ViolentBeetle Posted December 3, 2020 @Kuleshoff Interesting. Are you using advanced scripts or boom setup? I can imagine zany ways to make it only using doom functional. Very zany. 0 Quote Share this post Link to post
Scorpio Posted December 3, 2020 4 minutes ago, ViolentBeetle said: @Kuleshoff Interesting. Are you using advanced scripts or boom setup? I can imagine zany ways to make it only using doom functional. Very zany. Of course it's ZScript. 0 Quote Share this post Link to post
VGA Posted December 3, 2020 1 hour ago, ViolentBeetle said: @Kuleshoff Interesting. Are you using advanced scripts or boom setup? I can imagine zany ways to make it only using doom functional. Very zany. Can't you have a linedef activating a crusher faraway to crush a voodoo doll? 0 Quote Share this post Link to post
ViolentBeetle Posted December 3, 2020 27 minutes ago, VGA said: Can't you have a linedef activating a crusher faraway to crush a voodoo doll? Sure. The question is how to disable the line 0 Quote Share this post Link to post
Omniarch Posted December 3, 2020 Today's map is a rather nasty hell base, vaguely reminiscent of cannonball's work. Naturally, it is a short, combat focused opener to my Hell episode. Screenies: Spoiler 16 Quote Share this post Link to post
VGA Posted December 3, 2020 5 hours ago, ViolentBeetle said: Sure. The question is how to disable the line Move the voodoo doll with a Boom scroller :D Or raise a very thin pillar next to the voodoo doll to the ceiling, then the crusher cannot come down. 0 Quote Share this post Link to post
ViolentBeetle Posted December 3, 2020 2 minutes ago, VGA said: Move the voodoo doll with a Boom scroller :D Or raise a very thin pillar next to the voodoo doll to the ceiling, then the crusher cannot come down. There's a lot of ways to do it, some are jankier than the others. 1 Quote Share this post Link to post
Major Arlene Posted December 4, 2020 I'm currently working with @obake on Heelbain, spent a bit of time tonight sprucing up our credits map. the general neutral palette of this project has made me reconsider how I use textures- in a good way. Obake did most of this architecture, I just added a couple details :D 15 Quote Share this post Link to post
Noiser Posted December 4, 2020 11 hours ago, Omniarch said: Today's map is a rather nasty hell base, vaguely reminiscent of cannonball's work. Naturally, it is a short, combat focused opener to my Hell episode. I'm digging the architecture, It looks really nice! 2 Quote Share this post Link to post
MannerKing Posted December 4, 2020 I'm working on a 10 map Hexen wad called Ettioc: The Realm of Lands Lost. I decided to make it only 10 maps long because I am too lazy to make 32 maps. The gameplay will also feature NO HUB LEVELS or SWITCH PUZZLES. Switch hunting via portals in hub levels is one of the things I dislike about Hexen. As of right now I am finishing up MAP04 and then I'll be moving on to MAP05. Here are some screenshots of what it will look like: Screenshot from MAP01, The Stones of Peculiar Mysticism: Screenshot from MAP02, The Lost Warden's Tomb: Screenshot from Map03, Fortress of the Forgotten Beards: Screenshot of MAP04, Bowels of the Dwarven Halls: That's about all I got to show for as of right now. I hope to work more on Ettioc during Christmas break. I hope you guys like the screenshots. 9 Quote Share this post Link to post
NiGHTMARE Posted December 4, 2020 (edited) 20 hours ago, ViolentBeetle said: Sure. The question is how to disable the line Place the crusher at the end of a conveyor belt with a very fast speed. In between the player and the crusher, place two sectors which cover the whole width of the conveyor. The first of these sectors has the ceiling lowered to the floor. The second has the same ceiling height as the main conveyor sector. When you walk through the laser linedef, have it instantly raise the ceiling of the first sector mentioned above. When you activate the switch which turns off the laser, have it instantly lower the ceiling of the second sector. To get rid of the laser texture, you could use dummy sectors to have a sector adjoining the one with the laser which has a ceiling height that's e.g. 1024 higher, and tag the laser sector with the same tag use for the conveyor instant ceiling raise. You'll need to make sure the laser sector doesn't touch the surrounding walls (just have it end 1 unit away). Edited December 4, 2020 by NiGHTMARE 2 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 4, 2020 I am working on a map for The 12 Days of Doommas December Speedmapping Event. I spent way too long tinkering on things like the gingerbread houses, and making a HUGE Christmas tree by stacking a hundred normal ones on top of each other :P. 10 Quote Share this post Link to post
