antares031 Posted November 12, 2015 Here's my contribution to this project. This level requires TNT.wad(as IWAD) and sepTYtex.wad to play. Its compatibility is limit-removing, and tested with ZDoom and PrBoom+ -complevel 2. This level is also based on TNT MAP04, which is one of my favorite levels of Final Doom. Download link Screenshots: Spoiler 0 Quote Share this post Link to post
Fonze Posted November 12, 2015 Screenshots look cool antares! I'll give this a check and get you a demo when I get home tonight. 0 Quote Share this post Link to post
Chris Hansen Posted November 12, 2015 Agree! It looks really cool :) I'll give it a spin tomorrow and get back to you. Thanks for submitting a map! EDIT: All right. Played your level, antares. Absolutely loved it! Yeah, you managed to kill me more than once (as this failed fda will testify), but who cares! It was never unfair; I just wasn't sharp enough! That's the best thing about this level. There are a lot of intense fights with lots of monsters in tight situations. The pressure is high on the player and he's forced to be on his toes all the time. It might seem stressful, but it's OK because it's never unfair. There are plenty of powerups, weapons, secrets and healthpacks to help you out, so the odds are good. I was thoroughly entertained throughout the entire level, and you always had a new surprise in store for me. Things never got dull, but stayed fresh and most importantly, fun! This is very close to what I believe Doom is all about. Good job, sir! Although it was a it confusing for me, I liked the wormhole take on the level. The logic of the level's progression can be a bit confusing, but again, that's completely subjective, as some players probably isn't as daft as me. And that is perhaps my only minor gripe about this level: You hit a switch and have almost no idea what it did. But there are hints and I guess the logic is sound. I'm perfectly fine with the design, as I think understand why you did it. I just wasn't very good at it ;) Bugs? Not a lot. If any! I had a hard time finding any. Here's the few things I did notice: - Linedefs 5543 and 5545 have 3BRONZE2 texture. I assume it should be BRICK9 instead. - Linedefs 1343-1347 show on the automap (with powerup). - The same goes for linedefs 6002, 6015, 6028 and 6041. Not a bug, but... Spoiler ...the RL secret near the start is really, really hard to figure out! I would have never figured that out without looking at the map in Doombuilder. Also, the sector 611 secret has no indication of being a secret, as far as I can see. Sure, it shows up on the automap, but still... :) ANd yeah, I'm guilty of having done this as well in my maps, so perhaps I should just shut up. I just know that some players don't like this kinda thing ;) You use a lot of different textures for switches. I think that was something, which contributed a bit as to why I couldn't figure out how to get to the blue key. I searched a long time before I finally found linedef 6109. That texture looks a lot like many other textures in the area/level, which are not switches. But I guess that depends on how familiar one is with retres.wad And, last but not least: HOLY SHIT, the sequence with the floor dropping into the void near the end of the level was cool! Fantastic! 0 Quote Share this post Link to post
antares031 Posted November 13, 2015 Chris Hansen said:......Bugs? Not a lot. If any! I had a hard time finding any. Here's the few things I did notice: - Linedefs 5543 and 5545 have 3BRONZE2 texture. I assume it should be BRICK9 instead. - Linedefs 1343-1347 show on the automap (with powerup). - The same goes for linedefs 6002, 6015, 6028 and 6041. Not a bug, but... (Spoiler) Thanks for the feedback and FDA. And thank you for finding glitches that I couldn't find before the release. I'm gonna upload the fixed version before the deadline(at the end of this November), in case of getting more feedback and suggestions for my level. And about the spoiler: Spoiler - The secret at the very first sector is a homage of original TNT MAP04: A platform with RL at the beginning. I must admit that it's so cryptic since there are no hints about it, but some people who have a memory about the original MAP04 could figure out how to get the RL. - About sector 611: Yes, it's a bonus secret for anyone who got an automap before, or anyone who pays more attention around the secret area. At first, I put a texture with different color(PANRED) but that one made the secret so easy to find. But judging from the FDA, you managed to find it although this one was also a little bit cryptic. :) - I've changed that switch texture to SW1GRAYD one, which is easier to recognize than before. Thanks for the suggestion. - I'm glad that you liked that final challenge. :) 0 Quote Share this post Link to post
