mrthejoshmon Posted November 26, 2013 Is there still time to sign up? I have a shell of a map lying around that I could finish up! 0 Quote Share this post Link to post
Netherstorm Posted November 27, 2013 I updated the download link for my wad: http://www.mediafire.com/download/vk42ug63q1py6zq/Incarnate.wad I fixed up a few things. 0 Quote Share this post Link to post
Obsidian Posted November 27, 2013 walter confalonieri said:cool map, but needs more ammo imho There's enough ammo for each Arch-Vile, you just need to find all the secrets. It's mostly meant to be played pacifist-style, but you can get 100% if you're good enough. 0 Quote Share this post Link to post
an_mutt Posted November 28, 2013 Obsidian said:you just need to find all the secrets. This is a phrase one should never read in regards to level design. 0 Quote Share this post Link to post
Obsidian Posted November 28, 2013 an_mutt said:This is a phrase one should never read in regards to level design. You don't need all the secrets to finish the level, just to kill the monsters. 0 Quote Share this post Link to post
Walter confetti Posted November 28, 2013 mrthejoshmon said:Is there still time to sign up? I have a shell of a map lying around that I could finish up! sure, there's time until the end of 2013! 0 Quote Share this post Link to post
Havoc Crow Posted November 29, 2013 Obsidian said:None So Vile. Well. That was a very nice puzzlebox. I liked the vines and clever tricks. In case you're interested, here is a FDA demo (about 15 minutes long, with 4 attempts) and a "first exit" demo (3:09, boy it took quite a handful of tries, and admittedly cheating to find one of the secrets.) (prboom+ 2.5.1.3) http://www.speedyshare.com/dxDg4/nsv-fda.lmp http://www.speedyshare.com/Ezvj9/nsv-firstexit.lmp I've also found an simple trick (it can be seen about halfway through the FDA) where you can access the final skull switch (the one which grants you access to the blue key) without the need to raise the candle bridge, but I'm not sure if it can be used as a shortcut. 0 Quote Share this post Link to post
Fellowzdoomer Posted December 1, 2013 I behold unto you the renewed http://www.mediafire.com/?vc2lh9e5b6js8hq Hells End! Cooperative = designed for Death match = Nope. Bugs: Causes lag. Basically if your computers crap,ten this is a format the drives. Plus, if anything goes above 2013, entering TNTEM in boom makes it crash. The end of the world in 2013, so to speak.:-D 0 Quote Share this post Link to post
Walter confetti Posted December 1, 2013 oh, what a insane boss map! And, yeah, WHAT ANIM SOURCE PORT? Work fine on zandrodum... EDIT: Nevermind, seen on OP the port for this... 0 Quote Share this post Link to post
Fellowzdoomer Posted December 2, 2013 walter confalonieri said: [B And, yeah, WHAT ANIM SOURCE PORT? still prboom EDIT: Nevermind, seen on OP the port for this... [/B]. Never mind. Just saw this part 0 Quote Share this post Link to post
DooMAD Posted December 3, 2013 This map is now jointly credited between Exl and myself. I ran out of ideas, so we've been swapping it back and forth to add bits. 0 Quote Share this post Link to post
Obsidian Posted December 4, 2013 There's a StaaarBAAASSEE waiting in the sky.... Nice use of STAR textures. 0 Quote Share this post Link to post
Demonologist Posted December 8, 2013 Updated version of Ex Tenebris, most likely final. http://filesmelt.com/dl/dwmp-dem-v2.wad Changelog: - couple of barely noticeable cosmetic fixes - starting area: one of AVs guarding the PG replaced by baron, stimpacks moved away from torches (hey danne) - starting area: of 3 AVs warping in after pressing the first Q-shaped switch only one occupying cyb pedestal remains - starting area: rocket boxes and megasphere behind cyb pedestal removed, medikits and green armor added - stairs: demons replaced by chaingunners - bridge: megasphere removed, medikits added at the entrance. Let me know how it goes. Just in case. 0 Quote Share this post Link to post
TimeOfDeath Posted December 8, 2013 Only 3 weeks left. My map's about half done. Cool to see Exl joining in as well. And None So Vile is a good album! 0 Quote Share this post Link to post
Z86 Posted December 9, 2013 Hi.. Just popping in to post my map: Infernal Alignment Theme: a mix of all E3 Maps, polished up and interconnected, while keeping a consistent style. Difficulty: AV-Hard (many archies and a few cybers - has 4 spiders at the end that can infight) It's on MAP21 (so that non-zdoom ports have the correct intended sky). Uses only vanilla Doom2 textures, Limit-Remver compatible (has a few areas in visplane-red) http://www.mediafire.com/download/wunkdtnfkgtt8ft/Infal.wad Edit: Forgot to mention, the music midi is from SilentZora's Project Doom 0 Quote Share this post Link to post
