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Everything posted by Matthias
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Community Project concepts that you would like to see?
Matthias replied to DoctorNuriel's topic in WAD Discussion
Vanilla HeXen -
https://liquiddoom.net/upload/files/CT_v9.7.3.zip CT_v9.7.3 - Map 08 removed as it was moved to RAMP and mapper Impboy wanted it be removed. - I created a new map 08 called "Temple of Phallus" and I have added it. CWIL for map 08 added. Music for map 08 also replaced with FreeDoom v0.12 Phase 2 - Map 05 OST. Map name changed in DEHACKED and UMAPINFO. - Map 33 moved to Map 17 spot, including its CWIL and music. Data in DEHACKED and UMAPINFO changed for map 17. Sky texture changed to SKY1 for Map17. Also Map 17 was lil buggfixed. - I have fixed a ton of textures with width that is not power of two. Some remain, tho. - Map 34 moved to map 31 slot, including its music. Info edited in DEHACKED and UNMAPINFO. CWIL for this map added. Player starts 2, 3 and 4 added + some multiplayer starts. Also, a new secret ending added. - Pcorf maps removed as he wants. - A new map 09 by Andrea Rovenski added. Map named "Imp Gambling Den" in DEHACKED and UMAPINFO. CWIL for map 09 replaced with new one. Music for Map 09 kept the same, because it's ok. - Stop reading this changelist, lol.
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Well, actually, a new version because Andrea sent me her map CT_v9.7.2 - Map 01 and Map 07 updated with pcoft edits. Both edits approved by their map owners. (At least I hope) - Map 28 by Andrea added, including music track D_TENSE, one floor texture (GATE_10) and one wall texture (MAX8). The map 28 renamed to "A Place To Be Concerned About" and CWIL27 added. - UMAPINFO map12 RSKY1 changed to RSKY2 because of my OCD. - The lump OPTIONS deleted - I have added DEHACKED - Why am I stil doing this lol https://liquiddoom.net/upload/files/CT_v9.7.2.zip
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Fortunately they are not :) Well, Lina told me, quote "maps 33 and 34 would work perfectly fine as secret maps. they're ideal for it, actually, since they reference specific parts of CC 1/2 more directly than any others. i don't recall what the thought process was for keeping them in slots 33/34" Anyway, I personally would probably cancel maps 33 and 34 and move them to empy slots (which is something you suggested previously).
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Sure, here: https://cryptpad.fr/sheet/#/2/sheet/view/J58YTK9aOYYBawPYYwk4J1K9ETQMBQViKortP6ZuWho/ Well, after I posted my frustration, some of the mappers contacted me and started talking again. Anyway, @Kain D. - there is the idea to move some maps. Could we move yours? Because your maps uses some very complex black magic, I am not sure if I wouldn't break anything moving it... do you use some commander keens?:) Do you mind in general if we move it?
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Dear Doom Community, So regarding to this community project - Community trunk. In my opinion, it's pretty much dead. People already mostly forgot about Community Trunk. Our Discord is mostly dead and I check it less and less if anything happens there. Many people keep telling me they want to remove their maps from the project and use them for their own projects, or they already did relese their maps stand-alone or promised them for other community projects. Dusty started this project and got busy. I decided to took it from him. I put a ton of my free time into the project. I created the excel tracker to track what is done and what it not. I kept contacting all people around the project, asking about progress and status. I fixed a ton of bugs and issues. I did also some other work. Also other people did a lot of work. All mappers... Not only creating maps, but bugfixing it later based on my feedback, discussing things around and such. And also people who did other tasks, like graphics and other things. However I am not really sure what else am I suppose to do? When I ask someone who promised a map "what is the status" and he/she is ghosting me, not replying me at all, last time online 3 years ago, what should I do? What if someone keeps promising, it's gonna be "soon" but then nothing happens? What if people starts arguing about this and that and I have to deal with some sort of drama? Simply put - I have no idea what to do with the project anymore... Dusty - the original creator gave up on the project. Pcorf wanted to take over it, but gave up as well. If anyone wants to take this dead corpse and be the leader of the project, I'll be happy to give it to him/her/(some other pronouns). Anyway, sorry I totally failed as a project leader, but it was kinda predicteable considering that I am an autistic weirdo with zero social skills. Also I am ugly and gay. ¯\_(ツ)_/¯ Perhaps we all should abolish it completely and simply release the maps stand-alone. At the same time, it's kinda pity it ended like this, because 24 of 35 maps are completely done, then 4 need only minor fixes. So I would say that 75 % of the project is done actually. What a dire situation, huh? Thanks, everyone!
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A new version is here: https://liquiddoom.net/upload/files/CT_v9.7.1.zip CT_v9.7.1 - Map31 added. - Map 31's name changed to "Griefmeister" - Music for map31 added. - Duplicit Player 3 start in Map01 fixed. - Player 2, 3 and 4 (coop) added for map03, map10, map11, map15, map18, map20, map23, map24, map27 and map33. - Deathmatch player starts added to map03, map 10, map11, map12, map14, map15, map18, map20, map23, map24, map25, map26, map27, map32, map33 and map34 (they are probably pointless tho, lmao) - I added some vines into map10 and map18 because I saw them in map31 and I like it.
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The Jigsaw killer?
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Doom is one of the first 3D FPS games ever, so there were no established standards yet how maps should look like. Sandy's maps were very experimental and gimmicky. He tried things like putting final boss from first game into the crusher or things like Barrels of Fun. It almost looks like he didn't take himself much seriously. Simply put, it were the anarchistic 90s and ID Soft was a rather garage company rather than a huge corporation like Nintendo. To be fair, Sandy's maps have personality and they are pretty memorable. Heretic - for example - have more professional looking maps with more responsible, consistent and "commercial" approach. At the same time they are less memorable and when I say "Barrels of Fun" you immediately know what map it is, but when I say "E3M3 - Confluence" you have to think about it for awhile. I understand that Doom 2 was a very experimental game in general.
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My goals for 2024: 1) Make some maps for Doom II or Heretic or Hexen 2) Be happy for all the four people who will play them
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Blue Terror [A single vanilla map]
Matthias replied to Matthias's topic in WAD Releases & Development
I love how you tried to shoot the evil eye in case something happens. John Romero, what have you done?! -
A single vanilla map for Doom II that is blue. Nothing more, nothing less. Info: Screens: ••• Download link again for people who will looking for downloading link below screenshots: Found a bug? PM me.
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Ok, thank you guys. Yes, it was chocorenderlimits, but I somehow assumed it will show up in regular chocolate too, but indeed, nope... I also remember seeing it in many maps in Unity Doom :D
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What causes this weird blinking line glitch in Chocolate Doom/vanilla and how it could be potentially fixed? Thanks!
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So I just beat it. I was a little worried first four maps that Romero will be extremely unoriginal because it was the same as first Sigil again - the same hellish style with red estetiscs. However later on he started experimenting with new ideas and there was this sewer-like level and such. I like how he uses very small cramped style. It was oddly satisfying how compact some levels were. What I personally didn't like much - first he uses too many Barons. They are boring walking damage-sponges. The only good thing is that there is enough ammo for plasma... Second, he uses these evil-eyes switches which are OK I guess, but if you don't have ammo for hitscan weapons, you can't active them and you get softlocked - which happened to me in map 04, so I had to pistol-start it again. And technical things: There were too many these weird HOM errors on some places - at least in Unity Doom. Overall four stars out of five.
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I don't know
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Actually, I have a little feeling that this is how it happened :D Cyriak made Going Down and puf, it was far better than anything I made previous 15 years.