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Moustachio

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About Moustachio

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  1. @Treehouseminis Okay, I finally resigned myself to the fact that single-segmenting this thing will take too long, so I recorded a gameplay video: I'll start with some complaints I have. Now onto the good, and IMO there’s much more good to say about this map than bad. If I had to guess, this will probably go towards the end of the episode due to its high difficulty, its length, its scale, and its setting in a black void.
  2. @XoNoX Can you tell me what isn't working on your end? Both the idgames and patched versions are working as intended when I test them.
  3. @Treehouseminis TOUGH level. But having fun with it so far. Got up to the part where you get the incendiary shotgun before dying. Will post demos and more feedback once I've got a full run down. Things I can comment on: the atmosphere is insane. The ambient music combined with the visuals and extra use of gory objects makes this level genuinely tense. Even with the weapon set, the challenge is very high (which is good for Episode 5). I like how the start forces you to be attentive in order to make the first bit of progress, and starting the map off with some good ol' berserk action is satisfying (and can go south quick if you don't take out the AV first). Enjoying the slow drip of powerful weapons so far, making you stick to the trusty lever-action and berserk. Small nitpick: the bars at the beginning only break when you punch them from the front, but they don't break when hitting the sides. It confused me a little bit since I could have sworn I hit the bars to try and break them first, but they didn't. Must have just hit them from the wrong angle, but making them break from any side would alleviate this. Demo attempts so far Also, I would like to remove the submission deadline for maps and go with a minimum amount of maps per episode. I think 5 per episode is a good baseline for wad length, since that adds up to a familiar 30 maps. There can be more than 5 maps in an episode, but the bare minimum for release would be at least 5 maps in each episode. I'd like some feedback on this before I go ahead and change the OP however, so I'd like to ask how interested mappers feel about this change. Does removing the deadline help? Is 5 maps per episode a good baseline?
  4. Thank you to those still working on their maps! I appreciate you all going the extra mile to help finish this project out and make it the best it can possibly be.
  5. >> RESOURCE PACK UPDATE (v005) << Small update to the resource pack to fix a bug with the STEP6 texture. The STEP10 patch was renamed to STEP12, which is now available as a texture. STEP10 is still available as a texture, but is now just the bottom half of STEP6. It was trivial to widen the texture by repeating the patch, so I figured why not. STEP6: STEP10: STEP12: I'm also working on a map for Episode 3. It's set during dusk. I'll make sure to take time-of-day into account when choosing the map order.
  6. Happy to see some good screenshots being posted in the thread! Thanks for the Auger;Zenith suggestion. I've added your edits plus a generous selection of Auger;Zenith texture to the resource file: >> RESOURCE PACK UPDATE (v004) << Changes: Changed the ammo per shot of the Slug Rifle to 2 per shot. Added a generous selection of city/techno-themed textures from AUGER;ZENITH. Many begin with the DBP_ prefix, but there's also BUBB1-4 and MIDFIR1-3. Added SpaceCat_2001's Duke 3D texture edits. Imported @Lina's sprite edits for the Slug Rifle (thank you!). Renamed SPINE4_1 to SPINE4_2 to prevent overwriting an IWAD texture. Added a new sky to go with any ice themed textures. Could be used somewhere in Episode 3 or in a secret level: SNOWSKY I made updates to MAP01 using some of the new textures as well.
  7. >> RESOURCE PACK UPDATE (v003) << Ch-ch-ch-ch-changes: Incendiary rounds now have a short lifetime and fizzle out at a certain range. Their splash damage has been nerfed as well. And their mid-air sprites are now distinct from the Mancubus fireball. The Sawed-off Shotgun has been swapped for the Sniper Rifle Slug Rifle. Each slug consists of 3 pellets, each dealing 100 damage and each with a random chance of a 2x multiplier. I made it 3 pellets instead of 1 for that sweet collateral damage. The Slug Rifle has perfect accuracy. Some new textures for the city environments. I got them from Doom 2 In City Only, but I'm pretty sure they're from Duke 3D. I credited them under 3D Realms. The Incendiary Zombie has had its sprite replaced to be more distinct from the Plasma Zombie. Its HP has been bumped up to New enemy added: the Snake Imp, a stronger imp variant with 200 HP. It fires a pattern of two fireballs to either side first, then a single fireball in the center. Probably most fitting in Episodes 3 and 4, but feel free to use it in any episode. Its ID # is 6097. The nitro barrel now has a maximum splash damage of 640(!) with a blast radius of 128. EDIT: A little clarification. I accidentally wrote that void/sky floors should do 10% damage. They should instead be an instant death in this wad.
  8. I like the look of that quite a bit! Will make some updates to the resources soon: Giving the incendiary rounds a range before they fizzle out. Nerfing the flying and impact damage a bit. Changing their sprites to be distinct from the manc fireball as well. Changing the nitro barrels to be as strong as originally intended, with a whopping max damage of 640. I can change the sawed-off into a precise slug rifle if that would be more useful than the usual shotgun spread. Changing the sprites of the incendiary shotgunners to look more distinct from the plasma zombies. May also extend or even remove the deadline, since these projects usually take longer than a year one way or another.
  9. No worries to those taking longer or dropping slots. Mapping takes a lot of energy, and it doesn't always go as planned. Plus, I don't think it would be a bad thing to release this as a shorter set of maps.
  10. Pinging mappers who haven't submitted yet. Are you still working on your maps? @IvanDobsky @yourlocalchef @Philnemba @PRO-RC @spineapple tea @russin @macro @SharkyChip @Alaxzandarz @LoatharMDPhD
  11. @Amiga Angel So it would appear that jimmy-tex already had mirrored versions of those textures. The mirror of PANUPA is PANDNA, and the mirror of PANUPB is PANDNB.
  12. I just realized, 250 - 1600 CE is a long span that could encompass a lot of history. Let's just go with 250 CE. The Roman Empire was still unified at this time. Added some extra descriptions to each episode. Hopefully, they'll spark some ideas for everyone. Here's the description for Episode 3 for example: Around 250 CE. Ancient cities, temples, demon-infested villages, Romans, and lost wonders of the ancient world await you. @Amiga Angel I'll make another update in a few days to a week from now. I'd like to let everyone get their hands dirty with the resource pack first in case there are any other kinks to iron out.
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