BoxY Posted December 4, 2020 22 minutes ago, Peccatum Mihzamiz said: I am working on a map for The 12 Days of Doommas December Speedmapping Event. [...] That can't be 10 sectors, right? 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 4, 2020 1 hour ago, BoxY said: That can't be 10 sectors, right? So the trick is: Doomguy can step on surfaces 24 pixels higher than his current surface. I made 8 sectors with heights reaching from -96 up to 72, each next one 24 pixels higher than the last one. Then I used the ninth sector for the damaging floors, and the 10th sector for walls that all at once lower upon triggering a linedef, revealing a new area and enemies. So far the smart part. The dumb part was not joining and tagging them all as I went along but to try and do it towards the end... That was the most tedious part of working on this level and I still have a few sectors remaining here and there. Talk about learning a lesson the hard way. I uploaded the work-in-progress to the event page: you can download and have a look at the map :). 4 Quote Share this post Link to post
Martin Howe Posted December 5, 2020 Update to The Black Cats of Doom! Bugfix: MaiowSpeak, when translating the Active sound, didn't distinguish between actively hunting enemies and running around like mad once all the enemies are dead; this is particularly important as real cats often run around for no (to us) apparent reason until they get bored and sit down. Solved by adding Sound_Scatty as a SoundID; this has the same sound but is used when all the demons that the cats know about are dead. 5 Quote Share this post Link to post
Grazza Posted December 5, 2020 1 hour ago, Martin Howe said: MaiowSpeak If that is anything like the MeowTalk app, activating it will instantly silence even the most vocal of cats. :p 1 Quote Share this post Link to post
Martin Howe Posted December 5, 2020 1 hour ago, Grazza said: If that is anything like the MeowTalk app, activating it will instantly silence even the most vocal of cats. :p LOL :) I resisted the urge to put MeowTalk on my phone, but the urge to poke gentle fun at it in the cats mod was too much to resist :) In fact, it has turned out to be a useful debugging aid for the mod's development. Besides, once the mod is published, there's no reason why a 'DemonCuss' app couldn't be added to it, except that PlayActiveSound is buried in the C++ source of GZDoom, isn't virtual, and the default monsters do not use an analogue of it for all sounds. It could be done without any feature requests for GZDoom, but subtleties like the above could not. 0 Quote Share this post Link to post
brinks Posted December 5, 2020 Working on and off on some old unfinished maps I have laying around in the hopes of one day releasing them as a little limit-removing Doom 2 ep using (mostly) stock resources. Would be a shame to just let 'em rot on my HD. 32 Quote Share this post Link to post
Omniarch Posted December 5, 2020 Occupying the E2M3 slot, today's map is a rather grungy one. It is not yet complete, but the hub area is in a presentable state, so I thought I'd share it. Spoiler It makes for a fairly intense battleground. Normally, the entire area is completely filled with monster corpses when I've cleared it (94 of them, to be precise). Thank goodness for -nomo! 7 Quote Share this post Link to post
Tango Posted December 5, 2020 2 hours ago, brinks said: <shots> wow that is a name I have not seen round here in a long time :D the maps look incredible! 0 Quote Share this post Link to post
brinks Posted December 5, 2020 Oh hey there, Tango! Good to see a familiar face still hanging around these parts. Yeah been about a decade I'd say, give or take a year. How've ya been, old friend? 1 Quote Share this post Link to post
Van Daemon Posted December 5, 2020 On 12/4/2020 at 10:28 PM, Peccatum Mihzamiz said: I am working on a map for The 12 Days of Doommas December Speedmapping Event. I spent way too long tinkering on things like the gingerbread houses, and making a HUGE Christmas tree by stacking a hundred normal ones on top of each other :P. absolutely beautiful 4 Quote Share this post Link to post
Blast98 Posted December 6, 2020 (edited) Here's some more screenshots of my project I'm currently working on because there's more to the project than the previews I posted so far on my thread about this project: Edited December 6, 2020 by Blast98 7 Quote Share this post Link to post
Remilia Scarlet Posted December 6, 2020 Heretic map. About 85% complete. I'm starting to detail this area now. 26 Quote Share this post Link to post
stewboy Posted December 6, 2020 This map is turning out slightly more complex than I thought it was going to be. 24 Quote Share this post Link to post
Martin Howe Posted December 7, 2020 (edited) The Black Cats of Doom have an improved 'tablet'; apps use overlays so that more than one app can be hosted, there can be an icon for each app, the players hand appears to press the app toggle or sleep buttons, and these actions use the corresponding ZDoom menu item sounds so that the player gets meaningful feedback. Edited December 7, 2020 by Martin Howe 5 Quote Share this post Link to post
nicolas monti Posted December 8, 2020 (edited) Enceladus seventh map, it's taking its time because it is enormous! Edited December 8, 2020 by nicolas monti 23 Quote Share this post Link to post
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