Dutch Doomer Posted April 1, 2006 I see no problem why whe should't not be allowed to make multiple maps for this project. Maybe ill make an third map for this project aswell, my second one is 75% done allready. If they can use the maps for the megawad that would be sweet, if not ill release them in an mapset myself. I like to make these small maps. @Sausage check first post for sending your maps. [edit]Map 2 is done it came out pretty good I worked all evening on this one. Needs some more testing on UV I haven't spend a whole lot of time on that. Download link: http://rapidshare.de/files/16984903/Ritual.zip.html 0 Quote Share this post Link to post
SYS Posted April 2, 2006 Fredrik said:September, sounds good. Now, it'd be interesting to see what'd happen if we had a mapping contest with a Ferrari or something like that for the prize. That'd be awesome. The cheapest Ferrari to give away would be a late 70's 308 GTB valued anywhere between $20000 - $35000 US. So get Crackin Lutrov. I'll be submitting an entry for this contest! I had loads of fun mapping for the last one. At least this time I won't be pestering Lutrov and other team members with feedback and progress reports. 0 Quote Share this post Link to post
Jon Posted April 2, 2006 Dr. Zin said:Use linedef 271. That's MBF iirc, not BOOM. 0 Quote Share this post Link to post
Dr. Zin Posted April 2, 2006 Jon said:That's MBF iirc, not BOOM. Yeah, but basically every Boom compatible port supports it, and it's only cosmetic anyway. 0 Quote Share this post Link to post
sausage Posted April 2, 2006 RF` Your map is good fun and high in detail. I have done my second map and it is based on Sausage's villa map01 http:\\Techniacldarkness.1.vg/sausagevilla.wad Have fun if you play sausage's villa - this is fairly old, so the detail isnt as good as i possibly can do... - sausage - 0 Quote Share this post Link to post
Fletcher` Posted April 3, 2006 As a bonus, I felt like being hilariously stupid. 0 Quote Share this post Link to post
Grazza Posted April 3, 2006 rf` said:As a bonus, I felt like being hilariously stupid. Nice map! You could make it more challenging by having some of the imps looking towards the switch at the start - as it is, the player can make it easier on himself by just staying quiet. 0 Quote Share this post Link to post
Belial Posted April 3, 2006 Ya would've been better if it wasn't possible to cross the exit linedef without lowering the rev box. NM Pacifist in 0:04 anyone? :P 0 Quote Share this post Link to post
Dutch Doomer Posted April 5, 2006 Im doing one more for this project, this will probably be the last one I make. 0 Quote Share this post Link to post
Nmn Posted April 5, 2006 -There can be areas outside of the 1024x1024 block but players can't reach them. Can Vodoo dolls be outside the 1024 block? Or does that count as a brake of the quoted rule? Vodoo dolls are actually player starts.. so I'm confused. The player never reaches the dolls's (the real player) conveyor belts though. 0 Quote Share this post Link to post
quakis Posted April 6, 2006 I've started a map but it's nothing too special, just sticking to default textures and simple gameplay. 0 Quote Share this post Link to post
purist Posted April 6, 2006 Just a quick Boom question: Does the Boom port fix it so you can move under objects that are above you like ZDoom does? I never use Boom so I don't know and I thought it would be something a Boom user would be able to tell me without having to check. The reason I ask here is that my 1024 level has a couple of hanging legs. It doesn't completely block a passage but I found it annoying when testing in Doom95. 0 Quote Share this post Link to post
myk Posted April 6, 2006 purist said: Just a quick Boom question: Does the Boom port fix it so you can move under objects that are above you like ZDoom does? I never use Boom so I don't know and I thought it would be something a Boom user would be able to tell me without having to check. No Boom doesn't do that at all, it behaves normally. There are two Hanging leg things anyway, I'd suggest using the non-obstructive one when the legs are over the Players' height, and the obstructive one when they are placed in a lower location. Anyone making a map that's not specifically for an engine that uses height clipping on things should always use these duplicated things properly. 0 Quote Share this post Link to post
