therektafire Posted November 3, 2017 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... 1 Quote Share this post Link to post
bonnie Posted November 3, 2017 unrelated: i just realized i missed my chance to say i caught bird flu please forgive my sins 1 Quote Share this post Link to post
Walter confetti Posted November 3, 2017 hey. i made some dumb interpic, two variants: Spoiler or 6 Quote Share this post Link to post
NeedHealth Posted November 3, 2017 @Walter confetti it is very simple indeed, if you compare it to the title pic in OP's post. I am the guy who like to include an ironic twist in everything I produce - however. 0 Quote Share this post Link to post
therektafire Posted November 4, 2017 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 0 Quote Share this post Link to post
bonnie Posted November 4, 2017 @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 0 Quote Share this post Link to post
NeedHealth Posted November 4, 2017 People starting to warm up to my maps gives me performance angst of the worst degree. At least I have a style established.... 0 Quote Share this post Link to post
bonnie Posted November 4, 2017 (edited) 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: Maximum of 6 textures and 6 flats (that includes doors and switches, but not skies and custom sky textures used in sky transfers!) Maximum of 46 monsters (for the 46 million turkeys eaten on Thanksgiving) Boxes!! Crates!!! Heck it, e2m2!!!!! Yay!!!!! I hope rdwpa likes my themes ;~; If you have any questions, tell me IMMEDIATELY! Edited November 4, 2017 by bonnie 0 Quote Share this post Link to post
BigDickBzzrak Posted November 4, 2017 (edited) 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 November 4, 2017 by bzzrak 0 Quote Share this post Link to post
baja blast rd. Posted November 4, 2017 (edited) 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 November 4, 2017 by rdwpa 0 Quote Share this post Link to post
Nine Inch Heels Posted November 4, 2017 19 minutes ago, rdwpa said: Probably some obligatory cyb tysoning as well. Colour me interested in this map you're gonna make. ;-) 0 Quote Share this post Link to post
bonnie Posted November 4, 2017 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) 3 Quote Share this post Link to post
SleepyVelvet Posted November 4, 2017 (edited) 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 November 4, 2017 by NoisyVelvet 3 Quote Share this post Link to post
bonnie Posted November 4, 2017 (edited) *****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 November 4, 2017 by bonnie 0 Quote Share this post Link to post
RjY Posted November 4, 2017 34 minutes ago, NoisyVelvet said: here is a small little map http://s000.tinyupload.com/?file_id=95608685776215255389 First attempt, one death early on because I wasn't being cautious enough, then no max because I cowardly ran from the cyberdemon, also no exit because the lines around the teleporter are type 0. 2 Quote Share this post Link to post
NeedHealth Posted November 4, 2017 (edited) 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 November 4, 2017 by NeedHealth 1 Quote Share this post Link to post
BigDickBzzrak Posted November 4, 2017 (edited) 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 November 4, 2017 by bzzrak 3 Quote Share this post Link to post
RjY Posted November 4, 2017 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. 1 Quote Share this post Link to post
bonnie Posted November 4, 2017 The session is technically over but on the offchance anyone is still working on a map, you have ~30 minutes to submit something. 4 Quote Share this post Link to post
antares031 Posted November 4, 2017 (edited) 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 November 4, 2017 by antares031 3 Quote Share this post Link to post
NeedHealth Posted November 4, 2017 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 ! 1 Quote Share this post Link to post
RjY Posted November 4, 2017 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. 3 Quote Share this post Link to post
SleepyVelvet Posted November 4, 2017 33 minutes ago, RjY said: http://s000.tinyupload.com/?file_id=95608685776215255389 First attempt, one death early on because I wasn't being cautious enough, then no max because I cowardly ran from the cyberdemon, also no exit because the lines around the teleporter are type 0. lol woops apparetnly doom maps need exits. silly me. noisy_pigeon2_v2.zip 1 Quote Share this post Link to post
RjY Posted November 4, 2017 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. 2 Quote Share this post Link to post
BigDickBzzrak Posted November 4, 2017 (edited) 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 November 4, 2017 by bzzrak 1 Quote Share this post Link to post
antares031 Posted November 4, 2017 6 minutes ago, RjY said: http://s000.tinyupload.com/?file_id=14953216219118992040 ......Also in software mode the false wall entrance bleeds into the floor, a classic OpenGLism. Thanks for the FDA and a bug report, RjY! I playtested with GLBoom+, so I couldn't notice that. Gonna update the level soon. 1 Quote Share this post Link to post
RjY Posted November 4, 2017 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. 1 Quote Share this post Link to post
antares031 Posted November 4, 2017 An updated version of my level. Thanks again, RjY :) https://www.dropbox.com/s/zm38k62mh6apkbk/antares031_pigeon2_v2.zip?dl=1 1 Quote Share this post Link to post
NeedHealth Posted November 4, 2017 (edited) https://ufile.io/v7gwm e -version 4 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 4 fixed teleportation bug. 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 November 5, 2017 by NeedHealth 1 Quote Share this post Link to post
bonnie Posted November 4, 2017 Don't forget to update any previous posts to include the latest version of your maps, friends!!!! 0 Quote Share this post Link to post
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