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Everything posted by DoomGappy
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Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
I think I'm going to have you to work on your room on the final file, just like LSC Lasico. I think yours might be simple so I'll send it to you via DMs. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
I'll try to add these asap and check that I don't wreck the dummy sectors that control the bridge again. Thank you very much! -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
Was it this one? MSNLSDA? I'm stitching up all the textures inside a wad already to see if there's anything missing. I'll do that later, I still have to check some more things for now. I'll send you a DM soon. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
@Wavy, I mirrored yoru box to comply with the rest of the grid. You may find it weird once it's released since you designed it to be the other way around. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
@LSC Lasico you made boxes 75, 76 and 77, right? They look amazing, although I still haven't played them. I think there was a problem with the last two boxes, specially the last one. There seems to be some textures mixing and some misalignent. Can you resend the latest file with these boxes? -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
Thanks for that, they have been added and seem to be working properly. Another update with some questions and answers. First of all, we'll make some adjustments to accomodate the corner boxes that were sent as straight boxes. This way we can respect the mappers' work while still finishing the project correctly. Some questions: @Jakub Majewski, box 18 needs to conform to tag standards. You need to use only tags 180 to 189. I tried fixing it on my end but I got too confused by it. @BlazedMaps box 61 is mirrored. The player should go right, but the door of the box is to the left. Can we mirror it? @No-Man Baugh I've figured why Box 52 had a texture problem, you used the Project Make STARTAN Look Not So Default Again textures. It's been noted and will be fixed. While I was fixing all the box height offsets, I unfortunately messed up the dummy sector that controls the bridge. I'll need your help later to fix that for me when possible. @tornado potato, Box 66 has a soft lock due to the torch. in the little room with the buttons. I felt like the elevators were a bit slow too, but I haven't played this box particularly extensive. @crug you don't need to do anything, your box was incorrectly oriented and has been fixed. Sorry to bother. Thanks in advance to all the mappers. -
Doom Rats [MBF21 Community Project] [Open slots]
DoomGappy replied to DoomGappy's topic in WAD Releases & Development
No, I like where you're going. It looks good. I spoke more about going forward. -
Doom Rats [MBF21 Community Project] [Open slots]
DoomGappy replied to DoomGappy's topic in WAD Releases & Development
Heyyyy! Good to see people showing up! I'm busy with Amalgoom and Box Doom right now, but please keep on mapping! I'll definitely not drop or cancel this project, it's all about having fun! Although I think I'll stop people from making bathrooms after your post, @senpaigru, because we already have at least two of those so the thing might get a bit stale. Where is the love for the kitchens and bedrooms??? -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
An update on this post is that I'm combing over the thread and redownloading all of the boxes to double check things, so some of you might not need to resubmit anything. I'll post an update to it again later. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
I'll still confirm if I'm correct ot not, It's a bit hard to understand another peson's work without being able to talk to them. I'll talk to the leads and try to understand it. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
Forgot to Reply to this. Yes, it's possible. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
I think there might have been some problems with the tags in the previous compilation, but it's being solved. Thanks for resubmitting it. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
This little corner besides the door here. The Hall of mirrors is behind the stairs, and the softblock is behind the imp and the medikit. If this is not your map, then I'm sorry. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
Here is how it looks so far. To the left are boxes that have not yet been put inside the final file. To the right are boxes that have already been allocated. This is how it looks so far. I'm spacing out the boxes to make room for the new boxes. To the upper right there are monster closets, voodoo dolls, the HUB area and the dummy sectors. They will be alocated somewhere the player can't hear the teleporting sound effects blaring while playing. And here is my list of inquiries so far: @No-Man Baugh, @DynamiteKaitorn and @Matt Eldrydge, your boxes seem to have been mixed a little. I'd appreciate if you could resend them here in the topic. This is what boxes 06, 07 and 08 look like now (The box with a V is box 5, I'm counting them from 5 to 5): @Matt Eldrydge, Box 08 allows for no backtracking. That will probably not be a big problem since we'll have a hub, but if