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DoomGappy

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Everything posted by DoomGappy

  1. I made this a long time ago, and I would like to pitch a suggestion for anyone that is better than me at spriting. How about making a bunch of sprites for a microbial mod? This one is the cacovirus. There could be others based on other types of microbes. I'm throwing it out there if anyone likes it.
  2. Reminds me of the lab in this TRH
  3. Oh, what an honor! Alright, that makes a lot of sense. In the original you start in E1M2, so it might be that we now start on map03.
  4. I've been playing the first Tribute Quilt, and I'm wondering if you are going to establish a progression like you did in the previous one. I'm having a lot of fun, but the start was tough as nails without a lot of armor or weapons to use. Will there be a playtesting phase? Also, why is map18 red in the spreadsheet map diagram?
  5. Not really very similar, but the golden souls series by Batandy is amazing. They have story and upgrades and feel amazing to play.
  6. Hello, @ptrdoom! I'm sorry for not giving you feedback on the previous map. I am really busy finishing the Amalgoom project. We are working on the last maps for it and we're going at it non-stop. I am really happy to know that you are still mapping and applying things that we discussed on this thread, and I promise that when you post the next map, reviewing it will be the first thing I do. Keep it up!
  7. That's exactly what was in my mind! I think that's why I was under the impression this would be similar. This and the fact that I had played another quilt styled map that had doors and a safe distance for clearance.
  8. This was also something that I didn't understand, but didn't want to cause a stir about. Imo, the best course of action would be to have the whole box be 1024x1024, and then have a 64mu long corridor with a 32mu wide door in. Between. Not having the whole 1024 made me have to readjust a portal to fit inside the the "less than 1024x1024mu guideline", but I'm curious as to how they will connect in the end.
  9. It's good to know that some of the members are still active and will probably see this thread. Me and @JustAthel would be really happy to get our hands on those textures. Hope you can remembered which ones they were!
  10. Wow, 22 out of 32 already. Can't wait to see it assembled! In what type of shape are the maps going to be disposed? 32 is not a square number so it's probably not going to be a perfect 6x6 square grid.
  11. We still haven't discussed the organization, but the idea of a PK3 is nice, and probably easier to organize too! Will talk to @JustAthel in private about this later!
  12. For those interested, here is the spreadsheet with the textures that are missing. I was working more heavily on this, but some mapping duties fell on my lap, so it will be some time before I update it properly. There is still a lot to cover, and there are probably things that are inevitably lost, but we will try to find as much content as possible that's missing from that thread.
  13. Is sector art considered doomcute or is that a separate thing? And if it's separate, why don't we have a sector art thread?
  14. Made a little Doomguy absolutely by mistake, but will work on it more now Update on this little guy:
  15. Looking around my miniwad collection, stumbled upon this one again. No weird texturing errors this time! Youtube video is still uploading, but here is me beating Map03 from a pistol start. Great and punchy map! Will probably come back to beat the rest soon.
  16. This is like the quintessential funk song, still plays a lot in parties here in Brazil.
  17. Here is an updated version, tested on Chocolate Doom and CRL. It's mostly balanced, but if you want, you can alter monsters when you start balancing the final version of the wad. Map18 - Courtyard - DoomGappy - v1.1.wad.zip
  18. I'm working on these. By random teleport line do you mean this one? It's the teleporter from the courtyard that leads to the automap inside the maze. I tried to cram it in but if it doesn't work, I can remove it. Just tried to put as much of the map as I could in such a tight space.
  19. Here is my map, tested on Chocolate Doom. 4 doors accessible, beatable from all four, all difficultie implemented. Tell me if anything needs to be changed or fixed. Map18 - Courtyard - DoomGappy - v1.0.wad.zip
  20. They have to be right down in the center just like in the sample map, right? I may have to redesign some parts, but that's on me for not reading the guidelines before starting...
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