Brock Posted July 21, 2019 (edited) @yakfak Edit:The most weird looking level i have ever made is MAP01 from Hills. The most common maps i make are normal key hunt with a small hub area. Edited July 21, 2019 by Finnthemapmaker 1 Quote Share this post Link to post
Pegleg Posted July 21, 2019 On 7/13/2019 at 12:27 PM, Xaser said: @yakfak I'm tempted to suggest putting that map at the very end of the pack and leaving it in a "can't exit" state, because that'd be Maximum Weird and thus be very in the spirit of the project. :P @yakfak This is an interesting idea that Xaser had. One way that I could think to implement it would be to have the last submitted level (whatever number that ends up being), followed by a congratulations map (i.e., it just has a big text graphics that says "Congratulations!" or "You've finished Zekhmet!" or something like that). The congratulations map will have a voodoo doll on a conveyor belt somewhere off in the void that will, after a certain amount of time, pass over the walkover exit line, which would take you to your exit-less map. That way, you still get the "weird" ending of sightseeing in a big, empty map as well as still having the "congratulations" ending for those who would feel cheated by not having some sort of "ending." It might be nice if the last map was Map 11, so you could have a text screen explaining that you were stuck on this abandoned alien world, with no option to explore, etc. etc. etc. and then go to the Congratulations map in Map 12 and the empty map in Map 13. Perhaps that would be far too standard and not in the spirit of this project, but it's a thought. 2 Quote Share this post Link to post
Brock Posted July 22, 2019 (edited) @yakfak Few things to ask. Can i use Gzdoom builder? What format should i use? Can use things like 3d floors or slopes? For how much maps are we aiming for? Edited July 22, 2019 by Finnthemapmaker 0 Quote Share this post Link to post
yakfak Posted July 22, 2019 34 minutes ago, Finnthemapmaker said: @yakfak Few things to ask. Can i use Gzdoom builder? What format should i use? Can use things like 3d floors or slopes? For how much maps are we aiming for? hey GZDoombuilder is totally fine, that's what I use. others use DBX and that's fine too aim towards Boom compat, so avoid 3d floors and slopes and stuff. Boom can't understand scripting or mapinfo so if you've got gimmicky ideas you have to attempt them with the generalized linedef effects! and as long as we get eleven maps I'm happy, cos that's how many tunes there are in the pack, but room can be found for more! sorry I haven't checked out your map yet, been busy 0 Quote Share this post Link to post
yakfak Posted July 22, 2019 11 hours ago, Pegleg said: @yakfak This is an interesting idea that Xaser had. One way that I could think to implement it would be to have the last submitted level (whatever number that ends up being), followed by a congratulations map (i.e., it just has a big text graphics that says "Congratulations!" or "You've finished Zekhmet!" or something like that). The congratulations map will have a voodoo doll on a conveyor belt somewhere off in the void that will, after a certain amount of time, pass over the walkover exit line, which would take you to your exit-less map. That way, you still get the "weird" ending of sightseeing in a big, empty map as well as still having the "congratulations" ending for those who would feel cheated by not having some sort of "ending." It might be nice if the last map was Map 11, so you could have a text screen explaining that you were stuck on this abandoned alien world, with no option to explore, etc. etc. etc. and then go to the Congratulations map in Map 12 and the empty map in Map 13. Perhaps that would be far too standard and not in the spirit of this project, but it's a thought. mmmm all this is true yet I do intend to finish my map :3 but you're right, a "Congratulations!" map would be desirable for a pack like this. and if it does line up with Map 12 then that's perfect cos that's where the intermission text lands. if there's time at the end of teh project we could all pitch in together and make a theme park where all you can do is walk around and meet snails, with a huge vantage point in the centre which when you climb it reveals Thanks for Playing writ large on teh ground, or something! Gathering Moss in my mind is the first map because it'll set up what happens later in the set - given the levels everyone's submitted it should be possible to naturally describe Doomguy arriving on an abandoned island and uncovering a mysterious settlement with a portal that sends them into a weird kaledioscope hell world 2 Quote Share this post Link to post
Pegleg Posted July 22, 2019 6 hours ago, yakfak said: we could all pitch in together and make a theme park where all you can do is walk around and meet snails, with a huge vantage point in the centre which when you climb it reveals Thanks for Playing writ large on teh ground, or something! I think that would be the perfect cherry on top of this project if we made something like that! 0 Quote Share this post Link to post
dobu gabu maru Posted July 25, 2019 Going to start working on my third map for this, and I'm going to use the MAP01 tune, just as a heads up to anyone else working on this project. I have a dumb idea and I want to see how "fun" I can make it. 3 Quote Share this post Link to post
obake Posted July 25, 2019 I think I'll do a small map for this project. This one intrigues me! 1 Quote Share this post Link to post
obake Posted July 26, 2019 I've got a prototype for my map. It's beatable, but I'm not quite satisfied with the gameplay or detailing yet. I'll probably post it tomorrow. 0 Quote Share this post Link to post
obake Posted July 27, 2019 (edited) Alright, this is a bit early. I present Portrait of Moire's Sister? Note: I feel this map may need some tuning. Any and all feedback is welcome! Also, the map is in the map07 slot, and uses the sector 666 tag. However, this tag is not needed, and is really only used for an easier way to get to a secret (which can still be accessed without it.) It uses the map07 music, though I feel map04's music could work too. Edited July 27, 2019 by obake 0 Quote Share this post Link to post
