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[Doom 2 community project] Tribute Quilt II - collectively making one big map out of entirety of Doom II [Beta 2 release (hotfix edition)]


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Posted (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 by Bendy1

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Posted (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 by Amiga Angel

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@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.

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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?

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Posted (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 by ViolentBeetle

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Is it alright if if these stairs raise here, partially blocking the entrance/exit?

doom1.png

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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.

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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.

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You've been there!

Entering The Quilt Tunnels

 

image.png.70cccc3b172254e64ff7dc372566c749.png

 

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

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1 minute ago, TheHambourgeois said:

Can I call dibs on Map09?

Sorry, VICE already has it. Check the spreadsheet for what's left.

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@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.

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Posted (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
image.png.8ef1fa1bff84e42893aa772033dd9399.png

Edited by Lina

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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.

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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.

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Posted (edited)

current state of my map 02 square

 

map02-wip-aa.png

 

update... todo doublecheck textures, add doors, tags and actions, add monsters and items

 

shape.png

Edited by Amiga Angel
update

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Posted (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 by ViolentBeetle

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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.

 

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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.

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