Tristan Posted December 31, 2012 Wait a sec. Glasses...they're red... It's cannonball! Minus the wig! http://www.doomworld.com/vb/avatar.php?userid=12481&dateline=1339686763 0 Share this post Link to post
glenzinho Posted December 31, 2012 Eris Falling said:Wait a sec. Glasses...they're red... It's cannonball! Minus the wig! http://www.doomworld.com/vb/avatar.php?userid=12481&dateline=1339686763 WTF? Did I miss something? 0 Share this post Link to post
Tristan Posted January 1, 2013 I don't think you did? ANYWAY, WELCOME TO 2013AD Due to a lack of response, and an extra three hours past when I said I'd move them, I still haven't had responses to MAP16 and MAP24. So I'll have 16, and Joseph Lord is taking 24. Marking all unfinalised maps as "WIP?" Same procedure as last month. Fly my pretties! 0 Share this post Link to post
joe-ilya Posted January 1, 2013 Eris Falling said:I don't think you did? ANYWAY, WELCOME TO 2013AD Due to a lack of response, and an extra three hours past when I said I'd move them, I still haven't had responses to MAP16 and MAP24. So I'll have 16, and Joseph Lord is taking 24. Marking all unfinalised maps as "WIP?" Same procedure as last month. Fly my pretties! what did you thought about when you typed "please improve"? 0 Share this post Link to post
glenzinho Posted January 1, 2013 _bruce_ said:"The Ga(u)ntlet" - firs few sectors. http://imgur.com/9OEaZ] Hey, it´s a puppy dog! 0 Share this post Link to post
joe-ilya Posted January 1, 2013 _bruce_ said:"The Ga(u)ntlet" - firs few sectors. [/IMG]map03 looks promising... 0 Share this post Link to post
Tristan Posted January 1, 2013 joe-ilya said:what did you thought about when you typed "please improve"? Pretty much the entire map. As said before, there's no reason to have entire walls in the outside area as bloodfall textures. Also, the height variation outside is still way over the top. I'd recommend lowering the starting platform a lot. I don't think you need 2 of each boss in the castle, and texture alignment is a major issue. Also, I'm really not sure how this reflects the title of Gotcha With enough improvements, this map can turn out very good. I think that's true of any map, which was the whole point of the 1994 tune-up project I think. Other maps: MAP03 is underway, ? removed. Since it caused a bit of a discussion originally, how are you doing it? I think the general interpretation was a ga(u)ntlet rail track. Also MAP16's BLOCKMAP lump is 51000 bytes. Good start -_- 0 Share this post Link to post
Tristan Posted January 1, 2013 Eh..heh..turns out starting MAP16 would be as easy as I'd hoped. I'll resign myself from it so I can concentrate more on MAP22, let someone who actually knows what they're doing have a go. Also, I've started compiling the maps together, moving out of place maps to their appropriate slots, and including mudwater.wad So far so good, I just need to learn how to edit those intermission graphics :P 0 Share this post Link to post
qoncept Posted January 2, 2013 Shadow Hog said:A balded, bearded, glasses-wearing man is staring out toward me, tilting his head back and to his left a bit. Looks kinda like the guy from Breaking Bad, actually. Sloth. 0 Share this post Link to post
ComicMischief Posted January 2, 2013 Eris Falling said:MAP16: Suburbs - OPEN Mind if I have a crack at this over the weekend? I have nothing else on for two days, and can put some hardcore work into this. Feel bad about dropping the MAP30 though; who's doing that and did they want what little I had completed (which, to be honest, could function as a MAP30-alike without the six prior 'sins' with little modification)? 0 Share this post Link to post
Tristan Posted January 2, 2013 ComicMischief said:Mind if I have a crack at this over the weekend? I have nothing else on for two days, and can put some hardcore work into this. Feel bad about dropping the MAP30 though; who's doing that and did they want what little I had completed (which, to be honest, could function as a MAP30-alike without the six prior 'sins' with little modification)? Hmm, I'm tempted to take 30 actually, since it shouldn't be too hard to finish if you send me what you had. I know I said I should concentrate on MAP22 more, but it's about 40-50% done already. If no-one else wants 30, that is. I'll mark you down for Suburbs though. 0 Share this post Link to post
joe-ilya Posted January 2, 2013 Eris Falling said:Pretty much the entire map. As said before, there's no reason to have entire walls in the outside area as bloodfall textures. Also, the height variation outside is still way over the top. I'd recommend lowering the starting platform a lot. I don't think you need 2 of each boss in the castle, and texture alignment is a major issue. Also, I'm really not sure how this reflects the title of Gotcha With enough improvements, this map can turn out very good. I think that's true of any map, which was the whole point of the 1994 tune-up project I think. maximum hight in the wad is now 494 i put hellish redstone i lowered alot of things changed some textures 2 bosses : ultra violence 1 boss : i'm too toung too die and hurt me plenty gotcha is just some castle in a lava pit which then you change dimenesion by steping on some "special water". and the other dimenesion is based on "gotcha!" traps which is what the monsters say when they get you. Isn't that reasonable? Also thanks for making me to stay working. 0 Share this post Link to post
