mr-around Posted June 13 2 hours ago, ViolentBeetle said: There's a bug in Doom engine that prevents sectors from moving if it thinks there's a monster stuck in a too short sector. Even if the sector is actually trying to expand or the monster is in a different place entirely. I'm not sure what exactly affects the detection, blockmap probably, but that means the bug might appear unexpectedly. I'll let you keep the box but please make it so no monster is overlapping with a zero height sector. MAP12 Bugfixes. Download. Tribute Quilt II - MAP12 v0.3 (by mr-around).zip 2 Quote Share this post Link to post
ViolentBeetle Posted June 13 1 hour ago, mr-around said: MAP12 Bugfixes. Download. Tribute Quilt II - MAP12 v0.3 (by mr-around).zip Yeah, that works. 1 Quote Share this post Link to post
No-Man Baugh Posted June 13 NOMANBLOODFALLS-25.zip Here's my rendition of Bloodfalls! I'm pretty happy with how the main 3 rooms turned out, the connecting hallway is a bit too simple and crude for my liking. So I might still keep working on the overall layout during this project's development 3 Quote Share this post Link to post
ViolentBeetle Posted June 13 10 minutes ago, No-Man Baugh said: NOMANBLOODFALLS-25.zip Here's my rendition of Bloodfalls! I'm pretty happy with how the main 3 rooms turned out, the connecting hallway is a bit too simple and crude for my liking. So I might still keep working on the overall layout during this project's development In the voice of Patric Bateman: "My god, it even has an untextured water cube" I think everything looks about right, but you seem to have shifted the left and right room south a little bit and now the exit are misaligned. Seems like it should be trivial to fix though. 1 Quote Share this post Link to post
No-Man Baugh Posted June 13 (edited) 33 minutes ago, ViolentBeetle said: In the voice of Patric Bateman: "My god, it even has an untextured water cube" I think everything looks about right, but you seem to have shifted the left and right room south a little bit and now the exit are misaligned. Seems like it should be trivial to fix though. Dang! those 2 exits were a bit of a late edition just because they made sense by the time the layout was done so I shouldn't be too shocked something went wrong thereanyways: here's the fixed version Edited June 13 by No-Man Baugh 0 Quote Share this post Link to post
No-Man Baugh Posted June 13 NOMANBLOODFALLS-25-_-1.3.zip @ViolentBeetle Here's the FIXED fixed version, Because I did the elevators weird I had to do two joined sectors and when I moved them to align the join broke. This version fixes the join 0 Quote Share this post Link to post
ViolentBeetle Posted June 13 27 minutes ago, No-Man Baugh said: NOMANBLOODFALLS-25-_-1.3.zip @ViolentBeetle Here's the FIXED fixed version, Because I did the elevators weird I had to do two joined sectors and when I moved them to align the join broke. This version fixes the join Seems like everything's good now. 1 Quote Share this post Link to post
Chariot Rider Posted June 13 I've put together a version of the wad with different difficulty levels and some updated textures and fixes. Chariot Industrial Zone.zip 2 Quote Share this post Link to post
ViolentBeetle Posted June 13 1 hour ago, Chariot Rider said: I've put together a version of the wad with different difficulty levels and some updated textures and fixes. Chariot Industrial Zone.zip I would appreciate if you use lower unpegged to keep walls from scrolled with the door. I was going to do so myself, but there were too many. Also tag 156 has a skull switch texture but is a walkover line. Switch tagged 155 can be activated from the ground below, but that's probably not a big deal since I still will need to go up. Everything else seems fine. 1 Quote Share this post Link to post
Chariot Rider Posted June 13 8 minutes ago, ViolentBeetle said: I would appreciate if you use lower unpegged to keep walls from scrolled with the door. I was going to do so myself, but there were too many. Also tag 156 has a skull switch texture but is a walkover line. Switch tagged 155 can be activated from the ground below, but that's probably not a big deal since I still will need to go up. Everything else seems fine. I'll edit the doors to use lower unpegged textures asap. As for tag 156, I had intended the skull on that door to be a visual telegraph for the player, indicating that this door would open if the player pressed the skull switch by the chaingunner. The idea is that after seeing the door open, they would rush in to collect their reward of energy cells, only to reveal the shotgunner to their now exposed back. I could change that door's texture to avoid this bit of ambiguity, but that was the intent behind the walkover switch. How did you activate switch 155 from below? I tried recreating this myself but I wasn't able to do so. 0 Quote Share this post Link to post
ViolentBeetle Posted June 13 Just now, Chariot Rider said: I could change that door's texture to avoid this bit of ambiguity, but that was the intent behind the walkover switch. It's probably better to not use a switch texture, because it is confusing. Maybe the square wood with skulls? 1 minute ago, Chariot Rider said: How did you activate switch 155 from below? I tried recreating this myself but I wasn't able to do so. Just squeeze myself into the wall pressing use. Took a few tries to aim correctly, but it's possible (Unless I activated something else), but I don't think there's anything. 0 Quote Share this post Link to post