you want to change this, we can do it too. The secret without any tells feels a bit weird but that's just my personal opinion. @Cutman 999, Box 16 has a Hall of mirrors (untextured back of stairs) and a Softblock (behind the same stairs). It also has a weirdly shaped rock formation after the door that I don't know if is necessary to the map or not. @scientifikgenius, Box 22 seems to have been reshaped to fit the map progression. I don't know if you agreed to that, but here is what it looks like now. @Dragonfly, your Box 36 is not working correctly. I think I understood how it works, but couldn't really fix it on my end. If possible, can you resubmit it using only tags 360-369? Thanks in advance. Edit: I found a version of the box with the appropriate tags, you don't need to worry about it for now. @Djoga, box 38 has the same problem as Dragonfly's box. Can you resubmit it using only tags 380-389? @DankMetal, Box 40 had a Hall of mirrors effect if the player raised the passing platform and lowered the rocky platform. It was fixed. @No-Man Baugh, Box 52 doesn't appear to work correctly. I have loaded OTEX, CC4Tex and Doom 2, but the textures don't appear. Can you resend it to me? @crug, in Box 78, the room appears to be pasted backwards. The switch that lowers the platform with the super shotgun can be improved a little if you allow it. I think a single double sided linedef feels weird, best to make a physical floating button. That is all I have noticed for now. I've spent a long time putting most of the boxes on the same level and I'm playing the map with no monsters to check if the mechanics work properly. Updates coming soon. -
Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
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Box Doom - Community Project [Slots Filled]
DoomGappy replied to randomsounds01's topic in WAD Releases & Development
Hey, guys. Quick update. @randomsounds01 and @BUYXRAYS have allowed me and @Grizzly Old B to help them with the final packing of the wad. The person who was helping them before, @Halfblind, hasn't been online for a long time. Halfblind has some severe chronic conditions he has explained here in the forums some time ago, and so if anybody knows how to get in touch with him, please tell us, as we're worried about him. Regarding to why it's taking so long to put the boxes together, here are a few reasons: 1 - Having different sized boxes makes for a much more unpredictable grid size. There is a lot of moving boxes around to accomodate for that, but the result will probably look more organic and navigable in the automap when it's done. 2 - Some of the maps were submitted without using the tag system based on box number, and so we are having to edit and double check if everything works as intended. We might need help from some of the mappers to check if everything looks and plays fine in the end. Testing and retesting for compatibility is also necessary. 3 - We also plan on making a little HUB area to allow for easier backtracking if needed, though progression wasn't something that was very taken into consideration, it is still fun to be able to revisit the areas if the player so wants. Despite the hardships, things are coming along well. We'll probably post a playable update soon. Thanks for being understanding. -
Texture bashing/splicing and texture stitching
DoomGappy replied to DoomGappy's topic in Editing Tutorials
Small update to an old thread. Me and @SpaceCat_2001 (who actually was the one who introduced me to this technique) put together a little museum with some effects you can achieve by using the stock textures and these properties. This is probably something that's not so obscure, but I promise it can raise the standards of your mapping to the next level if you take your time with it. You can check it out here. I still plan on adding more pictures to the second part of the tutorial, but things have been pretty hectic here. -
Baby's Frist Doom WAD Trailer
DoomGappy replied to LoatharMDPhD's topic in WAD Releases & Development
Just watched the titlemap roll out. Wow. That was really interesting. -
You know, I posted this in the wrong place. Sorry.
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Amazing work as always!
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Not really a language trend but a design trend that I actually don't enjoy: Megawads with progressively bigger maps that don't seem to end. I like big standalone maps (baaul's foursite is one of my favorites), but having 32 levels be huge setpieces gets tiring. I'd much rather have 32 maps that can be beaten in 20 to 30 minutes each. That's actually what I generally aim for when making a bigger map.
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Mappers that developed a career or launched their own games?
DoomGappy replied to DoomGappy's topic in Doom General
Hey, that's really cool! It's on my wishlist now. Thanks! -
Mappers that developed a career or launched their own games?
DoomGappy replied to DoomGappy's topic in Doom General
He looks like my uncle. -
Mappers that developed a career or launched their own games?
DoomGappy replied to DoomGappy's topic in Doom General
Was anybody from New Blood a member of the Doom community before? This one was amazing, but I smiled reading all of the people who trhived doing what they love.