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Obsidian

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Everything posted by Obsidian

  1. There's three doors there and their tags correspond to a matching key switch. I dunno what to tell you, chum.
  2. There's an additional switch next to the yellow one that raises a walkway to the exit. I assume that's what you're talking about, because I checked the map and was able to reach the exit after pressing all the required switches.
  3. Oh yeah, that'll be the MIDI I included in the resource so people didn't constantly hear Running From Evil while they were testing their map pieces, heh. You can delete it if you want. JJBoren is the individual you wanna talk to there, I had no part in making MAP02 beyond my general overseer role.
  4. To be honest, I'm giving consideration towards swapping MAP02 and MAP03 around in the map order to account for the higher difficulty. I've also had thoughts of whether or not I should put what is the current MAP03 in the MAP01 slot (the current MAP01 does drop a Cyberdemon onto the player's head near the end), but I'm less sure about that and I'd appreciate other thoughts on the topic.
  5. It's a bit of a hot start, yeah. Bear in mind that difficulty settings won't be present in every piece and I advised people to only consider them once the maps are fully complete so that all aspects of the gameplay could be taken into account.
  6. Oh yeah, and here's a quick ninja edit of the resource pack: nothing huge, just added some composites that I made for my MAP04 piece and a realigned flat for a portion of MAP02.
  7. Beta releases for MAP02 and MAP03 are up! Some notes: The names I got for MAP03 were Doomguy's Cozy Mansion, Die a Death, Unity! Duty! Destiny! and Worst Dinner Party Ever: lemme know in here which one you like, else I'll see if I can set up a straw poll or something. On the other hand, the only name I got for MAP02 was Duct Tales. :P If any of the other mappers involved want to pitch an alternate name, speak quickly or forever hold your piece. As an aside, I got a suggestion of Frigid Domain as a name for MAP01, which I'm fine to go with if people prefer it to Cold Open. I got five pieces of music as suggestions for MAP02 and two for MAP03: the music occupying D_RUNNIN in each map is the one I chose out of the selections, but I've included the other ones as music for MAP02 and onward and you can IDMUS## to play them in the map and see how they feel. Again, lemme know which tracks resonate with you. Had to make a couple of executive decisions for the sake of map progression and such: I added a player-only teleport to CrazedCleric's piece that takes you back to the start of the map (as the map configuration prevented the player from escaping the bottom row of pieces) and the teleporter in Logamuffin's piece now deposits the player into the middle of Egregor's piece (as opposed to in the red key path, which is inescapable without said red key). If people are okay with it, I'd be keen to do some detailing outside of the map pieces to unify the external decoration and make the maps more cohesive. Should I go ahead with this or do people think it goes against the spirit of the whole Exquisite Corpse idea? Comment down below! And of course, we'll need some gameplay testing and such to make sure all the pieces play nicely together. I think that covers everything. Looking forward to the next lot of map pieces for MAP04!
  8. Nah, I remember Ling dredging up a thread from the early 2000s to flex on people. As for this necropost, I'll let other interested parties report back on whether or not it's warranted: it looks to be from a cursory glance, but I'm admittedly not an expert on these sorts of things.
  9. Folks, it is time for MAP04 to get underway in earnest! Here's a candid shot of the first finished map piece: Time to select our four mappers! Our lucky contestants are... @JackDBS @SuyaSSS @Track Federal and @ByRntStarOEI Check your DMs for details and remember, you've got 48 hours to submit! Thanks heaps to CrazedCleric and Logamuffin for getting the last map pieces for MAP02 and MAP03 in so promptly, I'll see about releasing betas as soon as I can.
  10. It'd be remiss of me to not mention the Eternity Engine in regard to this idea as well, as it kind of straddles the line between GZDoom and MBF21 capabilities. I can understand wanting to stick to simpler formats though and MBF21 in particular definitely deserves a bit more love.
  11. You can get inventive with things like instant ceilings and floors or artful midtexture usage, so it's definitely still something that a dedicated team could tackle. And that's even before we consider portals and GZDoom's 3D floors! I'd be keen to see something like this happen.
  12. Last call for the next two maps! Spinz @CrazedCleric, you've got the last piece of MAP02! @Logamuffin, you've got the last piece of MAP03! Oh yes, and @Obsidian, you've got the first piece of MAP04! XP Details will be sent to CrazedCleric and Logamuffin and our 48 hours starts now!