Fonze Posted November 13, 2015 Oops >.< I knew there was something I was supposed to do last night. Damn. I'll get around to testing the map for you whenever I get my crap together and head screwed on straight, heh. Hopefully tonight, though perhaps I shouldn't make promises at this point. Sounds like Chris had a ton of fun with it, though; I'm sure I will as well, from the sounds of it. 0 Quote Share this post Link to post
Chris Hansen Posted November 13, 2015 @antares031: I fully understand your reasoning behind those secrets and I respect that. There's no reason to change anything, as not all players are old, slow farts like me. I just had to complain about something! :D 0 Quote Share this post Link to post
antares031 Posted November 14, 2015 Fonze said:...I knew there was something I was supposed to do last night. Damn. I'll get around to testing the map for you whenever I get my crap together and head screwed on straight, heh. Hopefully tonight, though perhaps I shouldn't make promises at this point. ... Take your time to try that level. I'm not in a rush to take feedback. :) 0 Quote Share this post Link to post
Fonze Posted November 14, 2015 Didn't have much time for Doom, but I played most of the map from Antares. First off, I liked the song. It sounded like something out of one of those old 80's "gritty" cop b-movies. It was sweet. I tried recording a couple FDA's for you, here are my first, blind run and my third run. Then I switched to zDoom for the "resurrect" cheat because the ending of that second one was just too frustrating; got back to where I was, cleared a few more areas, then I ran out of ammo and got cornered and, well, it's past time for me to go to sleep anyway. Still, it was a lot of fun and I can see everything Chris mentioned; well, except for the parts I haven't made it to yet. I liked the way to get the red key, I felt it was a cool take on the concept. Took a sec to put 2 and 2 together, but once I realized the 3 connections, it made immediate sense. The RL secret was a bit obscure, though thinking about it as a "Wormhole" tribute was enough of a hint to me. The wall lowering with the armor and ammo felt unnecessary, though. I really did not like the AV trap by the SS (just the first, individual AV, or more likely the lack of cover and cornered feeling). The sad thing is, after I killed the AV that ended my last demo for tonight, on my zDoom run I found the PE in front of me and another AV behind me to be easier to deal with. Then again, that was the last thing I was expecting to see while trying to get a SS above some very damaging lava, that first AV while I was in such a vulnerable position. I felt like the manc up there was next to worthless, as I just sniped him both times with my chaingun. I also really did not like the trap by the end of the level with the blue armor. I failed to see the point of that switch aside from lowering the armor and releasing monsters. The chaingunguy killed me within two seconds of me hitting the switch. Of course all of this is first impressions; next time those traps will be much easier for me to manage with knowledge of what's to come. I liked how the alternate dimension was Heretic. I love Heretic. The texturing on both dimensions was awesome and I loved the way you made it all work. Here are the FDA's: https://www.dropbox.com/s/wlvwjbi1x3rowvm/PD1.zip?dl=0 I'll play this again tomorrow and attempt another demo. I have Sunday off so I won't need to head to bed as early. All-in-all, It's quite frustrating at a couple spots, but so far I am loving it. Tomorrow I'll take the easy parts for granted much less and be ready for traps anywhere, as well as obstacles not blocking projectiles, which I always seem to forget about in PrBoom+ ... Then again, it might be a setting I'm too stupid to find, heh. 0 Quote Share this post Link to post
