yakfak Posted May 29, 2018 thank you for that :) very cool i feel like the area with the seven hundred former humans is kinda underdesigned and bright but that's my only real complaint, everything else looks striking map seems like a real challenge to the top players! i've added this to the first post with the map 01 tune written in ps i don't mind if people double up on the tunes as long as all of them are used at least once we're in for teh long haul anyway haha it takes a special sort of person to send a map to a pack like this starting my map now, trying to do something appealing with the textures and create a wonky puzzle map just about arrived at a theme i really like, very earthy but still pleasantly silly just can't resist repeatedly using the leaves prop over and over :))) 5 Quote Share this post Link to post
yakfak Posted May 30, 2018 a possible zekhmet mascot, a wandering dryad 400px and in the default doom palette could be an element of teh credits screen or something all in the spirit of replacing the metallic man-made stuff you seen in doom with a more natural look moon worship optional i drawed her by hand so we cant be sued by the UAC 6 Quote Share this post Link to post
riderr3 Posted May 30, 2018 Here are the screenshots of my map. Need to add some items. 8 Quote Share this post Link to post
xdarkmasterx Posted May 30, 2018 (edited) updated level again after feedback, now the zombie room looks less boring https://www.dropbox.com/s/s1r0h95b8wudhtp/the_palace_of_darkness_v3.wad?dl=0 Edited May 30, 2018 by xdarkmasterx 5 Quote Share this post Link to post
Pegleg Posted May 30, 2018 43 minutes ago, riderr3 said: I like the yin yang symbol in the sky--it seems somewhat fitting for this mapset. 2 Quote Share this post Link to post
yakfak Posted May 31, 2018 19 hours ago, riderr3 said: Here are the screenshots of my map. Need to add some items. etc these look cool :3 anticipating yr map greatly 1 Quote Share this post Link to post
riderr3 Posted May 31, 2018 Done! Download here: http://www.mediafire.com/file/d3c0erfda80r042/elevelv.zip Quote "Elefunky velvet groove" by riderr3 For Zekhmet project Advanced engine needed: Boom Music: D_DOOM from zekmus1.wad Other files required: zek1res.wad Map slot: MAP05 but can be changed later Single Player: Designed for Cooperative: Yes Deathmatch: Player starts only Difficulty Settings: Yes Build Time: 9 days Editor(s) used: GZDoomBuilder-bugfix, SLADE3, WadSpy Tested With: PrBoom-Plus 2.5.1.4 Comment: Abstract and non-linear map with mostly low-tier monsters, except a few places. 3 Quote Share this post Link to post
Catpho Posted May 31, 2018 Perhaps we can use this sky? Found it in Crimson Wood. Yea, i'm getting tired of them Doom 2 sky1 and those Scypek2 skies don't look too fitting imo. A suggestion. . 0 Quote Share this post Link to post
Aquila Chrysaetos Posted May 31, 2018 I'm a fan of the Hexen skies and I think they might work better with the resources, but that one has some charm to it, too. Suppose we'll have to leave it up to our good yakfak. 0 Quote Share this post Link to post
wintertowns Posted May 31, 2018 1 hour ago, riderr3 said: Tested With: PrBoom-Plus 2.5.1.4 Cool map and all, but I don't understand how to play around the infinitely tall hanging corpses in the map? I had the same problem in "Prickled", but engine wasn't specified in that case, so I assume that I was supposed to have played in ZDoom instead of PrBoom+. Is the final wad supposed to be Boom-compatible or is it ZDoom only? I think the clipping of infinitely tall actors can only be done in ZDoom? Looking forward to the finished project though, really interesting levels and music so far. 0 Quote Share this post Link to post
Pegleg Posted May 31, 2018 What about one of these: from: or one of these: from: 3 Quote Share this post Link to post
yakfak Posted May 31, 2018 2 hours ago, wintertowns said: Cool map and all, but I don't understand how to play around the infinitely tall hanging corpses in the map? I had the same problem in "Prickled", but engine wasn't specified in that case, so I assume that I was supposed to have played in ZDoom instead of PrBoom+. Is the final wad supposed to be Boom-compatible or is it ZDoom only? I think the clipping of infinitely tall actors can only be done in ZDoom? Looking forward to the finished project though, really interesting levels and music so far. make sure yer opening zek1res.wad along with everything else it changes the behaviour and look of a lot of those props so what you think is blocking might be passable with the right resources! 1 Quote Share this post Link to post