Chariot Rider Posted June 13 Alright, I've touched up the map. I fixed all of the doors, and changed the skull door texture Chariot Rider Industrial Zone v5.zip 1 Quote Share this post Link to post
ViolentBeetle Posted June 13 (edited) 17 minutes ago, JackDBS said: Tinystein.zip sorry for the delay You are just on time, lol. You also have an issue with walls scrolling with the doors, only visible in secrets. I assume it's not on purpose? @Chariot Rider It seems it's all good now. Accepted. Edited June 13 by ViolentBeetle 0 Quote Share this post Link to post
JackDBS Posted June 14 6 hours ago, ViolentBeetle said: You also have an issue with walls scrolling with the doors, only visible in secrets. I assume it's not on purpose? fixed Tinystein.zip 1 Quote Share this post Link to post
DankMetal Posted June 14 Here's the newest version of my map. Not a lot to say outside of what Violent Beetle told me to fix... aside from a little surprise for multiplayer: Spoiler There's a Cyberdemon in the streets, the good news is that there's a bfg with enough ammo to 2-shot him. It's a fun little challenge, you can play it with nugget doom or DSDA using the command line -coop_spawns. I hope this is the definitive version. Download link 0 Quote Share this post Link to post
ViolentBeetle Posted June 14 (edited) @JackDBS @DankMetal Seems like everything's in order now. Now comes the hard part - compilation. My priority is to preserve layouts and monster placement, pickups will be changed to better fit the progression. It will probably take me some time before I can put it together and test it, but shorter than the first time due to less cyberdemons in tight quarters. Some segments might end up rotated or flipped to connect with others. There might be some minor changes like flat spilling into nearby segment for better continuity, but they will be minor. Edited June 14 by ViolentBeetle 1 Quote Share this post Link to post
Grizzly Old B Posted June 14 19 minutes ago, ViolentBeetle said: @JackDBS @DankMetal Seems like everything's in order now. Now comes the hard part - compilation. My priority is to preserve layouts and monster placement, pickups will be changed to better fit the progression. It will probably take me some time before I can put it together and test it, but shorter than the first time due to less cyberdemons in tight quarters. Some segments might end up rotated or flipped to connect with others. There might be some minor changes like flat spilling into nearby segment for better continuity, but they will be minor. Wish you all the best for the assembly part, hopefully it will not make you scratch your head too often ... Regarding rotating segments: It would be good if my map 24 segment remains untouched in this regard, as rotating it would mess up the Sandy Petersen homage I included with the northern ledges' geometry. 2 Quote Share this post Link to post
BeachThunder Posted June 14 In case people haven't checked the spreadsheet: 4 Quote Share this post Link to post
Grizzly Old B Posted June 14 Yeah, I'm following the assembly process in the spreadsheet “live” on secondary monitor while working. Quite intriguing! 😁 @ViolentBeetle One little idea you may or may not pick up: What about using the four (otherwise unused) corners of the map for including the author credits as sector art? That would be 8 authors per corner, which should easily fit. One could even use the primary/stand-out floor texture used in the respective segment (e.g. green nukage for my Chasm segment), for those sourceports which support floor textures in the automap. When placing a computer area map near the exit, those credits could be hidden until it is picked up, preventing the player from being distracted by them during playing. If you like the idea but think it's too much work, I'd offer my help for this task. 1 Quote Share this post Link to post
ViolentBeetle Posted June 14 Just now, Grizzly Old B said: Yeah, I'm following the assembly process in the spreadsheet “live” on secondary monitor while working. Quite intriguing! 😁 @ViolentBeetle One little idea you may or may not pick up: What about using the four (otherwise unused) corners of the map for including the author credits as sector art? That would be 8 authors per corner, which should easily fit. One could even use the primary/stand-out floor texture used in the respective segment (e.g. green nukage for my Chasm segment), for those sourceports which support floor textures in the automap. When placing a computer area map near the exit, those credits could be hidden until it is picked up, preventing the player from being distracted by them during playing. If you like the idea but think it's too much work, I'd offer my help for this task. Interesting idea, I'll see what I can do with it. 0 Quote Share this post Link to post
