whybmonotacrab Posted December 20, 2020 (edited) EDIT: Since people have messaged me about this and it keeps getting liked, I'm gonna just let you guys know the map is out and you can play it here: Did some retexturing to make the map look far less bland, added some details like plants and stuff. Getting close! Just have to balance the current encounter and loop back to the key door then build the finale and I've finished the bulk of the map. Then just need to do some polishing - fix some texture alignments (caves suck), replace some textures I'm not happy with, and get the bloody thing to work with PrBoom. Edited December 27, 2020 by whybmonotacrab 17 Quote Share this post Link to post
whybmonotacrab Posted December 20, 2020 1 minute ago, Cheesewheel said: What a mess... Snow really makes the carnage pop. Looks great. 1 Quote Share this post Link to post
Clippy Posted December 20, 2020 It's like a twin map with humans on one side and all kinds of resources, but the other side has nothing but full on demon monsters and you have to fight through it when your ready, will be blocked off by multiple gates you can open any time you want them to spill in 11 Quote Share this post Link to post
Martin Howe Posted December 21, 2020 (edited) Wish your cats would follow you to Hell and back? Now they can :p Cats spawned by you with the magic items included in the mod, including the meow cheat, will follow you 'by etheral travel' to the next level. Provided their FriendPlayer field hasn't been modified, any such cats left alive at the end of the level will do this; it is controllable via two new flags (see below). This feature is still under development and as yet only applies to a destructive level end; I haven't tested cats left in a hub level yet; they should be waiting for you when you get back, but I need to test this fully. It works by the cat's OnDestroy() method notifying a static thinker and an special inventory item being placed with each player; essentially each cat is only a 'clone' of itself, but this isn't obvious in game. So far the copied properties are runtime class, start health, current health and player friend. Text file Download BLACK CAT ACTOR FLAG: FollowPlayerToLevels (default: OFF) Try to follow the player across level changes (i.e., via teleport pads). BLACK CAT ACTOR FLAG: SpawnWithTeleportFog (default: OFF) Spawn a teleport fog actor around this instance when spawning, and delay any further actions until the teleport fog sound has completed; also be invulnerable during the waiting time (like the Afrits in HeXen). This flag is primarily meant to be used on a per-instance basis for special effects. Edited December 21, 2020 by Martin Howe 6 Quote Share this post Link to post
RonLivingston Posted December 22, 2020 On 10/31/2020 at 5:55 AM, MAN_WITH_GUN said: Don't pay attention that the whole map is white. There are just a lot of lines on it. ("._.) That map is huge looking, I do think of making a map like this for my blighted aura heretic RPG, E4M9 0 Quote Share this post Link to post
Martin Howe Posted December 23, 2020 No new screenshots for The Black Cats of Doom, but fixed crash in thinker management and cats following player now works correctly with hubs. Textfile Download BLACK CAT ACTOR FLAG: FollowPlayerToMap (default: OFF) Try to follow the player across level changes (i.e., via teleport pads), but only from non-hub levels (i.e., regular maps that cannot be reentered). BLACK CAT ACTOR FLAG: FollowPlayerInHub (default: OFF) Try to follow the player across level changes (i.e., via teleport pads), but only between hub maps and even then, only within the hub the cat was created in; on leaving that hub, the cat is gone for good; if that hub is later reentered, the cat will no longer be there (just like everything else that was previously created in the hub; leaving any hub resets its maps). BLACK CAT ACTOR FLAG: FollowPlayerToHub (default: OFF) Try to follow the player across level changes (i.e., via teleport pads), but only between hub maps, but including between hubs; on leaving a hub, the cat will follow the player to the next hub, unless ending the game. If FollowPlayerToHub is set, the FollowPlayerInHub flag is treated as UNDEFINED and is IGNORED; unless you intend the value therein to be used if this flag is ever cleared, it is best practice to set FollowPlayerInHub to false when FollowPlayerToHub is true. BLACK CAT ACTOR FLAG: SpawnWithTeleportFog (default: OFF) Spawn a teleport fog actor around this instance when spawning, and delay any further actions until the teleport fog sound has completed; also be invulnerable during the waiting time (like the Afrits in HeXen). This flag is primarily meant to be used on a per-instance basis for special effects. 1 Quote Share this post Link to post
Philnemba Posted December 24, 2020 Had a crazy idea to make a series of Christmas theme speedmaps a couple of days ago(6 maps minimum at least) however I probably wont be done with it until after New Years at the earliest due to being busy with IRL stuff. 6 Quote Share this post Link to post