  13. Yeahhhh, your definitions only really outline superficial elements instead of core gameplay structure and designer intent. If you want to make meaningful comparisons, you need to go a bit deeper. In terms of monsters, mascot horror is built around its monsters in a very different way to first-person shooters: the combination of narrative emphasis and enforced player helplessness (as is endemic to the genre) means that the monsters get plenty of presence in terms of both gameplay and in the player's head. That effort would be severely lessened if you could just blow a golf ball-sized hole through the first one you see, which is why you generally can't. First-person shooters like Doom usually put less emphasis on their monsters: in terms of design ethos they generally exist as a challenge or obstacle that the player can definitively overcome and FPS games treat them accordingly. Levels aren't often built around them in the same way that they'd be built around your average mascot horror monster and the "marketability" of the monsters in question only really exists because of the excellent design of the games that they were used in: I have to imagine that there are plenty of mediocre or bad games out there with amazing creature designs that people will never see. This is just one point of comparison that I chose to wax lyrical about: I could probably write an essay about this sort of thing, but this particular example demonstrates the differences in philosophy between the two game types enough that I'm willing to leave it at this. This isn't to say that there can't be overlap between the two (unkillable Hunter-style monsters are a good example of this), but there's enough differences that the umbrage people are taking with your statements is well-founded.
  14. I'm going to stop you right there. As the thread author, you set the baseline for the content that follows through both your topic and your conduct: you do something, people react to something, simple enough to grasp. Now, what impression do you think "genuinely BS maps thread" gives? Because to me it gives off the impression that the thread author just wants to complain about maps in a disparaging manner, which in turn will inform my responses that I give. The language that you pick matters and it isn't fair to put the onus on conducting a respectable conversation on others when you're trying to be that conversation's instigator.
  15. It helps if your thread is written in a way that invites actual conversation instead of coming off as aimless complaining. In case you're wondering, this thread is doing the latter.
  16. Alright, I've got the submissions for the second map! The third map submissions may take a little while longer.
  17. Yeah, no. The report button exists for a reason, we don't need people unleashing spam attacks on random shitty threads. As for Post Hell, the problem there lies in how people interpreted its presence: to some people it existed as a cautionary tale, but to others it was a source of entertainment or (most annoyingly) something they wanted to contribute to. As sad as it may be, it's better off gone.
  18. It's a quantity over quality (well, lack thereof) issue, I find.
  19. Thread has been pruned again and nathanB404 has been banned for their woeful conduct. Keep things civil and on topic, please and thank you.
  20. This rings true to a certain degree (be the change you want to see in the world and all that), but there is also a conversation to be had about general forum etiquette and the ways in which certain behaviours are fed on social media. You can pour all your effort into making high-quality threads and then just watch them sink while a thread where some poor sod gets relentlessly dunked on for their conduct stays at the top of the forum and maintains increased visibility as a result. It's a problem that's a lot bigger than a single forum or a single generation. Also for those wondering, I hid some posts that had the chance to derail the thread. Keep things civil! 👍
  21. I mentioned this in another thread, but this sort of thing could be mitigated to some degree if people used their status updates: if you have errant thoughts you'd like to share that honestly don't deserve an entire thread, you can post on your profile and get responses from the people that actually follow you for your content. It's possible that their usage dropped off some once status updates were no longer visible on the forum homepage and I will admit that I don't use my own nearly as much as I should: maybe I should pop some game reviews on mine, I remember doing that a few years ago when I first played Dead Space. But I digress. It'd be cool to see more folks use their status updates and get into the habit of blogging a little to alleviate the sorts of tendencies we're seeing expressed in forum threads these days.
  22. Quick status update: from looking at the time remaining this month it seems like we won't be able to start any more maps using the current relay method, so we're gonna finish things off a little differently. The next map is going to be started by me (alongside the developing of the current two maps, don't wanna keep everyone waiting for me :P) and once I make the next call for mappers I'm going to select four of them: this last map is going to originate from the center of the 9x9 grid and build out from there, which means that there'll be two waves of four mappers to finish all this off. This should hopefully mean that everyone who signed up and hasn't been assigned a map piece can get a turn as well. 👍
  23. Closed as per the OP's request. And yeah, getting a laptop really is the only way to go for Doom modding, I'm afraid.
  24. Alright, next round! Spinz @Worm318, you get Part Six of MAP02! @NeedHealth, you get Part Seven of MAP02! @MFG38, you get Part Six of MAP03! And @dac, you get Part Seven of MAP03! Details have been sent via DM and your 48 hours starts...now!
  25. You don't gotta include the entire IWAD to make your wads work, friend. Maybe do a bit of research, play some projects by other folks to get an idea of the dos and don'ts. Closing the thread because even with the IWAD stuff removed it's just two incredibly simplistic maps with noise for music.
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