Grazza Posted April 6, 2006 And more generally, if you are making a map that is intended to work with any Boom-compatible exe, then you shouldn't test it only in Zdoom. There are almost guaranteed to be problems that you won't notice in that case. On the rules for 1024x1024, I presume that a map wouldn't be disqualified because someone found a way to leave the 1024x1024 area by (deliberately or accidentally) exploiting an engine bug? (glide, linedef skipping, trick jump, etc.) 0 Quote Share this post Link to post
purist Posted April 7, 2006 myk said:There are two Hanging leg things anyway, I'd suggest using the non-obstructive one when the legs are over the Players' heightOK, I'll use those. Both the hanging objects I've tried so far block the player in Vanilla but I'm not fussy which one I use.Grazza said:And more generally, if you are making a map that is intended to work with any Boom-compatible exe, then you shouldn't test it only in Zdoom.I learnt that lesson the hard way with my last release! 0 Quote Share this post Link to post
myk Posted April 7, 2006 purist said: Both the hanging objects I've tried so far block the player in Vanilla but I'm not fussy which one I use. I'm talking about duplicated things that use exactly the same sprites (the game has them for situations like the one you mention.) Not all of the hanging things have these duplicate entries, but the ones from DOOM, including the legs, do. For the amputated leg you have things 106 (obstacle) and 110 (non-obstacle), for example. 0 Quote Share this post Link to post
Nmn Posted April 7, 2006 Here's my 1st entry while other 3 are still in production. Right click and "save as". See if you can dance with a chaingun. A key tought to remember is not to let go of the trigger ;) 0 Quote Share this post Link to post
Belial Posted April 7, 2006 Fix your monster teleporter. The way the teleport line is placed it will never let out all of it's monsters. I don't know exactly how long the ammo supply lasts but if you spend too much time watching infights you might have to tyson the cyber in the end so I guess ammo can be a problem. The left switch on the north wall is misaligned. 0 Quote Share this post Link to post
Nmn Posted April 8, 2006 My 2nd entry to the competition: Dwarf Town 0 Quote Share this post Link to post
Dutch Doomer Posted April 8, 2006 Wow nice work Nmn your map name sounds cool too :) Im halfway through my third map its going to be more detailed than my other two maps. Im thinking about an fourth map aswell something with an Vrack/Heddrox look to it lots of gray and silver. 0 Quote Share this post Link to post
Lutrov71 Posted April 9, 2006 Sweet Jesus NMN, that map rocks. And yeah, the more maps the merrier. :) 0 Quote Share this post Link to post
Dr. Zin Posted April 9, 2006 Sweet map NMN. However, the secret are is tagged to that door that you open, but you can't get under said door. It would be better if you tagged the soulsphere area as secret so that is will show up as found in the end tallies. 0 Quote Share this post Link to post
Dr. Zin Posted April 9, 2006 Done with my map. It was fun, but I don't think I'll make another. Limited size doesn't really jive with my mapping style. Also I felt like I was cramming the thing with enemies, and using too much teleportation. Overall I guess I like it though. But this definitely isn't the best map I've made. http://rapidshare.de/files/17548138/montbase.zip.html 0 Quote Share this post Link to post
Nmn Posted April 9, 2006 Thanks for the comments guys :) @Dr Zin-I've updated the link to my map with the error fixed. I see now what you meant. It's just I didn't really have any proper beta testing before the release. Thanks for the tip. 2 more maps on their way ;) 0 Quote Share this post Link to post
Sporku Posted April 9, 2006 This map to author ratio is getting a bit out of hand. If we're going to have people each making 500 (rough estimate) maps, then I would suggest that authors pick the map they think is best to be judged when the competition ends. This isn't an official statement as I don't make or enforce the rules, it's just an idea I'm throwing out there in hopes that Lutrov will actually see it, considering he hasn't been on IRC pretty much since he started this competition. 0 Quote Share this post Link to post
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