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1994 tune-up challenge (*updated /idgames link*)


Is this a good idea?  

216 members have voted

  1. 1. Is this a good idea?

    • Yay
      195
    • Nay
      21


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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.

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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

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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

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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.

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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.

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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

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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

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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.

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can someone make a countdown thread for this project already? holy christ.

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40oz said:

can someone make a countdown thread for this project already? holy christ.

Yeah... it just looks like the project got longer.

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@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

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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.

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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. :)

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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!

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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

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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.

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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.

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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.

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