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rescue86k

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About rescue86k

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  1. Oh cool 40k warhammer! Heard Necrons, chaos space marines. I didn't get word, I must have missed the reading. I'll be around
  2. This thing: The 3rd episode would be really interesting. If had looked at it, it has extreme vertical landscape.
  3. For the most part balancing university / college / work / then theres a side art project for a steam game, (just graphics and revamp code). I'll be committed to make future maps of the same thing to complete it. If you want to, just make it playable online, well do that, beat the boss & explore map, and can work on the next one. I think this will be worth while, it be the first open perspective iteration that scales and sculps to the intermission episode 1 doom map.
  4. Yes sure. Just show provide the map you worked on so I can see what you did with it. Curious to see.
  5. Post says all. The map is open now for taking. I'm still here, if someone takes off with it, I don't mind landscaping more of its kind, (the landscaping portion of mapping).

     

    Edit: what mean, is e2,e3,e4, sigil1,2. Just merging and landscaping the maps.

  6. I started the process and cringed every time I replaced all of a custom creature with a default one. I changed mind, and posted this instead:

     

     

    I'll contact pm those who seemed interested in map that the map is now community resource. I'll be around and hope the day someone takes over, I'm willing to do more episodes, just even backtracking all the work I did, is cringe worthy. Thanks for the program info to convert model. If someone takes over, and wants, then their will be done. 

    1. CBM

      CBM

      Pretty cool to see the map being released as a community resource, it has potential for becoming something very interesting I think

    2. CBM

      CBM

      I am tempted to try and put some 3d 40k monster models in the map and see where it takes me

    3. rescue86k

      rescue86k

      Thank you for kind comments CBM! I can't wait.

  7. Butcher what you don't want. Ask any questions. Map available as Community Resource This map's geometry merges Doom 1 episode 1 into 1 map well. Very well. It does that well. .. There is a working oxygen system, it's the first of it's kind, you can't breath. (Take it, use it in any map) There is a demon that hops into windows, Ai can be useful. There is a train on the side of map, might come in handy, was experimenting, is buggy. There is random functionality in map to learn from. I would love to see it playable online in Zandronum, and I'm still here, maybe strike a deal to make maps for episodes 2, 3, 4. I'm downsizing all together from being leader of the project. Still here, willing to contribute map geometry to future episodes if someone takes reigns and does what will. I'm accepting my strengths to landscape and the portions of the map where I was passionate (It was a very difficult thing to do, you know, accept being good at some things,.) Art & Landscaping. I can be contacted here on Doom World, or just post here.
  8. Announcement: I plan to release a new dumbed down semi classic (not full blown classic) version of this map on January 1st, 2022. It's important if you have any thoughts about what to keep, what you like about the map, to mention such things. EDIT: I started up, changed mind on this. Offering as community resource. Still here and may participate to contribute to e2,3,4, and Romeros Sigil's, but need to downsize from controller of project.
  9. Thank you! I'll keep in heavy consideration a semi-classic gameplay for the map. I'm setting a goal to cleanse the map and reset its vision for.. January 1st 2022. Update on its post, on that date.
  10. I think well salvage the ship, still use it, and change the ambition of the project to something manageable. If the one guy on the forums wants to take over the monsters and weapons in exchange for turning the map backwards vanilla compatible with a few rpg elements like oxygen staying in and others, your ships, might have AI. Just updating. Most likely goodbye to the marathon/duke nukem universes.  

  11. Well said about the skill gap to develop further sections of the map and therefore to scale back the ambition. I'll consider talking openly about taking the map in a new direction. The map itself is close to a gem, like speaking about it's geometry and structure. That is.. what the moon looked like. If you could exit out to the next building. Thank you Kalensar.
  12. I'd be cool with any help. I think anything that keeps the project progressing is what eventually gets it out there. I'm not familiar with the capabilities of dehacked. I know that I already have setup a partial faction system and oxygen system, other things, using doom scripting within the map itself in the builder. There's that then the files through slade. Anything through slade is far more performance friendly so I'm leaning towards someone working directly in slade to modify monsters/ weapons. I can import sprites directly into what you work, replacing the monster, etc. There's that then the second portion is working directly in the ultimate doom builder and scripting in it to connect/communicate with the "asset package" (pk3?) to animate the monsters to play talk or gesture animation, if player crosses a line, doing camera tricks, also playing any relevant sound files. I'm hoping dearly, all I'm required to do is make art and sound (&import to slade). I made the map. It's done! Even comes with a working oxygen system, and that itself is interesting. Try going into the map, its like "island hopping" gameplay.
  13. I'm wondering if anyone was interested in participating in this project: The most urgent need is for a cutscene scripter and someone familiar with slade enough to add some Duke Nukem and Marathon monsters, animations for cutscenes, that familiarity. There are some interesting things about the map. The oxygen system, There's "faction disposition" variables that change if you, kill some things. It was added to assist which cutscene plays, based off the variables determined prior enter cutscene. Plan was to alter the spawns of monsters based off what cutscene plays after that. I can make the art, and sound. Real help with the technical usage of the doom tools (slade, ultimate doom builder) to apply the art and sound would be very helpful. The goal was to apply the Storyline to the map, the main quest. Add the necessary assets as needed for it.
  14. AWESOME. This is a relief. Thank you sluggard!
  15. Good catch, I was thinking that too! To add to that point, goals should be set reasonably. If approximately each person helps out to make a map, 6 months is suitable, 3 for the stretch goal , 3 months extra just in case. Proper planning so it's more secure how many people are motivated & available aswell. Then lastly, "somewhere" here on the forums (such as a sticky) it states to not setup a CP without the right experience/ knowledge, as you need to be capable of merging maps and setting clear definitions of the format/other, sometimes go in and weed out a bug or two in a map, or composite maps together, "cohesion", qa assurance. I think the best approach is don't take a community project seriously until the facilitator has demonstrated consistent content development. Says / does/ and done.
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