antares031 Posted November 14, 2015 Fonze said:First off, I liked the song. It sounded like something out of one of those old 80's "gritty" cop b-movies. It was sweet. The song was from old online game called Digimon Online, which is no longer in service. I can't figure out the name of song since they were titled as "stageXX". Fonze said:The RL secret was a bit obscure, though thinking about it as a "Wormhole" tribute was enough of a hint to me. The wall lowering with the armor and ammo felt unnecessary, though. You're correct, that RL secret was a homage of TNT MAP04. The armor and ammo was additional bonus for that secret since the RL area was too tight to place those items, and just merging them into top of fountain might looks odd. But I must say that I didn't place RL at any other ordinary places; every RL were placed within secret areas. This issue is fixed at v2 below. Fonze said:I really did not like the AV trap by the SS (just the first, individual AV, or more likely the lack of cover and cornered feeling). Now you can find a small hiding place to deal with the first Arch-vile. Fonze said:I also really did not like the trap by the end of the level with the blue armor. I failed to see the point of that switch aside from lowering the armor and releasing monsters. The chaingunguy killed me within two seconds of me hitting the switch. The blue armor area is now slightly changed, with a little more spaces and no more chaingunner. To compensate the difficulty, "The other area" is also slightly modified. Fonze said:I liked how the alternate dimension was Heretic. I love Heretic. The texturing on both dimensions was awesome and I loved the way you made it all work. Here are the FDA's: https://www.dropbox.com/s/wlvwjbi1x3rowvm/PD1.zip?dl=0 ...... All-in-all, It's quite frustrating at a couple spots, but so far I am loving it. Tomorrow I'll take the easy parts for granted much less and be ready for traps anywhere, as well as obstacles not blocking projectiles, which I always seem to forget about in PrBoom+ Thanks for the feedback and FDA, and I'm glad that you liked that alternate dimension. :) And here's the updated version of level. I hope this one won't frustrate you during the gameplay. Download Link (v2) P.S.: It will be appreciated if the link at OP is updated to this one(post# 1522225). Thanks. 0 Quote Share this post Link to post
Chris Hansen Posted November 14, 2015 antares031 said:P.S.: It will be appreciated if the link at OP is updated to this one(post# 1522225). Thanks. Done. And that's something that I will always do, when there's a new version. But you didn't know that :) Anyway, if I were you, I'd hurry up and delete one of the two Player1 starts and upload the file again ;) 0 Quote Share this post Link to post
antares031 Posted November 14, 2015 Chris Hansen said:...Anyway, if I were you, I'd hurry up and delete one of the two Player1 starts and upload the file again ;) Oops. Silly me, sir. I accidentally zipped the test version for final battle. I've just corrected it. Thanks :3 0 Quote Share this post Link to post
Chris Hansen Posted November 14, 2015 Been there, done that, got the t-shirt! Gonna check out your map now. EDIT: All right, spotted a couple of minor mis-alignments: - Linedefs 1618, 4389 and 4390 that need aligning to make PLAT1 look right. - Linedefs 765 and 770 clip weirdly into the ground when the lift is lowered. - The same can be said about linedefs 1216 and 1219 - Sector 532 could be lowered 8 units to make the exit switch texture look a little better. - Sectors 531 and 654 have PIPE2 while the nearby walls have BROWNPIP. Maybe it's on purpose, but I would use only one of them to make the textures align properly :) And another thing: Again, I wondered whether or not it's really necessary to have a yellow key. I guess you can spot it on its ledge before you can get it, but in all my runs, I've found it lying on the ground because I've activated linedef 1821 before ever having visited the yellow key area at all. And if you do like this, then it seems weird that the key is just lying there waiting to be picked up... right in front of the yellow door! :P I don't know, it's not a bug and I understand why you've designed it this way. I just thought I'd mention it :) And yeah, it's still a cool map! 0 Quote Share this post Link to post
antares031 Posted November 15, 2015 Chris Hansen said:...... And another thing: Again, I wondered whether or not it's really necessary to have a yellow key. I guess you can spot it on its ledge before you can get it, but in all my runs, I've found it lying on the ground because I've activated linedef 1821 before ever having visited the yellow key area at all. And if you do like this, then it seems weird that the key is just lying there waiting to be picked up... right in front of the yellow door! :P I don't know, it's not a bug and I understand why you've designed it this way. I just thought I'd mention it :) Again, thanks for the useful feedback and advices. :) About the yellow key, I'll make the player to visit the yellow key area of heretic dimension first. But It won't be a forced circulation. I'll just induce the player to visit there first to make it better than current one. I guess It can be done by changing linedef 775 from red key door to blue key door. Not to mention that the texture misalignment issues that you found will also be fixed. 0 Quote Share this post Link to post