Tristan Posted January 2, 2013 joe-ilya said:maximum hight in the wad is now 494 i put hellish redstone i lowered alot of things changed some textures 2 bosses : ultra violence 1 boss : i'm too toung too die and hurt me plenty gotcha is just some castle in a lava pit which then you change dimenesion by steping on some "special water". and the other dimenesion is based on "gotcha!" traps which is what the monsters say when they get you. Isn't that reasonable? Also thanks for making me to stay working. I can't really say much until I play the map again with these improvements. 2 of each boss on UV is still kind of unneccessary though, not to mention redundant with the Masterminds as they will kill each other. What I think would be better is either of these, on all skills 1 Cyber, 1 Spider 2 Cybers (1 in each of the areas) 2 Spiders (1 in each of the areas, so they don't kill each other) 0 Share this post Link to post
joe-ilya Posted January 2, 2013 Eris Falling said:I can't really say much until I play the map again with these improvements. 2 of each boss on UV is still kind of unneccessary though, not to mention redundant with the Masterminds as they will kill each other. What I think would be better is either of these, on all skills 1 Cyber, 1 Spider 2 Cybers (1 in each of the areas) 2 Spiders (1 in each of the areas, so they don't kill each other) I putted a block monster line so they wont be that easy to defeat I also removed those mancubuses I also puted monsters for the whole map but no skills or ammution so if you want to test it , do it link : http://www.mediafire.com/?rne9l4g91h9ttga and theres some more detail i puted 0 Share this post Link to post
Capellan Posted January 2, 2013 Just downloaded the latest gotcha!.wad Still not even close to vanilla compatible. http://i11.photobucket.com/albums/a189/crowroadaw/gotcha_zps4e6e4bec.jpg http://i11.photobucket.com/albums/a189/crowroadaw/gotcha2_zps3c965ed0.jpg The first door to the north of the start position is also borked for vanilla. Notice the tutti-frutti effect at the top, caused by the texture chosen being one that cannot tile. http://i11.photobucket.com/albums/a189/crowroadaw/gotcha3_zps81d10ce1.jpg Plus of course there's the simple fact that it looks awful. Non-existent texture alignment, nonsensical texture selection. http://i11.photobucket.com/albums/a189/crowroadaw/gotcha4_zps5445466b.jpg 0 Share this post Link to post
Tristan Posted January 2, 2013 joe-ilya said:I putted a block monster line so they wont be that easy to defeat I also removed those mancubuses I also puted monsters for the whole map but no skills or ammution so if you want to test it , do it link : http://www.mediafire.com/?rne9l4g91h9ttga and theres some more detail i puted Only problem is, the wires on the charger cable for my laptop have severed, meaning that I have no access to Doom right now. I'm hoping the new one arrives tomorrow, but I worry I could actually be stuck for the rest of this week. I've added link to the OP regardless. 0 Share this post Link to post
Capellan Posted January 2, 2013 WTF is this? http://i11.photobucket.com/albums/a189/crowroadaw/gotcha5_zps112eaa3b.jpg Why are these lines marked as impassable? http://i11.photobucket.com/albums/a189/crowroadaw/gotcha6_zpsdf62f6be.jpg This room also causes chocolate-doom to crash, due to having a multi-patch texture on a 2-sided linedef. http://i11.photobucket.com/albums/a189/crowroadaw/gotcha7_zps2c2bfde0.jpg 0 Share this post Link to post
Tristan Posted January 2, 2013 Capellan said:WTF is this? The impression I get here is that the map has been thrown together completely randomly, with no regards to nearly everything. I don't want to sound harsh, but it's like..if OBLIGE was broken? I found a line somewhere in the map. And length wasn't 128, or 64 or 32 or 16, or even 8 or 1. It was 2.75 Now personally, when making maps, I would keep 'snap to grid' turned on. The result would be a lot better. You can't just make lines any length you want, or use any heights you want. Or you are only making it harder for yourself, with alignment issues and bugs. I presume what's happened with that tutti-door is that it's been made 134 units tall or something else that isn't a multiple of 8 IIRC, it's a 112 tall texture, so that's the height that has to be used. Either that, or you change it to a similar door that is 128 tall, like the one with the cyber-face on it. Seriously, turn snap to grid on. I find a good grid-size to use mostly is 8px. Sometimes switch to 4 for more smaller stuff, but you shouldn't need to use any others than that. 0 Share this post Link to post
