Jump to content

(idgames update 11/15) Pigeon Speedmapping 2 -- Too Many Birds


Recommended Posts

4 minutes ago, NaZa said:

Glad to hear you got inspired by it, means a lot! Good luck with it

Thanks :) It is going to be a much bigger version with way more stuff (and less shitty texture alignment, and a way better final room that isn't literally just a cyberdemon with some poorly designed monster teleports :P)

 

7 minutes ago, NaZa said:

however I can't because every second weekend I don't have time to do PC - exactly the reason I don't participate myself in Eagle. It's all via phone. Also why compilats aren't really right away. 

That is kind of a similar issue to me except more like every weekend :v Sadly I don't see any map editors coming out for mobile any time soon, it probably wouldn't even work very well anyway...

Share this post


Link to post

Hey @bonnie do you think you could give me the themes a little early (a few minutes before 1pm CST basically) because as it stands right now that is the only way I will be able to get 2 full hours to work on the map 😦 Since I will only be able to work on it between 1 and 3pm and 3pm est is 2pm cst

Share this post


Link to post

@therektafire we already discussed this and decided that i would indeed be giving you the themes early

i really hope you wake up in time to see this aw jeez ;~;

 

also: 2 hours left friends!!!!

i am very scared about my themes

Share this post


Link to post

hello. it is time.

i have given you an extra minute to prepare ur butts

be sure to re-read the rules for anything i may have added

and here's a download to cc4-tex again (if you want it): http://static.allfearthesentinel.net/wads/cc4-tex.wad

 

THEMES:

  1. Maximum of 6 textures and 6 flats (that includes doors and switches, but not skies and custom sky textures used in sky transfers!)
  2. Maximum of 46 monsters (for the 46 million turkeys eaten on Thanksgiving)
  3. Boxes!! Crates!!! Heck it, e2m2!!!!! Yay!!!!!

I hope rdwpa likes my themes ;~;

If you have any questions, tell me IMMEDIATELY!

Edited by bonnie

Share this post


Link to post

Can I put 46 million sector turkeys in my map? Inside a crate.

 

EDIT: the brown marble looks good as a turkey

 

 

EDIT2: ok, just sector text left

 

edit3: posted below

Edited by bzzrak

Share this post


Link to post

46 monsters? Oppressive cyb/vile centric setups it is, then. Probably some obligatory cyb tysoning as well. The mandatory two-shotting will be the breather portion of the map. >:-D

Edited by rdwpa

Share this post


Link to post

THIS JUST IN: Local idiot "bonnie" forgets to mention that skies will not count as flats, and that custom skies used in sky transfers will not count as textures (so long as you don't use it as a normal texture in the map too)

Share this post


Link to post

here is a small little map

 

Name: uhhhhhh... Humble Warehouse that also has Lava Lava Giftwrapping Company

Music: whatever iwad music slot this lands in by accident.

Time: 1h:30m + 30m playtesting

Themes: all of them crap, i forgot to count some of the textures.  i went over the texture limit slightly.

noisy_pigeon2_v1.zip (version 2 in next post)

Edited by NoisyVelvet

Share this post


Link to post

*****IMPORTANT UPDATE*****

I completely forgot that I wanted a specific naming convention for maps, to speed up the compiling process!! NoisyVelvet's file name reminded me of it, since he actually ended up following perfectly.

 

WAD NAMES MUST BE AS FOLLOWS:

First map, first version:

author_pigeon#_v1

 

Second map, updated version:

author-2_pigeon#_v#

 

Second map, third pigeon session, sixth version:

author-2_pigeon3_v6

*****************************

I would name my first map "bonnie_pigeon2_v1.wad"

 

If I made two maps for a pigeon session 3 months from now and updated it several times, I would then name the second map "bonnie-2_pigeon5_v4.wad"

 

Textfiles with your map info would be helpful as well, but not required.

 

I know this seems convoluted, but it will help me immensely.

Ask me if you have any questions!!! Thank you!!!!!!!!!

Edited by bonnie

Share this post


Link to post

https://ufile.io/xpsfb

 

https://ufile.io/0deha

 

Name: Port of no return

Music: Game07.mid from Descent DOS.

Time: 2 hours 30 minutes.

Themes: Crates, maximum of 6 flats + 6 textures.

 

version 3
made the distribution of ammo more balanced.
made the switch to lower the exit slightly kinder and fixed some texture errors.
fixed smaller errors.

version 2
fixed the bugs mentioned by RjY.
Added some semblance of difficulty between skill levels.
Added music Game07.mid from Descent DOS.
Added a plasmagun and chaingun in multiplayer.

 

 

... for some reason there is an erroneous step1 textures in doombuilder texture preview that I can not find in the map.

 

e - version 3

Edited by NeedHealth

Share this post


Link to post

ALRIGHT!!!