Fonze Posted November 16, 2015 Antares, I just wanna say I've been trying to cook up a solid demo for you, but each new day only brings 2 to 3 more failed runs, heh. It just dawned on me that I have been playing the first version this whole time >.< You know, the more I play it, the less I mind the traps that irked me before, though I think some small reconsideration was needed for each, but the more I think it comes down to difficulty spikes. A similar comparison could be drawn to prolly a few places in Z0k's and my map, like the central courtyard in the dark dimension on easy, I suppose. Maybe that's one thing that keeps me coming back to this map to try and get a full demo for it; I love the traps in it, but damn if I'm just not a no-saving type of guy, lol. I've gotten a few demos pretty far, though, so perhaps soon... I will say, though, that I really like the fact that the map keeps me on my toes and anxious the entire time. The texturing is beautiful as well and of course the non-linearity of it is just fantastic. You also did a great job accomodating for players taking different paths. I've tried just about every path so far and they all flow well. I noticed on one run that a room towards the beginning allows a backpack, but only if you go one way first, or at least explore before hitting a particular switch. That's a nice touch. Then of course all the guns scattered around to accomodate the multiple paths was good too. One thing bad that I have noticed, and it seems to be getting worse with the more time I spend in the map, is that there is a ton of little stuff to get stuck on, in particular at the choke points. Great map though! *Edit* Ok man, this is as far as I'm going tonight, but it's pretty much there. I notice that you made things a lot easier and ammo is much more common now. I like the changes, though ammo wasn't too bad before. Man, I was stockpiling some health and ammo. That last trap (the one that killed me in this demo) was nasty as fuck and holy shit I wasn't ready for it. I suppose my attitude would be much different to it if I was playing in literally any other source port, but in PrBoom+ those candles don't work as cover from the rev's, lol. I wasn't ready for the thought of homing rockets with no cover and limited space, and chaingunners >.< That shit was rough, but it was fun, too. FDA up to 330/350 enemies: https://www.dropbox.com/s/tk0xfnjv77v7q9d/PD3.zip?dl=0 Demo is like 25-30 minutes long or so. Sorry; I'm not a speedrunner. Still, *cue deep voice guy* "In a world where ammo starvation was the norm, one man dared to run against the crowd and provide iWad levels of ammo... Para-Hell Dimension; starring Antares as the evil-mastermind Satan and Lou Diamond Phillips as Fonze. Running through the jungle, this November." Nah, but seriously, it is a very nice change of pace to see a map that properly equips the player and who's difficulty lies in particular spots, rather than battling a war of attrition. Once again I love this map and I think it's a great addition to the project! 0 Quote Share this post Link to post
Angry Saint Posted November 17, 2015 Here version 2, with some updates: http://www.mediafire.com/download/sbd87767bnyihjg/tyvivec002.wad Thanks Fonze, Chris Hansen and Cynical for your comments! 0 Quote Share this post Link to post
antares031 Posted November 18, 2015 Fonze said:......I will say, though, that I really like the fact that the map keeps me on my toes and anxious the entire time. The texturing is beautiful as well and of course the non-linearity of it is just fantastic. You also did a great job accomodating for players taking different paths. I've tried just about every path so far and they all flow well. I noticed on one run that a room towards the beginning allows a backpack, but only if you go one way first, or at least explore before hitting a particular switch. That's a nice touch. Then of course all the guns scattered around to accomodate the multiple paths was good too. One thing bad that I have noticed, and it seems to be getting worse with the more time I spend in the map, is that there is a ton of little stuff to get stuck on, in particular at the choke points....... ......I notice that you made things a lot easier and ammo is much more common now. I like the changes, though ammo wasn't too bad before. Man, I was stockpiling some health and ammo. That last trap (the one that killed me in this demo) was nasty as fuck and holy shit I wasn't ready for it. I suppose my attitude would be much different to it if I was playing in literally any other source port, but in PrBoom+ those candles don't work as cover from the rev's, lol. I wasn't ready for the thought of homing rockets with no cover and limited space, and chaingunners >.