Capellan Posted January 2, 2013 Eris Falling said: I presume what's happened with that tutti-door is that it's been made 134 units tall or something else that isn't a multiple of 8 Nah, it's 128 high. The problem is than in vanilla, textures that aren't 128 high do not tile properly in the vertical axis. You can only use them in sectors their own height or less. There are a couple of other instances of this in the level. 0 Share this post Link to post
ComicMischief Posted January 3, 2013 Before I even start on Suburbs, any objections to my having one Spider Mastermind in there? If so, I can do without. Just an idea for a section I had. 0 Share this post Link to post
cannonball Posted January 3, 2013 I'm back from crazy stupid lala land of doom yay I am back at home, after loads of arguments and stuff (but that belongs in a blogs thread) Finished the factory so enjoy in all it's probably awfulness, no skill settings yet. http://filesmelt.com/dl/cbfactory.wad I think a spider mastermind can be allowed for map16 :) 0 Share this post Link to post
glenzinho Posted January 3, 2013 cannonball said:I'm back from crazy stupid lala land of doom yay I am back at home, after loads of arguments and stuff (but that belongs in a blogs thread) Finished the factory so enjoy in all it's probably awfulness, no skill settings yet. http://filesmelt.com/dl/cbfactory.wad I think a spider mastermind can be allowed for map16 :) You´re back! I knew RL wouldn´t keep you down for long. 0 Share this post Link to post
_bruce_ Posted January 3, 2013 First shot. Please note that I can't work as fast as I want to because of injuries. 0 Share this post Link to post
Tristan Posted January 3, 2013 cannonball said:I'm back from crazy stupid lala land of doom yay I am back at home, after loads of arguments and stuff (but that belongs in a blogs thread) Finished the factory so enjoy in all it's probably awfulness, no skill settings yet. http://filesmelt.com/dl/cbfactory.wad I think a spider mastermind can be allowed for map16 :) He lives! HE LIVES! Right, let's test this thing. Bruce: I've noticed you have a definite style ;) I hope you recover from your injuries, whatever they may be, soon. EDIT: Well guess who took a point-blank from the shotgunner at start of MAP12? And guess who died after 27 enemies on UV ** OK. I'll start from ITYTD and work my way down.. DOUBLE EDIT: I expect nothing less of a Cannonmap. I'm glad you came back to give this to us. I didn't find the Cyberdemon, and found it's a good map to practice my Revenant (20 on UV) and Arch-Vile (6 on UV) skills. Very factory like, and I like the helicopter exit :) And yes ComicMischief, a Mastermind in Suburbs is fine. My charger has arrived, so I can resume mapping/playing again. Right, new version of MAP20 next.. 0 Share this post Link to post
CorSair Posted January 3, 2013 Dammit, how I wished to spend my holidays doing this, instead, Civ 5 took the time. >:( I don't have much to show, but I am still doing it, and I will finish it, goddammit. Here's link for my screenie gallery. (Dropbox) I probably refer to this often, if you folks don't mind it. 0 Share this post Link to post
Tristan Posted January 3, 2013 CorSair said:Dammit, how I wished to spend my holidays doing this, instead, Civ 5 took the time. >:( I don't have much to show, but I am still doing it, and I will finish it, goddammit. Here's link for my screenie gallery. (Dropbox) I probably refer to this often, if you folks don't mind it. Screenshot 2 looks a little bland, and I'm not sure what the door texture is doing as a main wall in Screenshot 3. The general idea seems to be shaping up quite nicely though. Cleared of ? MAP20: The start area is better. But I see this still is an issue http://img211.imageshack.us/img211/5628/screenshotdoom201301031.png 0 Share this post Link to post
CorSair Posted January 3, 2013 Eris Falling said:Screenshot 2 looks a little bland, and I'm not sure what the door texture is doing as a main wall in Screenshot 3. The general idea seems to be shaping up quite nicely though. Cleared of ? I am still trying to form up other areas (those are not yet screenshot worthy) so detail is out of question. For now. As for those door textures as wall... Well. I didn't figure any better texture for closed bay doors. :P Otherwise, I still got area roughly shaped up as it is in first shot. I have divided it as two different areas, underground facility and maintenance and upper landing/refueling area. Underground area is bit lackluster, and upper ground area needs filling. But I got few ideas for there, I just need to think which suits and plays well. 0 Share this post Link to post
glenzinho Posted January 3, 2013 @Cannonball: when I try to download Map 12, I get this warning. Can you upload it elsewhere? 0 Share this post Link to post
cannonball Posted January 3, 2013 glenzinho said:@Cannonball: when I try to download Map 12, I get this warning. Can you upload it elsewhere? Third time lucky, lets see if speedyshare will not either screw me over by forcing me to pay or trys to set fire to other peoples computers :P http://www.speedyshare.com/zTNDp/cbfactory.wad 0 Share this post Link to post
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