yakfak Posted May 31, 2018 4 hours ago, riderr3 said: Done! Download here: http://www.mediafire.com/file/d3c0erfda80r042/elevelv.zip this is neat as heck, I love the way the keys appear on the balance altar :) thank you for this cool level also I could beat it which I'm grateful for hey I think maps of all skill levels own but if every submission was crazy I wouldn't know which one to put first this way I have a candidate for an easy intro map that players could learn the resources on before proceeding to punishing maps of various stripes :)))) i'll add this to the first post, thanks again 2 Quote Share this post Link to post
yakfak Posted May 31, 2018 1 hour ago, Pegleg said: What about one of these: this one is absolutely gorgeous tempted to nab :3 thanks for finding them all but especially this 0 Quote Share this post Link to post
riderr3 Posted May 31, 2018 (edited) 2 hours ago, wintertowns said: Cool map and all, but I don't understand how to play around the infinitely tall hanging corpses in the map? I had the same problem in "Prickled", but engine wasn't specified in that case, so I assume that I was supposed to have played in ZDoom instead of PrBoom+. Is the final wad supposed to be Boom-compatible or is it ZDoom only? I think the clipping of infinitely tall actors can only be done in ZDoom? Looking forward to the finished project though, really interesting levels and music so far. You can launch wads with ZDL wad launcher, with appropriate priority. Also there are new things which are not shown in GZDoom-Builder, and probably some people even don't know about them. They are in decorations category - different colored snails, gray stump, dead revenant, even spectre Pain Elemental. 21 minutes ago, yakfak said: this one is absolutely gorgeous tempted to nab :3 thanks for finding them all but especially this I've seconded this sky too, because it's have good color scheme and taller by height (my map have a place where short sky can be repeated a little) Edited May 31, 2018 by riderr3 2 Quote Share this post Link to post
Pegleg Posted May 31, 2018 41 minutes ago, riderr3 said: You can launch wads with ZDL wad launcher, with appropriate priority. Also there are new things which are not shown in GZDoom-Builder, and probably some people even don't know about them. They are in decorations category - different colored snails, gray stump, dead revenant, even spectre Pain Elemental. So, then how do you view the new things that aren't being shown? 0 Quote Share this post Link to post
riderr3 Posted May 31, 2018 (edited) 38 minutes ago, Pegleg said: So, then how do you view the new things that aren't being shown? "New" means they are just replaces some hanging corpses, but in-game it's the different things (changed with Dehacked). I found them accidentally when almost finished map while assigned some decorations. Edited May 31, 2018 by riderr3 0 Quote Share this post Link to post
Pegleg Posted May 31, 2018 2 minutes ago, riderr3 said: "New" means they are just replaces some hanging corpses, but in-game it's the different things. I found them accidentally when almost finished map while assigned some decorations. So what you mean is that within the editor, they look like what they were originally. But if you use them, when you play the game, you'll get the snails, stump, etc. Is that correct? 0 Quote Share this post Link to post
riderr3 Posted May 31, 2018 (edited) 10 minutes ago, Pegleg said: So what you mean is that within the editor, they look like what they were originally. But if you use them, when you play the game, you'll get the snails, stump, etc. Is that correct? Exactly. Because GZDoom-Builder-BugFix currently does not properly shown all things which changed by dehacked. I've asked about this feature without luck. Only ZDoom-related stuff shown properly. Edited May 31, 2018 by riderr3 0 Quote Share this post Link to post