< That shit was rough, but it was fun, too...... ......Still, *cue deep voice guy* "In a world where ammo starvation was the norm, one man dared to run against the crowd and provide iWad levels of ammo... Para-Hell Dimension; starring Antares as the evil-mastermind Satan and Lou Diamond Phillips as Fonze. Running through the jungle, this November." Nah, but seriously, it is a very nice change of pace to see a map that properly equips the player and who's difficulty lies in particular spots, rather than battling a war of attrition. Once again I love this map and I think it's a great addition to the project! I always appreciate the demo recordings for my levels regardless of quality or length, thanks! I watched the new one and you nearly beat the level. Nice work. :) I used to design super-linear levels before, and nowadays I'm trying to make the levels less linear than my previous works. I'm glad that non-linear circulation for this level is working fine, since I think that I'm still weak at designing non-linear level for bigger maps. I think that placing weapons for each paths properly helped non-linear circulation. Not to mention that I'll adjust some obstacles and decorations for next update. About the ammo placement, I'm not going to change the ammo placement a lot than the current version. One of my personal rules for creating a level is that "the level should be able to beaten without a lot of monster infighting", so I tend to place plenty of ammo most of the time. And I think it worked positively for you. Again, thanks for the helpful comment and FDA :) 0 Quote Share this post Link to post
Chris Hansen Posted November 18, 2015 Angry Saint said:Here version 2, with some updates: http://www.mediafire.com/download/sbd87767bnyihjg/tyvivec002.wad Thanks Fonze, Chris Hansen and Cynical for your comments! Still a great looking map! I like the changes you made although many of them are very subtle. The end wasn't subtle at all! That must be what it's like to be squished by Terry Gilliam's giant cartoon foot! :D On a related note: Is it possible for the player to get out of the exit area once he's trapped in there and the fighting is over? I couldn't figure it out. Some players - like me - would perhaps like to go back and see if it's possible to find a missed secret area or something like that. 0 Quote Share this post Link to post
Angry Saint Posted November 18, 2015 Chris Hansen said:On a related note: Is it possible for the player to get out of the exit area once he's trapped in there and the fighting is over? I couldn't figure it out. Some players - like me - would perhaps like to go back and see if it's possible to find a missed secret area or something like that. I didn't think about it! I will add a switch for opening back that area. 0 Quote Share this post Link to post
Fonze Posted November 18, 2015 antares031 said:I always appreciate the demo recordings for my levels regardless of quality or length, thanks! I watched the new one and you nearly beat the level. Nice work. :) I used to design super-linear levels before, and nowadays I'm trying to make the levels less linear than my previous works. I'm glad that non-linear circulation for this level is working fine, since I think that I'm still weak at designing non-linear level for bigger maps. I think that placing weapons for each paths properly helped non-linear circulation. Not to mention that I'll adjust some obstacles and decorations for next update. About the ammo placement, I'm not going to change the ammo placement a lot than the current version. One of my personal rules for creating a level is that "the level should be able to beaten without a lot of monster infighting", so I tend to place plenty of ammo most of the time. And I think it worked positively for you. Again, thanks for the helpful comment and FDA :) Lol, but this ain't horseshoes or hand grenades, close wasn't enough ;) You did a fantastic job at making this level non-linear! I agree that your gun placement greatly helped it, but so did your other "thing" placement. Like that backpack I mentioned and the nearby switch to lower the teleport to the large pack of cells, stuff like that is great for maps like this and you did great pulling it off! I didn't have so much a problem with the obstacles and decorations, I think I was getting stuck on corners and shit. Likely my fault, though. Most of the map was open enough to never even touch the walls in the first place and I tend to hug walls when I