Guardsoul Posted December 24, 2020 Welcome to the molten palace! 34 Quote Share this post Link to post
TheHambourgeois Posted December 24, 2020 (edited) A E S T H E T I C e:when you make a dummy sector to prevent a switch grab: Edited December 24, 2020 by TheHambourgeois 9 Quote Share this post Link to post
Misty Posted December 24, 2020 Working on community project submission to kick my mapping block: 16 Quote Share this post Link to post
Mr. LBN Posted December 24, 2020 16 minutes ago, Misty said: Working on community project submission to kick my mapping block: Looks like Plutonia and some Master Level map that got put into another dimension. Need a playtester?_? 1 Quote Share this post Link to post
Misty Posted December 24, 2020 2 minutes ago, Mr. LBN said: Need a playtester?_? Not yet, in few days hopefully, I want make that worthy level submission ;) 0 Quote Share this post Link to post
⇛Marnetmar⇛ Posted December 25, 2020 14 hours ago, TheHambourgeois said: :when you make a dummy sector to prevent a switch grab: Can you explain this part to me? 0 Quote Share this post Link to post
Scuba Steve Posted December 25, 2020 On 12/22/2020 at 5:00 PM, Lobo said: EDGE project with CeeJay. Shield? 0 Quote Share this post Link to post
Lobo Posted December 25, 2020 7 minutes ago, Scuba Steve said: Shield? What? 0 Quote Share this post Link to post
Cryo Posted December 26, 2020 On 10/31/2020 at 9:55 AM, MAN_WITH_GUN said: Don't pay attention that the whole map is white. There are just a lot of lines on it. ("._.) That is absolutely massive! How long did it take you to do this map? I can imagine the filesize must be somewhere in the 2-4mb range... Hah! Imagine trying to convert a map like this for a PSX Doom TC... 4 Quote Share this post Link to post
TheHambourgeois Posted December 26, 2020 20 hours ago, Marn said: Can you explain this part to me? I had a switch you could grab from the floor, so I tagged the lines on the surrounding sector to SR sector brightness to 255 and target the pictures sector. So, idk if that is fully necessary, I know linedef actions block any other actions behind them, but I made them functional just to be safe 1 Quote Share this post Link to post
SteffCheff Posted December 26, 2020 Started working my first set of maps over the last week or two. Got 3 done and hoping finish the 4th map then release it soon! Here's what I've got so far 16 Quote Share this post Link to post
Scuba Steve Posted December 26, 2020 16 hours ago, Lobo said: What? Just noting that it's odd to use the word "shield" to describe armor in a western-themed project. 0 Quote Share this post Link to post
Lobo Posted December 26, 2020 What would you suggest? Can't really think of anything else besides "armor", which isn't really appropriate either. 0 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 26, 2020 1 hour ago, Lobo said: What would you suggest? Can't really think of anything else besides "armor", which isn't really appropriate either. 'Iron Plating'? 'Chain Mail'? 'Mail Coat'? These were all used by a handful of folks in the Wild West, to varying degrees of success... 0 Quote Share this post Link to post
Gez Posted December 26, 2020 The armor equivalent for cowboys should obviously be "hat" and I will not hear any dissenting opinion about this. 4 Quote Share this post Link to post
Scuba Steve Posted December 26, 2020 Armor still feels a better choice than shield in this context. 0 Quote Share this post Link to post
DerTimmy Posted December 26, 2020 My next Project is "eXciter - Slayer of Kings" Its based off a Web comic of mine. Im not a fan of modding without a little bit of story. Its heavely based on melee combat (swords and magic). You can enchant your sword with different types of chaotic energy and unleash different attacks based on the weapon Slot. You got bombs and throwable sidearms. The maps play in a gigantic kingdom with fields, villages and castles. I try something different with this. It would be more suited for Hexen but i love to mod for Doom. Enemies will be replaced with Knights, Sorcerer and other medieval foes. I dont have any screenshots ready yet as everything is in its early states. "I just want to see this whole town burned to the ground!" -Marra 3 Quote Share this post Link to post
MAN_WITH_GUN Posted December 27, 2020 On 12/26/2020 at 4:41 AM, Cryo said: That is absolutely massive! How long did it take you to do this map? I can imagine the filesize must be somewhere in the 2-4mb range... Hah! Imagine trying to convert a map like this for a PSX Doom TC... The build time was 2 weeks, second map in winter project. 1 Quote Share this post Link to post
CeeJay Posted December 27, 2020 (edited) On 12/25/2020 at 1:39 PM, Scuba Steve said: Shield? Shield as in shielding. Shielding you from harm. You use a piece of cast-iron plating to cover your chest, acting as a shield of sorts. Edited December 27, 2020 by CeeJay 0 Quote Share this post Link to post
BluePineapple72 Posted December 27, 2020 (edited) Damn, it feels good to be a gangster. Edited December 27, 2020 by BluePineapple72 8 Quote Share this post Link to post
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