 

Name: #TurkeyLivesMatter (can be changed if the ##octothorpe is a problem.)

Music: D_E2M3 from rokeleko.wad ( @Glaice do you happen to know who's the author?)

Time: 02:50

Themes: all 3 kinda??? I might've broken the textures one, and there's only one crate.

 

Tested (with iddqd, of course) to work in PrBoom+ and QZDoom, REQUIRES cc4-tex.wad

And yes, the huge brown thing is a turkey and some onions in a plate.

 

https://doomshack.org/uploads/bzzraktheultimatebada%24%24_pigeon2_v1.zip

(110 kb)

Edited by bzzrak

Share this post


Link to post
9 minutes ago, NeedHealth said:

Name: Port of no return

http://s000.tinyupload.com/?file_id=72537926518486160930

First attempt, one death very close to end, then exit successful on second run, but left lots of monsters alive. Nasty traps, that one hellknight coming out of the wall is ouch. A few visual bugs, e.g. line 173 has cut-off crate, line 196 has missing upper texture.

Share this post


Link to post

The session is technically over but on the offchance anyone is still working on a map, you have ~30 minutes to submit something.

Share this post


Link to post

Name: My first speedmap

Music: Hidden stage theme of Fortress 2

Build time: 2 hours 30 minutes

Themes: 1+2; Texture limit + Monster limit

 

https://www.dropbox.com/s/s3btks9ecibp1qf/antares031_pigeon2_v1.zip?dl=1

 

UPDATE: https://www.dropbox.com/s/zm38k62mh6apkbk/antares031_pigeon2_v2.zip?dl=1

Edited by antares031

Share this post


Link to post
15 minutes ago, RjY said:

http://s000.tinyupload.com/?file_id=72537926518486160930

First attempt, one death very close to end, then exit successful on second run, but left lots of monsters alive. Nasty traps, that one hellknight coming out of the wall is ouch. A few visual bugs, e.g. line 173 has cut-off crate, line 196 has missing upper texture.

Thanks. I'll fix the errors I saw !

Share this post


Link to post
12 minutes ago, bzzrak said:

ALRIGHT!!!

http://s000.tinyupload.com/?file_id=26184897658159548296

First attempt, UV max. Scary start as I lost half a megasphere to revenant missiles, then it eases off. The single final cyberdemon can be killed risklessly by standing in the right place so its rockets are blocked. Author must have used 90% of the time making a super-detailed central platform + comedy exit sequence, then filled in the rest in 2 minutes :). A rare map that uses a translucency lump tying itself to 8bpp software. And fireblu sky floors. Gosh.

Share this post


Link to post
15 minutes ago, antares031 said:

Name: My first speedmap

http://s000.tinyupload.com/?file_id=14953216219118992040

First attempt, UV max. E1-themed map with a high level of detail, not as hard as I was expecting somehow. Was done in 3:24 but spent another 2 minutes violently wall-humping for the secret, only to realise it was right there and obvious on the automap. Also in software mode the false wall entrance bleeds into the floor, a classic OpenGLism.

Share this post


Link to post
43 minutes ago, RjY said:

UV max.

Not quite, you missed the secret, silly! :]

Thanks for the demo anyway.

43 minutes ago, RjY said:

The single final cyberdemon can be killed risklessly by standing in the right place so its rockets are blocked.

Pff, smartass.

43 minutes ago, RjY said:

Author must have used 90% of the time making a super-detailed central platform + comedy exit sequence, then filled in the rest in 2 minutes

Not too far from the truth, heh.

43 minutes ago, RjY said:

A rare map that uses a translucency lump tying itself to 8bpp software.

Hey, this is interesting. Why is that?

EDIT: oooh, very interesting indeed! Thanks.

Edited by bzzrak

Share this post


Link to post
5 minutes ago, bzzrak said:

Not quite, you missed the secret, silly! :]

Thanks for the demo anyway.

I use the original definition of max that didn't include secrets. At least that's my story and I'm sticking to it!

 

5 minutes ago, bzzrak said:

Hey, this is interesting. Why is that?

A translucency map is a function T : {PLAYPAL} x {PLAYPAL} → {PLAYPAL}. It is not necessarily the alpha composition of each colour over the rest at some constant opacity. It is completely arbitrary: any two colours can map to any other colour. How do you extend that continously to truecolor in all cases?

 

If you assume the function is an alpha composition you can look at what it does when you overlay white onto black to determine the opacity, then you can emulate that in truecolor, but what if the designer is doing something more complicated? I believe @esselfortium has done quite a lot of research on what you can do with translucency lumps.

 

Not sure what GLBoom does with them, but I believe @Graf Zahl declared them unsupportable, and I also punted on the issue, my 32bpp renderer treats them as normal translucent lines. Fortunately maps using line special 260 specifying a translucency lump are rare.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...