get nervous. Yeah, in that case your ammo placement was likely spot on. I tend to infight as much as possible, because I like saving ammo and watching them kill each other for my amusement, lol. Also, I tend to explore a good amount as I play, so I found some secret packs of ammo and some not secret, but well-hidden ones as well. I wound up backtracking a lot, as you saw in that demo, to get supplies, but I don't consider that a bad thing and to me that's how levels should be; they should give you the opportunity to choose to pass things to save them for later. That how I remember most of the iWad levels, though that was back in keyboard and clunky-robot-players time. To Angry Saint: I'll check out your updates here shortly; looking forward to this :) To Gustavo: I'm not a project lead here, but I'll check it and let you know what I think. 0 Quote Share this post Link to post
Chris Hansen Posted November 18, 2015 Gustavo6046 said:Does this fit any slot? Thank you for your interest in this project, but I'm going to have to say no to this level. We have to maintain a certain level of quality here, and this level just doesn't cut it. It's not horribly bad and is certainly playable to some degree. But when compared to most of the other levels we have, it just simply isn't good enough. I also fail to see what sort of homage or tribute it pays to Ty Halderman. If you want further comments or reasons behind my rejection, then please send me a PM and I will explain. You're also welcome to send me a PM if you want some general advice on level designing. 0 Quote Share this post Link to post
Fonze Posted November 19, 2015 Ok AS, I played the new version of your map; what a fun map! I noticed a few differences between versions. I gotta say, I liked the old version, but I really like the new one. Here's an FDA: https://www.dropbox.com/s/5vl4utefrdnlmp0/TV1.zip?dl=0 Few things I noticed: First, I really liked the new little detailing you did around the level since the last time I played this. Stuff like the new horned faces by the beginning and the new wall around some parts of the map look nice. Also, the new gate in the first real trap with the 6 HK's and the last area, as well as some other stuff I cannot remember. I also noticed that the water was not damaging and that new wall saved my life (I was still assuming at that point that the water was damaging) against the AV's and revs by the end. In the demo, you'll see me hit an impassible line after the AV's hit me. There was a messed up middle-texture, seen several times in that FDA. It was a vine on the outside-ring of the north-eastern island, with the yellow key. Linedef 2446 as seen from the north side looking south. I also noticed a distinct lack of chaingun-snipers outside. I really liked that, though you could have gotten away with something a bit more deadly than the imps. Still, with the lack of cover on the outside rings I think taking those hitscanners out was a good thing. I liked that you took a bit from what Cynical did to the HK trap; teleporting those two HK's closest to the player to the door. It gives the player a bit more room to breathe, not only in the beginning, but throughout the fight as they now start (after the teleport) closer together. I also noticed that you lowered the central platform that you teleport in on in the blue key room (arena). Ironically, I stayed away from the middle this time, but that was likely due to the fact that the monsters could now walk in the middle too. That trap, the 6-HK's one, and many others in this map were well balanced, imo. Just enough deadliness to force the player to think and act quickly, but just the right amount of leeway to not mean instant death to a surprised player. The final trap was one that was a bit more of a difficulty spike. That's where my demo came to an unfortunate end. I don't think you should change it, though, as it was good as is and fair. If I had to pick some things out about it, the only thing I could think of to change it would be to make some of those barons HK's instead, but I understand why you put them there: to act as somewhat threatening meatshields. They did their job well. I really liked the arachnotron you put in there too to get players cowering in the back of the first side that opens. The PE was kinda pointless on one level, as he and his skulls had no way of getting to the player without the player first deciding to hit that switch, but at the same time no player is immune to thoughts of "I don't want to run out of ammo killing a hundred skulls," so in a way he did serve a purpose. I noticed also that you lowered the platforms the revs stand on on the top of