CrazyDoomguy Posted August 26, 2017 1 minute ago, bzzrak said: it's literally in the post above yours no, one map per mapper I know, but can author forgive this? :) 0 Quote Share this post Link to post
Nine Inch Heels Posted August 26, 2017 9 minutes ago, CrazyDoomguy said: I know, but can author forgive this? :) The moment somebody makes an exception for you, said person needs to make an exception for everybody else, so: No. 0 Quote Share this post Link to post
baja blast rd. Posted August 26, 2017 14 minutes ago, CrazyDoomguy said: Stromcatcher77, can we make one more map or it is to many for you an WAD? Instead of making two maps, make one decent map. 2 Quote Share this post Link to post
CrazyDoomguy Posted August 26, 2017 (edited) 1 hour ago, rdwpa said: Instead of making two maps, make one decent map. My first map is good. Now I had just get new idea, but this is one map and I dont know where project to add... Edited August 26, 2017 by CrazyDoomguy 0 Quote Share this post Link to post
StormCatcher.77 Posted August 27, 2017 9 hours ago, complexDoomer said: Just one question can we do another level for the project Doomworld mega project 2017 ? This tradition of "one mapper - one map", which permeates all stages of the DMP, I would not like to neglect it. Before the New Year, you have time to change your map as you like. You can add or change both the content and the name of your work. I'm glad for any new ideas, but please try to implement them in one map. 1 Quote Share this post Link to post
slayer's Posted August 27, 2017 6 hours ago, StormCatcher.77 said: This tradition of "one mapper - one map", which permeates all stages of the DMP, I would not like to neglect it. Before the New Year, you have time to change your map as you like. You can add or change both the content and the name of your work. I'm glad for any new ideas, but please try to implement them in one map. OK now I understood thanks for the reply 0 Quote Share this post Link to post
Walter confetti Posted August 27, 2017 10 hours ago, CrazyDoomguy said: My first map is good. Now I had just get new idea, but this is one map and I dont know where project to add... Upload it as a solo project, it's not mandatory making maps only for community projects! 4 Quote Share this post Link to post
Philnemba Posted August 27, 2017 Author: Philnemba Map name: Starport Anomaly Compatibility: Boom Playtesting: prboom-plus 2.5.1.5 test/Zandromum 2.1.2/Zdoom 2.8.1 Allow jumping and\or crouching: no Skill settings: yes Build time: on & off for about a week and a half Tools used: DoomBuilder 2 Slade 3 Resources: Doom episode 1 sky(I'm aware of the "Sky textures must not replace SKY1 or RSKY1" rule so Stormcatcher.77 can remove it if he wishes it) Music track: D_E1M9 Bugs: none as far as I know Comments: A episode 1 style map with a few hellish elements and added Doom 2 textures with difficulty being higher than the OG episode 1 maps. With the exception of Hell Knights replacing most Barons on easier difficulties, this map only has monsters & weapons from Doom Episode 1. PhilDMP2017.zip 6 Quote Share this post Link to post
Walter confetti Posted August 27, 2017 Looks really cool! Also, you can turn the new sky as a new graphic patch, then give it a Linedef action 271 with the upper linedef using your new sky texture (if I recall correctly)... 1 Quote Share this post Link to post
Marlamir Posted August 28, 2017 I tried to get some screenshots from map i prepare. still can't say when i finish and release my map, probably around end of november. 6 Quote Share this post Link to post
Crunchynut44 Posted August 28, 2017 11 minutes ago, Mr. Trotl said: I tried to get some screenshots from map i prepare. still can't say when i finish and release my map, probably around end of november. Nice, reminds me a bit of Alien Vendetta. Question; What are the black lines next to the light poles with health potions on them? Looks like shadow that is a result from the ceiling having low light but I can't tell. 0 Quote Share this post Link to post
Marlamir Posted August 28, 2017 @Crunchynut44 yes this is shadow, didn't look so good so i maybe going to improve this 0 Quote Share this post Link to post
kantiee Posted August 31, 2017 I'm interested, haven't mapped in like 15 years Spoiler 0 Quote Share this post Link to post
