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Misty

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About Misty

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  1. Pencil sharpener, mechanical pencil, glittery pen set and special dark paper sketchbook for metallic colours.
  2. Still knee deep in Stardew Valley, got husbando and unlocked new area, already clocked approx 145 hours. Maybe with next save I'll go for same gender relationship to spice things up.
  3. Yesterday I installed Stardew Valley, wanted to know what's up with that game.
  4. Hello, I want to inform that I had to reupload project again today, since map10 was crashing, but it was resolved. Fingers crossed it's the last time for this.
  5. Yes, I can confirm - latest update is there. If there are more things to report, leave them there or in server.
  6. Yes, I sent it in incoming folder with message to replace old version with new one.
  7. Hello everyone, I just want to tell that I reuploaded new version of project with all map bugfixes. If there are more things to report, write them there. Have a good day!
  8. I'd like to join in, last project was fun to map for.
  9. Hey @nightly, could you provide update for your level in map07 according to Ar_e_en's notes? I'm going through the fixes and I'd like to resend updated project to archives again in upcoming week. Thanks in advance! Map 07 --- Lines #9732, #5435 and #6119 need some texture alignment adjustments --- You can position yourself around the spots of X = -1928, Y = 1176 or over at X = -1928, Y = 1056 and then - while adjusting your angle or position - it is possible to activate the switch behind the bars. This allows you to bypass a huge chunk of the Blue Skull fight. --- The monsters (Things #366, #365, #367, #368, #364, #370, #371, #369, #372 and #363) Have accidentally been st to ambush mode. This causes them to never leave the monster teleport pit. --- The floors of Sectors #1705, #1633, #1707 and #1706 need to be lowered by 96 units. Otherwise - you can't beat the map.
  10. You can also delete vertices that way too, if needed.
  11. If only delete lines, you can use "backspace", if merge sectors do as others say.
  12. Those rules were included, because archive maintainers don't want get takedown requests from copyright owners and get archives scrutinized or spammed with low tier troll levels. You don't need include entire doom2 textures and sprites within your megawad(texture1/texture2 and pnames already contains loading data for the game), since you will be loading doom 2 iwad anyway. Exceptions are for heavily customised palettes, since those render default textures and sprites badly without conversion. Slade has option to check for duplicated iwad resources, it's really helpful before uploading your project to archives.
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