the second-to-last island. That shit was rough; I really liked the change. They seemed to be at that perfect level and the lack of those four prominent platforms made the AV's that much more deadly. I feel like I had some more thoughts but with the more time that goes by I forget more and more. I need food. Maybe donuts... Mmm, donuts... To Gustavo: I played your map, then I realized it's the same one you posted on your other thread. I gotta agree with Chris here; it's just not for this. I echo everything he said, but I must add in that you shouldn't just whore your maps out there like this. PM Chris for some help with your mapping skills as he's a fantastic mapper. For future reference, though, you should try to tie the map in with whatever project you want it to be a part of. You made that map before-hand, then later put it in here as-is; make a new one or at least refurbish an old one to make it fit the theme. Also, this project is meant to honor Ty above all else; please keep that in mind. If you want to try to make a new map, I'm sure that someone here wouldn't mind working together with you to make something nice. But if you really want to help, we need more playtesters. I'm sure that Chris, MD, AS, Z0k, and Antares would all greatly appreciate some more thoughts (and perhaps a demo) on their levels and I know I would. Thanks again for your participation thus far; I hope you'll continue to help the project along :) 0 Quote Share this post Link to post
wallabra Posted November 19, 2015 I know I am a horrible mapper... But I can make an sound and... a map prefab for a Ty Halderman easter egg :P Is is the following: - A sector named 776, which is activated by a hidden switch inside a secret inside a secret and reveals the ACS masterpiece. - A sound "Ty, Ty, Ty!" is heard and gates open one after another. - When the last gate opens, a lot of explosions happens. "Halderrrrrrman!!!" is heard and several Cacos are killed at the same time in the sector. - Then the Boom logo shows in a alcove that opens. - The level ends to its SecretNext entry in MAPINFO. Just an idea for an easter egg. :P 0 Quote Share this post Link to post
Phobus Posted November 19, 2015 Sorry to say it, but I'm just not finding the time for this. As I don't think just rushing a map out would be a fitting tribute to Ty, I'll bow out and wish you well with this. 0 Quote Share this post Link to post
Chris Hansen Posted November 19, 2015 Aw too bad, Phobus. Would have loved to have you aboard! I think I'll move the deadline soon to give people more time. I think there's more of you who would appreciate it. 0 Quote Share this post Link to post
didy Posted November 19, 2015 Does someone know for how many years Ty managed the archive? I've got the information that he started in 1998? My map is nearly done, upload shortly. 0 Quote Share this post Link to post
Cynical Posted November 19, 2015 didy said:Does someone know for how many years Ty managed the archive? I've got the information that he started in 1998? Late '97, according to this: http://www.doomworld.com/21years/lifetime.php 0 Quote Share this post Link to post
antares031 Posted November 19, 2015 I'm working on the third version of my previous level. but I also started to draw basic layout of the second contribution just a few hours ago. The next one will be based on the Induction. Some screenshot of early development: Spoiler 0 Quote Share this post Link to post
Reisal Posted November 19, 2015 My work has been postponed due to lack of motivation. Estimate completion time is unknown. 0 Quote Share this post Link to post
Chris Hansen Posted November 20, 2015 didy said:My map is nearly done, upload shortly. Great! Looking forward to it! antares031 said:I'm working on the third version of my previous level. but I also started to draw basic layout of the second contribution just a few hours ago. The next one will be based on the Induction. Some screenshot of early development: Spoiler http://puu.sh/lrh5P/4e23c64f2b.pnghttp://puu.sh/lrh7i/b40660f42c.pnghttp://puu.sh/lrh7S/b1e7d12341.png This looks really awesome! You know exactly how to put those textures to good use :) Glaice said:My work has been postponed due to lack of motivation. Estimate completion time is unknown. Is it the big church level you've been showing us some time ago? That's a big mouthful and very ambitious, so I can understand if you're a bit exhausted. Maybe you should try making a smaller map from scratch or from a scrapped map of yours. It sometimes helps me to work on another level if I'm stuck or lacking motivation. 0 Quote Share this post Link to post
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