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Mosshopper

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  1. Here's a challenge I'm going to take up: no sector can exceed 256x256 and no sector can have more than two adjacent sectors.

    1. Fonze

      Fonze

      That sounds like a recipe for a cramped hallway of a map; how about each sector has to have at least 4 or 5 other sectors directly adjacent?

    2. Mosshopper

      Mosshopper

      That's sort of the idea though, seeing what kind of variation I can get from hallways and small rooms. I do like the dynamics of fighting in hallways, the danger of projectiles being increased ever so slightly. 256x256 is a pretty decent space too, as you can fit around 60 human-sized guys in one 256x256 box, not that anyone would but it's interesting to note. If more room for a certain area is needed, teleporters are available.

    Some maps do in 2 hours what I could barely do in a week. The 4th map is akin to something I might make if I made large levels.
  2. Dungeon Crawling level, early stages right now. Some detailing in the form of lights and some puddles near the start. Low monster count right now. Planned to be E1M1 in a possible Partial or even Total Conversion. On Map01 right now, no nodes right now. Looking for some dungeon synth to go with the project.

    CRYPTER.wad.zip

  3. Four bite sized levels of varying difficulty, utilizing a small play space to pull off its own style of gameplay. Will expand upon the formula at a later point to get a whole wad of 8-9 levels to be released on Idgames. Custom music throughout, with 2 unique compositions and 2 retooled/remixed compositions from other sources. Contains my map from the 2016 Doomworld Mega Project.

     

    Credits:

    Map01: Avgvsta's 50 Midi Tunes from Open Game Art : Coarse Sands(instruments set to Sitar, with two parts repeated for stylistic choice and length).

    Nick Baker's Useful Flats

    Bajura.zip

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