dobu gabu maru Posted May 31, 2018 1 hour ago, yakfak said: this way I have a candidate for an easy intro map that players could learn the resources on before proceeding to punishing maps of various stripes :)))) This is a very good idea since I'm not sure folks will understand that like, radsuits have been changed into bugs and stuff. My puzzle map is nearing its final stages—I just need to add like 50 lines of dialogue, and then see if I want to change the lighting. Also @xdarkmasterx, is there any way you could pick another midi for your map? My puzzle map uses the same one too 1 Quote Share this post Link to post
Pegleg Posted May 31, 2018 2 minutes ago, riderr3 said: Exactly. Because GZDoom-Builder-BugFix currently does not properly shown all things which changed by dehacked. I've asked about this feature without luck. Only ZDoom-related stuff shown properly. @yakfak Do you have a listing of which objects were changed by dehacked and what they were changed into, in case people have been missing some of these new items? 0 Quote Share this post Link to post
riderr3 Posted May 31, 2018 (edited) 27 minutes ago, dobu gabu maru said: This is a very good idea since I'm not sure folks will understand that like, radsuits have been changed into bugs and stuff. I've trapped some of those bugs in cages to prevent early gathering. P.S. Hope that you people will not fight for music and we can use most of the music tracks. Edited May 31, 2018 by riderr3 0 Quote Share this post Link to post
xdarkmasterx Posted May 31, 2018 16 minutes ago, dobu gabu maru said: This is a very good idea since I'm not sure folks will understand that like, radsuits have been changed into bugs and stuff. My puzzle map is nearing its final stages—I just need to add like 50 lines of dialogue, and then see if I want to change the lighting. Also @xdarkmasterx, is there any way you could pick another midi for your map? My puzzle map uses the same one too sure i dont care what music my map uses but i'd prefer map05 if that one isn't taken as well 0 Quote Share this post Link to post
dobu gabu maru Posted May 31, 2018 1 minute ago, xdarkmasterx said: sure i dont care what music my map uses but i'd prefer map05 if that one isn't taken as well It's not taken yet it's just that my unfinished map uses that midi & I'm really taken with it too, and I feel as though it'd be better for the set not to have repeat tunes. 0 Quote Share this post Link to post
riderr3 Posted May 31, 2018 (edited) 9 minutes ago, xdarkmasterx said: sure i dont care what music my map uses but i'd prefer map05 if that one isn't taken as well I will not mind if the music of my map will changed. D_SHAWN and D_DEAD is good too. At the discretion of project starter. Edited May 31, 2018 by riderr3 0 Quote Share this post Link to post
yakfak Posted June 1, 2018 10 hours ago, Pegleg said: @yakfak Do you have a listing of which objects were changed by dehacked and what they were changed into, in case people have been missing some of these new items? yep, there's a txt file bundled with the resource wad in the first post! 0 Quote Share this post Link to post
yakfak Posted June 5, 2018 happy june everybody i've been reiterating that the music included can be used more than once, just as long as at least one map uses each tune! but i can sort this out easily enough by setting rider's level to use track seven and dark master's to use track five :3 lemme know if that sucks 0 Quote Share this post Link to post
xdarkmasterx Posted June 5, 2018 sure, if @dobu gabu maru wants unique track for his level, i can take map01 track instead (or any other, i don't mind if it gets something different 0 Quote Share this post Link to post
dobu gabu maru Posted June 13, 2018 Finished my map. No monsters, just locals. Difficulties provide different hints at Hint Island. There's a lot of backtracking to be had & it might be too confusing for its own good. Download Perplexed! Rankled by Asinine Acquisitions here. 16 Quote Share this post Link to post
yakfak Posted June 13, 2018 this is incredible hee it's making me giggle i didn't think to start an FDA or anything which is a good thing cos what I mostly did was fall off the island very happy that ernie the urn gets to be such a charming NPC actually I'm amazed by the scripting... is this robust? can you break it by pressing some of the buttons twice in a row really quickly? thanks for this amazing piece of art 0 Quote Share this post Link to post
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