scifista42 Posted December 11, 2013 Z86 said:Infernal Alignment http://www.mediafire.com/convkey/6f59/yqe0jbjadqkf0j4fg.jpg Theme: a mix of all E3 Maps, polished up and interconnected, while keeping a consistent style.That's one Hell of a cool map, impressive work! On a side note, my map is in progress. I don't have much to show yet (just a first room that I'm unsatisfied with), but I will complete it till the year's end, surely. Be prepared for The Space Base 2, this time Boom compatible, focusing on better gameplay and with new textures (texture edits) I crafted out myself. :) 0 Quote Share this post Link to post
dobu gabu maru Posted December 12, 2013 Fully implemented difficulties to my map "The Manifold Fever". I also want to add a note that it'll crash PrBoom on Mac and only Mac it seems. No idea why. I'm done with it for good though so no more updates from me. Download here. 0 Quote Share this post Link to post
Ribbiks Posted December 12, 2013 dobu gabu maru said:I also want to add a note that it'll crash PrBoom on Mac and only Mac it seems. No idea why. it works fine for me... prb+ 2.5.1.4 on OS X 10.8.5. 0 Quote Share this post Link to post
dobu gabu maru Posted December 12, 2013 ^ Works fine in PrBoom+ but not in PrBoom 2.5.0 on my OS X 10.6.8 for me. I don't think it's much of an issue since that'll be a minority case anyway. 0 Quote Share this post Link to post
Steve D Posted December 13, 2013 dobu gabu maru said:^ Works fine in PrBoom+ but not in PrBoom 2.5.0 on my OS X 10.6.8 for me. I don't think it's much of an issue since that'll be a minority case anyway. In Risen3D 2.2.21, there's all kinds of HOM/VPO in the "Dreaming of Your Once Warm Husk" room. This room had no issues in GZDoom. Very lovely piece of work, Dobu. I only did a God Mode walkthrough as I'm not a slaughter player, but I'll give it a whirl soon at HNTR. Edit: I should mention that the HOM/VPOs appear at the ceiling. 0 Quote Share this post Link to post
Walter confetti Posted December 13, 2013 hi, i have a question: since my map contains some scripts that make you play with pistol only, is it ok if i keep it or i'll delete it? 0 Quote Share this post Link to post
TimeOfDeath Posted December 13, 2013 As long as the scripts only affect your map then that's fine. My map also has inventory scripts. Also, I'll start the DMP2014 thread at the start of January this time, and there won't be any texture/sprite/music size limits anymore. 0 Quote Share this post Link to post
Demonologist Posted December 13, 2013 @ ToD: you're gonna spend all of your cash covering your internet bills then if you're still determined to be the compiler/project leader. There are always jerks like me that feel midis aren't sufficient and put oggs everywhere. 0 Quote Share this post Link to post
TimeOfDeath Posted December 13, 2013 haha that's ok, I'll use my work computer for the big files. :) 0 Quote Share this post Link to post
Fellowzdoomer Posted December 15, 2013 You said that authors could choose different names? Can I opt for VisionZdoomer? 0 Quote Share this post Link to post
DooMAD Posted December 17, 2013 Nearing completion, currently at ~1300 sectors and approximately 4000 x 7000 units in size. 0 Quote Share this post Link to post
Steve D Posted December 18, 2013 I'm signing up and posting my map all at once. :) http://www.mediafire.com/download/2ixo1rln3vod08o/DIAL666.wad Level Name: "Don't Touch That Dial!" Author: SteveD Build Time: 7 days Editor(s) used: Doom Builder 2 Playtesting: Zero-secret playthroughs until the exit Difficulty Settings: Yes Co-op: Player starts and multiplayer weapons. Deathmatch: Player starts and multiplayer weapons Bugs: None known Compatibility: Limit-removing Author's comments: Medium-sized map, part sandbox, part interior combat. I'm a little concerned that there's too much health and ammo since I added some after the HMP and UV playthroughs. Some of the outdoor ledge detail might be a bit fiddly, too. It also might be a good idea to remove some monsters that have little impact on the gameplay. All comments welcome. I only play on source ports and this map played without problems on G/ZDoom, PRBoom+ and Risen3D. 0 Quote Share this post Link to post
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