RaphaelMode Posted September 2, 2017 I had to throw out the sky and palettize everything, but it was sufficient. It has 1736 kilobytes, but only 592 of them are resource kilobytes now. The remaining 1144 are map kilobytes of the UDMF map. GJUNX A map by RaphaelMode Compatibility: ZDoom (UDMF format) Playtesting: ZDoom v2.8.1 Allow jumping and\or crouching: No Skill settings: Yes! Build time: 7 weeks, apparently. Tools used: Slade3, DoomBuilder 2. Resources: White concrete from Plutonia Dark bricks from Community Chest 4 texture pack Town wall from that big city map where you start in a metro and you can use vehicles and basketballs and spray paint and stuff. New Imp & Baron death frames by Xim Everything else craeted by me Music track: dfd7 by Ribbiks Demetria by Ribbiks Scary Go Round by Jimmy Bugs: No Comments: Welcome to the land of GJUNX! A beautiful half-baked idea that felt like a solution. What went wrong? It's time to dive deep and find out! This was initially supposed to have a lot more story focus but I gave up on it. It would detract from mainstraem action a Doomworld Mega Project player is likely to desire to some extent, and perhaps it would state too claerly what GJUNX is. And once things are certain, they get rigid and unfun... In any case, this is an introduction to GJUNX right here! I hope it's well perceived! You will finally get the chance to fight what lurked from the walls on a few occasions alraedy... GJUNX_by_Raphael.zip 3 Quote Share this post Link to post
Endless Posted September 2, 2017 Fantastic proyect you have here. Sucks that I just dont have the time to get into Mapping, but good luck to all of you! Be sure that I well try this wads! Best of luck. ''Feel the pain one last time.'' 0 Quote Share this post Link to post
Endless Posted September 2, 2017 On 28/8/2017 at 5:40 AM, Mr. Trotl said: I tried to get some screenshots from map i prepare. still can't say when i finish and release my map, probably around end of november. Wow! At first look I can tell you it looks fantastic! Nice work. 1 Quote Share this post Link to post
Marlamir Posted September 3, 2017 thank you @Anidrex_1009 glad you like it 0 Quote Share this post Link to post
Marlamir Posted September 13, 2017 Better pics from map i cooking. still lots to do. 2 Quote Share this post Link to post
everennui Posted September 13, 2017 What difficulty setting are you testing with D-Touch? Looks like a nice retro style set. 1 Quote Share this post Link to post
Marlamir Posted September 13, 2017 Map have ultra-violence difficulty setting 0 Quote Share this post Link to post
MDevlin Posted September 14, 2017 If it isn't too late, I'd like to join the project. I currently have a map fully outlined. It just needs to be detailed and a couple areas rebuilt. I'm hoping that being a part of a team again will give me the motivation I need to finish it. 2 Quote Share this post Link to post
StormCatcher.77 Posted September 14, 2017 @MDevlin You are welcome! :D 0 Quote Share this post Link to post
MortisCausaDonatio Posted September 14, 2017 a few screenshots from my map (waiting for monster/ammo placement) 6 Quote Share this post Link to post
Marlamir Posted September 14, 2017 2 hours ago, Voltcom9 said: @StormCatcher.77 Have you considered doing an introductory HUB similar to what was present in Doomworld Mega Project 2016? It was a cool option being able to pick whichever maps you wanted to play from the hub. would be fantastic if this introductory hub will be this year too. the most beautiful thing in last year was choosing whichever map you want 0 Quote Share this post Link to post
StormCatcher.77 Posted September 15, 2017 @Voltcom9 Yes, I have plans to create something similar, but I do not guarantee. Before, I'll make my own map for the project (I have not even started it yet), and after that I'll do the hub. 4 Quote Share this post Link to post
Nate River Posted September 17, 2017 (edited) Updated my map. Some texture corrections, cleaning up the automap and a small change to the gameplay in one area. I attached the final version of the map to my original post. Edited October 31, 2017 by Nate River update 0 Quote Share this post Link to post
Pegleg Posted September 19, 2017 I'm interested in joining the project. After a long hiatus (over 15 years since I last worked on a map), I'd like to get back into mapping, and this project seems like a good foray back into it. 5 Quote Share this post Link to post
Ninehills42 Posted September 19, 2017 35 minutes ago, Pegleg said: I'm interested in joining the project. After a long hiatus (over 15 years since I last worked on a map), I'd like to get back into mapping, and this project seems like a good foray back into it. 15 Years? Wow! Thats a long time. I cant wait to see what map you come up with. 0 Quote Share this post Link to post
Pegleg Posted September 19, 2017 35 minutes ago, Ninehills42 said: 15 Years? Wow! Thats a long time. I cant wait to see what map you come up with. I dabbled with mapping in the mid- to late-90's and then lost touch with it for awhile. For some reason, I happened to look it up again in the last year or so and decided that this was a fun hobby and to try to get back into it. So, thanks for the encouragement. 0 Quote Share this post Link to post
NeedHealth Posted September 19, 2017 Still figuring out what I want to create. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.