yakfak Posted July 27, 2019 @obake i played on ITYTD so don't ask my opinion on the combat, giggle. generally I like fighting the cybie with the plasma gun so I was pleased with that; the archvile at the end being friends with cacodemons was strange cos you know the player'll retreat into the corridor where cacodemons are useless and the vile can't see you. maybe there's more action on UV but it seemed like a non-fight! this could use a little more decoration and lighting but I like the idea of the portrait room! thanks for submitting, hope you'll revise it just a little <3 1 Quote Share this post Link to post
obake Posted July 27, 2019 6 hours ago, yakfak said: @obake i played on ITYTD so don't ask my opinion on the combat, giggle. generally I like fighting the cybie with the plasma gun so I was pleased with that; the archvile at the end being friends with cacodemons was strange cos you know the player'll retreat into the corridor where cacodemons are useless and the vile can't see you. maybe there's more action on UV but it seemed like a non-fight! this could use a little more decoration and lighting but I like the idea of the portrait room! thanks for submitting, hope you'll revise it just a little <3 Thanks so much for the kind words! I especially agree about the last fight. I've changed it to make it more challenging, and added more detail and better lighting. I will upload the second version today. 1 Quote Share this post Link to post
obake Posted July 27, 2019 Here is Version 2 I've added quite a bit more detail, and made the ending more interesting. 1 Quote Share this post Link to post
yakfak Posted August 9, 2019 bumping with stupid news the map I was making is too big and regions just go into noclip mode which means it is more or less tanked completely one for the bin thanks for the update obake, somehow I missed it before. I'll update the first post soon with yr map <3 1 Quote Share this post Link to post
dobu gabu maru Posted August 9, 2019 1 hour ago, yakfak said: the map I was making is too big and regions just go into noclip mode which means it is more or less tanked completely Nooo I hope you don't mean gathering moss! That one seemed really interesting and pretty! I hope there's a way you can salvage it 2 Quote Share this post Link to post
yakfak Posted August 9, 2019 ^ thanks, I might have done just that. a lot of sky sector space needed to be pruned and the contraptions needed to be tidied and i should be within safe map parameters again for now :3 2 Quote Share this post Link to post
yakfak Posted August 14, 2019 let's assume the september deadline ain't happening; there's at least three maps being made now and I think it'd be better to commence tidying and finishing when they're all delivered! sounds sensible? 2 Quote Share this post Link to post
Pegleg Posted August 14, 2019 11 hours ago, yakfak said: let's assume the september deadline ain't happening; there's at least three maps being made now and I think it'd be better to commence tidying and finishing when they're all delivered! sounds sensible? You saved me the trouble of asking how solid you were on the September 1 deadline. So, seeing as how I was going to ask you about it, I think your plan sounds sensible. Yes, that's a self-serving statement to agree with your assessment, but that's how it goes sometimes. How much longer are you considering? 1 Quote Share this post Link to post
yakfak Posted August 15, 2019 when it's done :))) hopefully before 2020 2 Quote Share this post Link to post
yakfak Posted August 20, 2019 (edited) i'm toying with the idea of replacing the imps sprites with the Sekhmet (or is it Bast? The stalking cat goddess enemy!) from powerslave for obvious thematic reasons. would that be cool? i probably would not change the imp's actual functionality beyond animation quirks. I know I started the thread saying every resource should be community made but frankly the project needs more cats >:) Edited August 20, 2019 by yakfak 2 Quote Share this post Link to post
yakfak Posted August 20, 2019 bump so I can complain that Bastet is like 100 pixels tall while the imp is more like 56 lol trying to work out if i wanna fall down the rabbit hole of redrawing fifty sprites in a lower res and in the doom palette 0 Quote Share this post Link to post
Jaws In Space Posted August 20, 2019 I've got nothing to do with this project, but I'd just like to say that I'd appreciate an imp sized Bastet. It would be cool for use in any Egyptian themed map set. 1 Quote Share this post Link to post
yakfak Posted August 20, 2019 (edited) ^ that might take a lot of practise to achieve lol on teh left, 28x56, on the right, 48x96 you lose so many details and this is probably the easiest sprite of the set to redraw (not intending to pretend that i am an amazing pixel artist) Edited August 20, 2019 by yakfak 2 Quote Share this post Link to post
Not Jabba Posted August 20, 2019 (edited) I don't know if this is still thematic enough, but you could always take the Egyptian Imp enemy from Osiris. I think it's based on Anubis rather than Bast. Edited August 20, 2019 by Not Jabba 0 Quote Share this post Link to post
yakfak Posted August 20, 2019 thanks, interesting suggestion :3 but this isn't really an egyptian themed set, i was particularly looking for cats 0 Quote Share this post Link to post
Brock Posted August 21, 2019 @yakfak Hey my map is done! https://www.dropbox.com/s/u4k5fa58tpz95mm/MAP01.wad?dl=0 0 Quote Share this post Link to post
yakfak Posted August 21, 2019 24 minutes ago, Finnthemapmaker said: @yakfak Hey my map is done! https://www.dropbox.com/s/u4k5fa58tpz95mm/MAP01.wad?dl=0 thanks! does this compile for boom format? right now it's for zdoom and i can't really test it 0 Quote Share this post Link to post
Brock Posted August 21, 2019 @yakfak sorry but I don't know I only tested it in Gzdoom. 0 Quote Share this post Link to post
yakfak Posted August 24, 2019 @Finnthemapmaker gawd, gzdoom format stuff is weird, I can't trim the file in slade in order to make it compatible at all :)) if the level is zdoom-only i probably can't use it, but maybe you could make a video of the level to show us what we're missing? 0 Quote Share this post Link to post
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