Yuki Senmatsu Posted December 23, 2014 Katamori said:Some pics about the Christmas map I made during the weekend. If you're interested in, the thread is available in "WADs & Mods". HERE I COME! Those types I dig. Rare sadly. 0 Share this post Link to post
Katamori Posted December 23, 2014 And it still didn't get much attention as far as I can see. 0 Share this post Link to post
Ed Posted December 24, 2014 My exterior test room / terrain mapping test. Trying to find a color scheme that works. Terrain is constructed in the same manner as the old Red Alert map editor. 512 blocks of various, useful cuts and applications that connect together seamlessly. 0 Share this post Link to post
Dave The Daring Posted December 24, 2014 Interesting. Could you elaborate further? 0 Share this post Link to post
Blastfrog Posted December 25, 2014 Guess the source image: EDIT: It's worth noting that it's just a random thing thrown together as a simple placeholder console graphic for a small GZDoom mod. 0 Share this post Link to post
Tango Posted December 25, 2014 been working on some more MBF stuff, this time it's a little bit more extensive to the point that it would likely turn a lot of people off, but I'm enjoying it. http://imgur.com/a/oeRVq most notable things are the AV changed to popping off a series of fire columns wherever you are (instead of the traditional AV attack), and I put a quad shotgun over the chainsaw. still not exactly sure how that can find its own place amongst the other weapons, I'll toy around with it though and see what kinds of situations really could benefit from it. 0 Share this post Link to post
jmickle66666666 Posted December 25, 2014 Tango said:been working on some more MBF stuff, this time it's a little bit more extensive to the point that it would likely turn a lot of people off, but I'm enjoying it. http://imgur.com/a/oeRVq most notable things are the AV changed to popping off a series of fire columns wherever you are (instead of the traditional AV attack), and I put a quad shotgun over the chainsaw. still not exactly sure how that can find its own place amongst the other weapons, I'll toy around with it though and see what kinds of situations really could benefit from it. i miss the quad shotgun from the mayan mishap beta. i think replacing the SSG with it is a good idea personally 0 Share this post Link to post
Tango Posted December 25, 2014 jmickle66666666 said:i miss the quad shotgun from the mayan mishap beta. i think replacing the SSG with it is a good idea personally yeah, I kind of miss it too :p I think you may be right though. I suppose though with both included there is always the option of not including the ssg in a map, I think that could still provide an interesting new weapon dynamic. I'll play around with it some more for sure though! 0 Share this post Link to post
Memfis Posted December 25, 2014 quad SSG is very frustrating to use imo, that wait between two shots is so painful 0 Share this post Link to post
scifista42 Posted December 25, 2014 Maybe replace the SG with SSG, and SSG with QSG. :) By the way, I remember that it was me who criticized the weapons in Mayan Mishap's beta, but they indeed felt weird to use, specially against the weak monsters at the start, and specially since they fired 2 times per 1 shot and with a slight delay between them. 0 Share this post Link to post
Acid Posted December 25, 2014 Memfis said:quad SSG is very frustrating to use imo, that wait between two shots is so painful Could always use my octoshotgun from way back when. 0 Share this post Link to post
jmickle66666666 Posted December 25, 2014 i like the dynamic of sg/qsg, especially if the sg is pumped up somewhat (not too much though) it's interesting to play with when you are so used to sg/ssg. there's some gameplay to explore there. not every wad should play the same 0 Share this post Link to post
Fuzzball Posted December 25, 2014 I approve of those lights behind the grate- sector behind a linedef? 0 Share this post Link to post
Memfis Posted December 26, 2014 It looks like someone was playing go or something similar on that floor. 0 Share this post Link to post
Octavarium Posted December 26, 2014 http://i.imgur.com/1AFrn8i.png ...Darken 2 textures are ok to use now, right? 0 Share this post Link to post
Afterglow Posted December 27, 2014 FuzzballFox said:I approve of those lights behind the grate- sector behind a linedef? Same as what I did in darken2.wad. Have two versions of the grate texture - one transparent and the other with gaps filled in black. Also changed the detailing: http://i.imgur.com/QkfDulI.png 0 Share this post Link to post
Memfis Posted December 27, 2014 it's like a factory kinda... FuzzballFox: shouldn't ゥ be smaller than the other symbols? 1 Share this post Link to post
40oz Posted December 27, 2014 thats a cute ripple effect going on on the east side 0 Share this post Link to post
Fuzzball Posted December 27, 2014 Memfis said:shouldn't ゥ be smaller than the other symbols? Mmmm...will have a mess about with it~ C: 0 Share this post Link to post
TwinBeast Posted December 28, 2014 Memfis said:it's like a factory kinda... I have a small game like that with small balls. There's a square filled with larger balls and then there's an inside and outside area with smaller balls, and then you have to get the smaller balls to the other side of the larger balls. The larger balls move like the monsters in that image. 0 Share this post Link to post
Egregor Posted December 30, 2014 Been working on a Heretic map using the Blasphemer resources. It's nearly completed. 0 Share this post Link to post
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