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Obsidian

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Everything posted by Obsidian

  1. Alright, donezo! Name: Ghosts in the Undergrowth Map Format: Boom Ports Tested: PrBoom+, ZDoom Build Time: 13 hours Textures: Jimmytex + a sky included in the wad External PWADs: Jimmytex.wad Requirements: No jumping/crouching Music: "Alice" by Jimmy (I tried making my own music for the map, but I need a looooooot more practice :P) Based on a Jimmy project from a few years ago: I don't want to spoil which just yet, hopefully it should be obvious once you start playing. Thanks to General Rainbow Bacon and TheMionicDonut for testing! Screenies! Spoilered to protect Jimmy's virgin eyes.
  2. Previous session. 3rd of April, 1800 GMT with a second round 12 hours later: mark it down on your calendars! With MAYhem coming up, TMD and I are holding this one a little early to leave us ample time to prepare. You can find the Discord server here (as ever, it's a temporary membership link).
  3. THE THIRD THEME ISSSSSS... 3. Mandatory lite-amp goggles LET US BEGIN
  4. 15 minutes to gather resources! The texture pack is The Darkening E2, same as Round 1.
  5. OP has been updated with interested mappers and completed maps!
  6. That would likely mess with other people's submissions, so I'm afraid not. As for everyone else, I promise I still exist! D: Life's been taking up a lot of my attention, but I'll look over all the new stuff as soon as I can.
  7. Alright, 5 minutes to get familiar with the textures! The 3rd texture pack added is the Erratic Texture Pack.
  8. Alright, the resource gathering for round 2 starts now! I'll post a wad containing the 3 texture sets for the session at the 10 minute mark.
  9. Your texture packs are: IK Pack Lego Textures Here's a hastily thrown together combination. BEGIN!
  10. ALRIGHT, RESOURCE GATHERING! The 5 themes this time around are resource packs, we'll be picking 2 of them. The Darkening E2 Erratic Texture Pack IK Pack Lego Textures (heh) Parallel Phobos Go fetch!
  11. Depends on what format you're shooting for: if you're in Boom you'd need to make an ANIMATED lump in SLADE. Vanilla and limit removing leaves you up Shit Creek, but it's not a major deal to just upshift to Boom. The waterfall texture works with the current name because WFALL1-4 are predetermined in Doom 2 despite not being present, but if someone else submits a map using their own waterfall textures under the same name it swiftly becomes a headache.
  12. As far as I'm concerned, we have all the raw sexual appeal we need right here.
  13. The session which was previous. IT'S STILL A THING The fifty-second Abyssal Speedmapping Session will be happening on Saturday 27th at 1900 GMT (2 PM Eastern time), with a second session at 0700 GMT for the Europe peoples. You can join the Discord server here (temporary membership, so it'll boot you when you log out) and a countdown to the start of the first session can be found here.
  14. Ah, you've caught me out there: I assumed that the textfile was just the map details, so I didn't actually read it. Apologies if what I said came off as overly aggressive or accusatory. No, from what I've seen you have some really good fundamentals when it comes to map design: your maps for MAYhem 2020 and the 64kb Project come to mind as particularly excellent examples. It's just a case of developing your own style, which I think you can definitely do. From my personal experience, every mapper's style is derivative of someone else's: I was personally inspired by Eternal (and Erik Alm to a lesser extent) and attempted to emulate that style to some degree in some of my early maps. Over time I collected inspiration from a wider pool of mappers and developed preferences in my mapping (a penchant for mechanical trickery, a fondness of gimmicks) that molded what I produced until I eventually had a style to call my very own. It's a process that takes a fair bit of time, but the end result is something that, despite tracing its roots back to the efforts of others, is still fundamentally yours. Tell you what: maybe you should try some speedmapping. The next ASS should hopefully be happening next weekend if things pan out well, that might be a good little exercise in seeing what you can come up with on the fly. That's perfectly fine: this project has no aspirations of claiming people's work or anything, so you're free to source feedback or even release the map outside of the project. The decision is up to you. :)
  15. Not 100% sure if I follow, but if you're asking how to have your music played in your map I'd just suggest renaming the piece D_RUNNIN. I'll be renaming them all in the compilation, so it's all good. Alright, feedback! This Place is Death - @MidnightMage This one was a tad difficult for me, so I enlisted the help of @rd. to get some feedback (thanks heaps RD!). Here's what they had to say. They also recorded a couple of demos outside of the included one: flick a PM their way if you want copies. Hopefully all this helps! Haunted Asylum - Doom OG Doom OG sent me their submission via PM and I gave feedback there: the version in the list is an updated one that irons out a couple bugs and has renamed textures to fit the guidelines. Simpathy - @E.M. I suspect that I'm one of the aforementioned simps: by my estimate this map is a bit out of my skill level by approximately 2000 monsters. :P I do like the aesthetic though, makes me think of Vrack's visual style. If anyone here reckons that they can give some comprehensive gameplay feedback, then I'd encourage you to do so. Khufu's Horizon - @Scorpius Nice little map, plays well and has some good texture work going on. I liked the layout as well, but don't think for a moment that I didn't notice the similarities to Crimson Tide from Alien Vendetta: the layouts aren't too hideously similar, but they were similar enough to make me raise an eyebrow and that isn't exactly a good sign. The map's still fine, you don't have to worry about it being rejected or anything, but I do feel that you're having a bit of difficulty carving out your own mapping identity judging by this and the other maps that I've seen you make. Just something to bear in mind. The MicroCanonical Ensemble - @CarboxylicAcids This one's another map that keeps kicking my butt, maybe I should hire someone to test these things for me. XP I did have a wander through with no monsters and the map itself looks really good (quite Sunder-esque), although I did notice a couple of bugs: The orange platform with 5 cells damages the player: I can only assume that bit was originally part of the damaging liquid below and you forgot to take off the damage effect. On the flipside, the secret in the damaging liquid doesn't itself do any damage. This one can be fixed with the Generalized Effects menu and you can set the sector to have both secret and damaging properties that way. Beyond that though, looks really good! Apologies for not being able to provide proper gameplay feedback, I'll try to remedy that as time goes on. Noroi - @DoctorNuriel Absolutely adoring the vibes here, the surrounding foliage is really well put together and the texture usage helps set the mood of the map perfectly. Gameplay is also decently fun and punchy, although the secret weapons make something of a mockery of the final encounter: decide for yourself whether or not that's a good or a bad thing. :P Not really anything to seriously criticize, really good stuff all around.
  16. I wonder what sort of handsome devil made that... Well, Dobu, but also me. :P Truth be told I don't really view Malignata as your average IoS map, mainly because the spawn cubes are mostly decorative: they do spawn in enemies, but it's fairly controlled and some like the Cyberdemon and Spider Mastermind ones are completely pre-determined. The original draft did attempt to completely randomize the cubes, but it ran into problems involving teleport destinations and such. Nevertheless, I'm glad you like it!
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