minute ago, Grizzly Old B said: As I've not yet started my segment, I'm quite flexible regarding placing exits/connectors. If you want, just let me know what's needed most. I can always delete superflous exits that didn't find pair while assembling. It's more about not needing to try and fit exits that don't fit your vision. 0 Quote Share this post Link to post
Bendy1 Posted June 4 Pinkies + other issues fixedMap 8: 1024 project 1 Quote Share this post Link to post
Amiga Angel Posted June 5 (edited) current state of my map 02 square update... todo doublecheck textures, add doors, tags and actions, add monsters and items Edited June 5 by Amiga Angel update 0 Quote Share this post Link to post
ViolentBeetle Posted June 5 (edited) @Lina I'm accepting the submission, just want to confirm - there's no way to get from bottom-left to top-right, correct? But there is the other way around. @crug I'm going to accept this one too. The secret part is touching the edge of allowed area, but I can move it without issue if needed (The rule is mainly a safeguard against accidentally adding more doors) Edited June 5 by ViolentBeetle 0 Quote Share this post Link to post
Lina Posted June 5 You can get from bottom left to top right through the other secret. Spoiler Standing on the tiny crate will raise a wall in the shotgunner area to reveal a shootable switch, which will open the shotgunner area from both sides, unless I messed something up in the submission. 0 Quote Share this post Link to post
ViolentBeetle Posted June 5 1 minute ago, Lina said: You can get from bottom left to top right through the other secret. Hide contents Standing on the tiny crate will raise a wall in the shotgunner area to reveal a shootable switch, which will open the shotgunner area from both sides, unless I messed something up in the submission. Oh right, somehow I missed that door. I think it might be useful to not open this door and have it only from the inside, which would make for a good routing piece. However this will only become clear when I start assembling. 1 Quote Share this post Link to post
ViolentBeetle Posted June 5 @Bendy1 Also you have adressed most of my notes, so I accept this one too. 0 Quote Share this post Link to post
Walter confetti Posted June 5 Hopefully fixed the connection parts, removed the north entrance. wa-map20s-fix_.zip Tell me if it's good! 1 Quote Share this post Link to post
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