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A.o.D.

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  1. Here you go! https://www.doomworld.com/cacowards/2023/index/
  2. TDAC got a shout out! That's very cool! Also, if you were specifically trying for a cacoward this year (we weren't) you picked a terrible year to do it! We ate good this year!
  3. No real deadline. If you want to make a map I'd be happy to include it. Since you're on the discord direct any questions you might have about it there.
  4. Here's an updated link: https://discord.gg/3cYkbrz5mb Just so you know, there hasn't been any map development on this project by anyone but myself. If you want to contribute, you're more than welcome to, but as it stands now, I plan on finishing a 4th map and releasing it into the wild.
  5. Goddamnit WHAT?!?! Damn, guess I have to upload a fix. Looks like some of the ammo and a few of the monsters have the same problem. I've fixed the difficulty flag problems and have uploaded the fix to Doomworld. In the meantime, the corrected version can be found now at https://drive.google.com/file/d/1Jb1pybWkiqcTjyeLbrLlQGhnIvtDDhhe/view?usp=share_link or here: intheway.zip
  6. Map 5 has some visual glitches. Linedef 11258 has a missing texture. There are also some slime trails due to node builder problems scattered across the map. Also, some of the door tracks need to be unpegged.
  7. That depends on the amount of participants. If we get enough I'll put a relatively short deadline, but this is not intended to be a speed mapping project. If there are only a few participants, then I'll extend the deadline so that we have enough time to make a couple of maps each if we so choose in order to have enough content to release a worthwhile wad. This is intended to be fairly chill.
  8. Welcome to the Hell Despot. Here w e have everything you need to build your own plane of perpetual torment on time and under budget. This is a Doom2 community project targeting the MBF21 map format, and using the Doom2 and CC4 texture sets. The goal of this project is to create a variety of fun and interesting maps while constraining the mapper to only using 12 prefabricated map parts. The idea is that you can use one, several, or all of these templates to create any map of your choosing. They can be rotated, tiled, flipped, and joined however you see fit. You can join sectors, delete sectors, merge linedefs, and delete superfluous vertices. You cannot, however, draw any new geometry or overlap map parts. You can set any sector height, choose any texture, define any linedef flag, and do any of the other normal mapping processes, to include creating dummy sectors, voodoo doll closets, and creating self referencing sectors. See through Doors, instant floors, demon hordes; all this and more can be yours at the Hell Despot. What type of map can you create? That's largely up to you. One hard requirement is that the map actually works when someone tries to play it. The other requirement is that if you want to create a particularly difficult map, try to scale down HNTR and HMP difficulties for a player that doesn't have a lot of experience with high difficulties. Otherwise, feel free to explore nearly any concept you want in creating your map. What does this look like in practice? Well I'm glad you asked. I've created a short, 2 map concept wad showcasing the different templates in action. The first one showcases the different templates, and is a monster-free walking simulator. The second map is a proper Doom map with combat, obstacles, and game design. The first arena replicates the general look and gameplay of the map "Surfet" from the recently released SomethingAwful community wad The second arena is a baby-soft slaughter pit. That's followed up by a corridor full of ambushes, which finally leads to.. well, once you get there, you'll see that I've referenced one of the most famous combat set pieces of all time. It is recommended that you don't play this demo wad on Ultra-Violence if you just want to see the sights. You can grab it here off of my google drive. If you find this interesting and would like to participate, please head on over to https://discord.gg/3cYkbrz5mb Look around, say hi, and be sure to read the project rules. We also have a short step by step demonstration and a Q&A section for clearing up any questions you might have. Let's do this!
  9. Hey, I tried to teach you that blowing up barrels was a vile thing to do throughout the course of that map.
  10. I tested in PRBoom+, DSDA, and GZDoom. I didn't test in Eternity engine, and frankly I don't know the first thing about it. I'll try rebuilding the maps using a different node builder. edit: Still crashing EE. I don't know what the problem is.
  11. Please make sure that you're getting v1.1. The title and credits screen will say "1.1" on them. I promise that the end of map 3 sucks a lot less. If you've already played that, give 03 a replay. Most of the other maps haven't changed.
  12. Dang, that's a shame. There's a real treat for you at the end.
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