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DoomGappy

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About DoomGappy

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    Sandy Petersen apologist
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  1. Oh, by the way, here is my second RAMP 2024 mapping session. I focused on developing the rest of the mechanics and starting to make the final version of each little room.
  2. I left you hanging again, @ptrdoom! Life has been chaotic. It's a good idea to test at least with DSDA, which is the most recently maintained PrBoom+ based source port. Some people still use PrBoom+, though. I still generally only use DSDA for cl9 testing. This is entirely personal and up to you. What I generally like to do is to always use different flats when I use different heights, and I generally use height differences to divide areas. In Boxdoom, a project I've been working on, I've decided to use a flat to divide each box, for a better transition. Even there there are exceptions, though. Ultimately, it's up to you. I have no idea, I'd have to give it a look directly on the wad. I generally use support2 or support3 as a transition between textures, and I love support3. Doortrak can also be used if it's a moving part, like a door or a lowering floor. Update me on that and I'll share my thougths with you. You could indeed bundle all your three first maps as a "miniwad".
  3. Not able to join right now, but curious to learn about deathmatch mapping. Good luck on the project!
  4. Good luck with the project, hope we can at least finish ours before yours is out.
  5. This one is probably a pet peeve, but why are there impassable lines on the water border in the secret in the entryway box?
  6. Yeah, it's not that bad, and the player's instinct will be to test all of them like I did, probably. Maybe at least add the middle texture on the other side as well?
  7. That's okay. I'm playing this version and having fun so far. Here is a list of things I've found that may be improved: On the Downtown segment, it may be good to hightlight the teleporter even more. I thought I was softlocked here. The Underhalls segment was one of my least favorites. There are some parts where it's downright hard to play with freelook disabled, like the underground part where the blue key would be in the original. Maybe add some monster blocking lines so that the player can see enemies better and jump down the hole without being locked? This platform in Bloodfalls is incorrectly a damaging floor. (I) Wouldn't it be best if this area in Suburbs didn't have this middle texture on the left door? (II) If it was boom compat, it could be translucent. I ask because this is a path the player will probably cross more than once. I get it's a reference to that one secret, but here it's become part of the progression instead. (I) (II)
  8. You basically post a map and people who are interested in it download and play it, some providing feedback. If you say it's your first map, people will probably go a bit easier on you, although I don't think anyone would raise many concerns about this map. It is still a good procedure to release maps there and get the feedback from varied people. Here is a thread about how to post your map on that subforum.
  9. @ptrdoom why don't you make a thread on WAD Releases & Development and post your map? I think it's a good opportunity to get feedback from other members!
  10. There's no problem, this is what the thread is for. I just asked because I think it's a complete enough map that it should be released in the Wad Releases and Development subforum. You can use doom 1's ost, but you will need to extract the song you want from the doom 1 IWAD and paste it inside your wad file using slade, then create the umapinfo for that. I can help you if necessary.
  11. They all look amazing, but this is my favorite! Are you going to release this map here in its own thread? You can do that in a few ways. 1 - You can rename your map as the map with the slot that has the song you want from the original games. For example, you can rename your map to map02 if you want it to play The Healer Stalks. You have to inform people of the slot of your map if that's how you approach it. 2 - You can add a midi to the map and rename it as d_runnin. It will play instead of the original Running From Evil in map01. You can do this for all the songs in a wad if you want. 3 - You can use one of the MAPINFO specifications. Nowadays, UMAPINFO is probably the way to go. In this article you can read more about it, but it's a basic text lump which allows you to modify a lot of info in the game. You would create a text file with the field (music = "song"), where song is the name of the midi file with your song. A good place to start learing UMAPINFO is through JadingTsunami's tool, which will streamline the process for you.
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