SCF Posted June 14 About my map (10): the top/left/right entrances are rigged to open the traps doors. If I understand the current layout correctly, the left side will be a blue key door. But once you have the blue key, there's not much reason to go back that way (unless you don't remember where to go, but the actual progression to the red key zone is directly west), so one of the monster closets will likely be skipped. I don't think it's gamebreaking or anything, but map10 might fit better in a more central location within a zone, so players are more likely to pass through it more than once. The other thing is that the player may trigger a monster closet while leaving, and then get ambushed from behind. That would only work, I think, if they're regular doors and not key doors, so monsters can open them too. 0 Quote Share this post Link to post
ViolentBeetle Posted June 14 2 minutes ago, SCF said: About my map (10): the top/left/right entrances are rigged to open the traps doors. If I understand the current layout correctly, the left side will be a blue key door. But once you have the blue key, there's not much reason to go back that way (unless you don't remember where to go, but the actual progression to the red key zone is directly west), so one of the monster closets will likely be skipped. I don't think it's gamebreaking or anything, but map10 might fit better in a more central location within a zone, so players are more likely to pass through it more than once. The other thing is that the player may trigger a monster closet while leaving, and then get ambushed from behind. That would only work, I think, if they're regular doors and not key doors, so monsters can open them too. Due to the general non-linearity, I don't really see much reason to go through all doors. However, I expect player to go through at least 2 trapped doors, and I will add something good to the one blue door that is trapped. Otherwise, this segment is essentially a backtracking hub, I expect a lot of traffic through it. 1 Quote Share this post Link to post
BeachThunder Posted June 14 47 minutes ago, Grizzly Old B said: Yeah, I'm following the assembly process in the spreadsheet “live” on secondary monitor while working. Quite intriguing! 😁 @ViolentBeetle One little idea you may or may not pick up: What about using the four (otherwise unused) corners of the map for including the author credits as sector art? That would be 8 authors per corner, which should easily fit. One could even use the primary/stand-out floor texture used in the respective segment (e.g. green nukage for my Chasm segment), for those sourceports which support floor textures in the automap. When placing a computer area map near the exit, those credits could be hidden until it is picked up, preventing the player from being distracted by them during playing. If you like the idea but think it's too much work, I'd offer my help for this task. Has someone made a UDB extension that can convert text into sectors? That's gotta be possible, right? 0 Quote Share this post Link to post
Djoga Posted June 14 (edited) It looks like my segment will be accessible from northern, western and southern gates, even though it originally had entrances from west, south and east. Is it going to be rotated? Because if that's the case the signs for north and east will lose their purpose. Edited June 14 by Djoga 0 Quote Share this post Link to post
ViolentBeetle Posted June 14 2 minutes ago, Djoga said: It looks like my segment will be accessible from northern, western and southern gates, even though it originally had entrances from West, south and east. Is it going to be rotated? Because if that's the case the signs for north and east will lose their purpose. I have rotated the big arrow back into its original position. Is there a second sign I didn't realize exists? 0 Quote Share this post Link to post
Djoga Posted June 14 3 minutes ago, ViolentBeetle said: I have rotated the big arrow back into its original position. Is there a second sign I didn't realize exists? Inside the teleporter where an imp hides 0 Quote Share this post Link to post
ViolentBeetle Posted June 14 (edited) 14 minutes ago, Djoga said: Inside the teleporter where an imp hides Oh damn it, I didn't realize it was something. It all makes sense now. Unfortunately, I think this is the best place for your segment, so "West" is now to the east. Can you supply me with "East" symbol instead so I put it there? Update: Oh wait, West was the destination? Then currently teleport leads to the south. Just to make it clear, this is how it is right now: Edited June 14 by ViolentBeetle 0 Quote Share this post Link to post
Djoga Posted June 14 16 minutes ago, ViolentBeetle said: Just to make it clear, this is how it is right now: I will make the South sign then 0 Quote Share this post Link to post
Grizzly Old B Posted June 14 I'd like to suggest a small change to the northern section of my map 24 segment, based on the fact that there seems to be a red door for progression now. (Which I appreciate a lot, btw.) Can't go into details right now, as I'm currently at work, but will send an update proposal in my late (European) evening. 0 Quote Share this post Link to post
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