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Misty

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Everything posted by Misty

  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.
  13. Lines, lines, lines... Hopefully to be done soon.
  14. Only thing what's scary about Wolfenstein 3D is how easy you can get motion sickness or cluster headaches.
  15. I remember myself being in your shoes when I started with level design years ago. There some things that helped me to improve my mapping skills: Study other people levels you like and enjoy. Open up them in builder, try figure out how they did things, what line actions they used to make things move and change. That way, you're creating internal library inside your mind and easily can recall things you experienced and put that in your level. For example - how they did texture transitions from techbase to hell related theme, added details around their level or how they created interesting encounter by using height differences. Other games also count, it's like artist studying other artist work before working on their own. Master basic things like teleporters, lifts, tags and line actions. Later you could try more advanced things like setting monster ambushes, closets, moving floors up or down and so on. You can start from here: https://www.doomworld.com/forum/topic/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/ . There are more resources for learning on youtube or going to doom editing section. People already mentioned feedback, depending on your style you could try look at playtester thread and message some of people or go public. As for myself, I prefer go to private testing, that way I'm sure that I already improved what's missing before going to public places, but that varies from person to person. Mapping improvements take time, patience and will to improve. Don't compare yourself with other mappers - many of them work years and years, compare your work with previous ones to see progress. Don't forget take breaks if you feel tired. Lowering scope of the project can help you more than getting entire megawad finished, especially if you're new. As you gain more experience, you might notice that older maps don't look or feel that great and you might want scrap them or redo those levels - that way it's easy to fall into never ending loop and at some point quit project all together or put on hiatus for all eternity and think about something new. Anyway, I liked second map the most, that doom sector art or doomcute as they say there looks nice. Those monsters sure love their dinner rooms and beds. Good luck with mapping journey!
  16. If anyone else have updates to their levels, please send them there or tell me how to handle them for fixes.
  17. If you're already done with the patch, send it there, it will be easier for me to include.
  18. Thank you for reports! Let's see what what I can do together with contributors.
  19. More art suppliers, this time graphite pencils:
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