tatsurd-cacocaco Posted August 9, 2010 traversd said:I'll look at spider now then.As a result, will you make map 7? Anyway, I start to tune up Outland.wad. If you make map 7, I will only change the idea of the last area. 0 Quote Share this post Link to post
traversd Posted August 10, 2010 Does anyone know if the "fifi" episode was completed and uploaded somewhere? The dead sea is a teaser level for it but i was wondering if it was eventually completed and released. Fifii.zip http://www.doomworld.com/idgames/index.php?id=1070 A bit of enthusiasm has hit me so I've found a couple more smaller levels that could be done to top up the pack to 32. -travers 0 Quote Share this post Link to post
traversd Posted August 12, 2010 Here's a pic of a map7 candidate I started tonight. The original has liteamp on because it's light level is 40(!) and you fight spectres... nice. The author also put the blue key atop the armour so I separated them and made the blue key lower once all mancs (replaced spectres) are dead. -travers 0 Quote Share this post Link to post
traversd Posted August 14, 2010 update on EXECUTE.wad tune-up for map07 Cleaning up the arachnotron hall and the exit path. Haven't looked at the start of the original which is a weird aspect. Run down a tunnel to teleport a few times into the main map. 0 Quote Share this post Link to post
Snarboo Posted August 14, 2010 That's looking pretty nice traversd. It has a strong gothic feel to it, so I can't wait to test it. I'm hoping I can work up the nerve to work on an extra map myself. 0 Quote Share this post Link to post
traversd Posted August 14, 2010 I think this is my first map using GSTONE. And I now understand why people say it's such a pain to work with if you try to align it vertically often. *L* I'm kinda breaking your rules Snarboo and also working on this map - http://www.doomworld.com/idgames/index.php?id=185 which I'm probably halfway through roughing out the tune-up. It's size is really good for a map 1 or 2. It reminds of map01 for TNT for some reason. -travers 0 Quote Share this post Link to post
tatsurd-cacocaco Posted August 15, 2010 Some screen shots of outland.wad Before 1, 2, 3 After 1, 2, 3 0 Quote Share this post Link to post
traversd Posted August 15, 2010 Some awesome work there TC. Snarboo - I found this one which is small - prolly map2-4 size perhaps http://www.doomworld.com/idgames/index.php?id=712 If you can get past the fact it spells letters *L* I should be a good one to tune-up. -travers 0 Quote Share this post Link to post
masayan Posted August 15, 2010 I making Brian and Craig Sparks series 1 0 Quote Share this post Link to post
traversd Posted August 16, 2010 Here is the map07 EXECUTE.WAD tune-up for a playtest. Main things I'm now working on are just cleaning up the GSTONE alignment in the arachnotron hall and exit area. I replaced the weird teleport sequence with my own take on a weird teleport sequence ;) http://t.underworldgamers.com/wp-content/uploads/td-execute.zip EDIT: Btw, I think the manc fight is a bit overwhelming compared to the rest of the map on UV, but interested to hear thoughts on this and change if that's the case. -travers 0 Quote Share this post Link to post
maggot202 Posted August 16, 2010 I've just played your map, td, and it seemed to be a fine map for map07, not too hard (although I played it on HMP). Awesome detail, as always, but i thought that maybe you could do something more interesting with the teleport lines at the beginning, as it is, you could simply delete that portion of the map and i doubt that anyone would miss it. 0 Quote Share this post Link to post
40oz Posted August 17, 2010 can someone make a countdown thread for this project already? holy christ. 0 Quote Share this post Link to post
printz Posted August 18, 2010 40oz said:can someone make a countdown thread for this project already? holy christ. Yeah... it just looks like the project got longer. 0 Quote Share this post Link to post
traversd Posted August 18, 2010 @Maggot202: Yeh, the teleport area is more to keep the original nature of the map. I think the "preserve direction" specials I used make it bit odd (doesn't feel like teleporting) At present the there is 6 rooms and they all link via a grid. Would it be a sin to mix up how the teleporters link to which rooms, make it a bit of a puzzle to get past? @40oz&Printz: Just trying to help make the pack a full 32 set. Hopefully adding the 6 maps needed won't add too much time. Seems like we've got 4 more in the works and a few other "small map" candidates for quick tune-ups to finish the project off. -travers 0 Quote Share this post Link to post
tatsurd-cacocaco Posted August 18, 2010 Outland.wad tune-up was 95% done. I'm placing things now. Before 4, 5, 6, 7 After 4, 5, 6, 7 Masayan, he updated the tune-up of "Ice Nightmare 2" (by VT Ice), here. He can't use foreign uploaders well, so I upload his wads as an agent. A wall texture (ASHWALL2) can't be read with fdgfxd2.wad in 1st post, though I thought that the bug had already been fixed. Anyway, please fix it. Like he said before, he is tuning up "Brian and Craig Sparks series 1", and this is also almost done. 0 Quote Share this post Link to post
Snarboo Posted August 18, 2010 tatsurd-cacocaco said:A wall texture (ASHWALL2) can't be read with fdgfxd2.wad in 1st post, though I thought that the bug had already been fixed. Anyway, please fix it. I could have sworn I had fixed that. I'll examine the texture wad and Masayan's entry for compatibility here soon. Also you're update of Outland.wad is looking good, tatsurd. I look forward to the finished map. :) 0 Quote Share this post Link to post
GreyGhost Posted August 19, 2010 It's based on the bugged PNAMES and TEXTURE1 lumps from Sarge Baldy's texture wad, I thought I'd fixed that last year but wasn't aware at the time of any missing textures. Here's an update - let me know if I've missed anything. 0 Quote Share this post Link to post
Snarboo Posted August 19, 2010 Thanks again, GreyGhost! You're a real life saver. :) Edit: The new texture wad has been uploaded to DRD Team's file server and added to the first page. Be sure to redownload it if you are having problems with the current one! 0 Quote Share this post Link to post
tatsurd-cacocaco Posted August 20, 2010 GreyGhost, thank you for fixing bugs. I finished outland.wad tune-up, here. 0 Quote Share this post Link to post
traversd Posted August 20, 2010 Still working on EXECUTE.WAD but here is what I've got done for VIPER.WAD and some pics from the original map. I'm trying to make it a quick finish map but have added a key because ultimately the original map could be finished in a matter of seconds. EDIT: Finished product looks great TC. -travers 0 Quote Share this post Link to post
tatsurd-cacocaco Posted August 21, 2010 Masayan completed the rebuild of "Brian and Craig Sparks series 1" Download 0 Quote Share this post Link to post
Snarboo Posted August 21, 2010 This brings the map count up to 30 maps. We only need two more to fill out the roster. I'm thinking Map 30 should be something special, but I'm not sure what yet. 0 Quote Share this post Link to post
tatsurd-cacocaco Posted August 22, 2010 Snarboo said:This brings the map count up to 30 maps. We only need two more to fill out the roster. I'm thinking Map 30 should be something special, but I'm not sure what yet. No, we still have 29 maps. About "Brian and Craig Spark's Map 3", I just finished Solarn's incomplete work. 0 Quote Share this post Link to post
traversd Posted August 22, 2010 If I finish VIPER soon, we'll be back to 30 ;) 0 Quote Share this post Link to post
Snarboo Posted August 22, 2010 I've updated the roster to account for that now, tatsurd. Thanks for telling me. :) Edit: Are there any other maps that had two authors work on them? I've forgotten heh. 0 Quote Share this post Link to post
traversd Posted August 23, 2010 http://t.underworldgamers.com/wp-content/uploads/td-viper.zip Working on the last area now (chainsaw secret area). Oddly this was the first part I started on (and then gave up and moved on to the rest *L*). -travers 0 Quote Share this post Link to post
maggot202 Posted August 24, 2010 Snarboo, could you add me on the first post with "Brian and Craig Spark's Map 2", please? 0 Quote Share this post Link to post
Snarboo Posted August 24, 2010 I'm only adding finished maps to the front page for now. I'll add yours soon, though. 0 Quote Share this post Link to post
printz Posted August 24, 2010 LOL, ZDoom still exhibits tutti-frutti effects to uneven tall textures. It must be the only current port that still does it. Could be a big reason that texture artists are advised to never make doors tall like 72 or 112 etc., so unfortunate. Here's an example in my tune-up where it is apparent: The faulty effect, in ZDoom: And here's how it looks correctly, tested with Boom 2.02: Normally I should go on and peg it back because it's fixable, but I don't find it important, and I don't like going the lowest common denominator way. If it doesn't look okay in one of the indirect ports, too bad. The programmers could fix the bug. 0 Quote Share this post Link to post
Gez Posted August 24, 2010 1. There's no tutti-frutti anywhere in these screenshots. 2. ZDoom does not have the tutti-frutti bug. http://doom.wikia.com/wiki/Tutti-frutti 0 Quote Share this post Link to post
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