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Everything posted by iddq_tea
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DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
If you don't mind waiting, I can fetch them in a couple of hours, I'm just heavily multitasking right now, or maybe someone else can generate them for you in the meantime! -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
I forgot to mark 14 and 19 as claimed, and 14 is already finished, someone's a hell of a speedmapper. I will give slot 19 to Raith then, thx Korni. -
dashiefrickindraws and wants to share it
iddq_tea replied to dashiefrickintyan's topic in Creative Works
Oh hey that's me :D -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
I will resume playtesting soon. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Korni27 I already forgot which slot I freed last... take whichever one you like, or both if you can handle that. I'll mark the others you made as finished as soon as you send me the maps for playtesting! -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@BeefGee Gotcha, thanks! -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@NeedHealth All good! Have you generated the descriptions yet? You can post them here so someone else can take over. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Korni27 It's already marked, did you mean a different map? -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Individualised @Korni27 @LOD42 @SharkyChip @Andrea Rovenski @noisebloom @RubyAurora @Cacodemon187 @mr-around @NeedHealth @BeefGee @Raith138 @Anarkzie @ThatWeNGuy Reminder that the deadline is one week away! If you feel like you can't make it in time, let me know now. We're so close to finishing this, let's try not to postpone the deadline a second time :) (Also sorry if I pinged anyone wrongly!) If your map is finished but isn't marked as such on the thread, let me know! -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
We have the menu art, thank you @Korni27 for arranging it! Also, thanks for taking the slot that opened up, let me know if you start over from scratch though. -
DOOM BBS Add-Ons: An 800+ WAD mega dump
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Doomlover77 Yo! That's awesome! @bobstremglav I agree FIFFY2 is one of the good ones in the mix. No idea what's going on in that first screenshot but I love it, lol. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
I apologize for my lack of playtesting and overall activity on here, I've been sick for the past week and it killed my motivation to do anything productive, but I think I'm slowly starting to get better now and shall resume in the coming days! Thank you Korni for helping playtest the maps. Everyone else is free to do so as well, leave any feedback you have so far! We may have graphics for the title screen soon, so stay tuned for that! (Will not be AI-drawn) -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
That would be awesome, yeah! :) -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Korni27 This was a fun short map, surprised you completed it so quickly! The only issue I ran onto is ammo placement, it was very tight in the first half but in the latter half (after I had gotten the yellow key), I became absolutely stacked. The room with the mega armor was probably the trickiest since I had just barely enough ammo to deal with all the pinkies, resulting to berserking the last one. Also, the slimefall midtextures are only textured on the outside, is that intentional? @Shawn Playing through your submission again, just in case I discover something - and I did, a softlock! I was looking into this room very cautiously and caused the bars to raise while I was still standing on top of them, which meant I couldn't move forward, only back. The trigger could be moved further into the room! The red door is marked one-sided for some reason, I couldn't remember where I saw it and the automap didn't help me find it so I spent a while running around looking for it. Other than that, great map, I enjoyed replaying it! -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Individualised You got it! -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Korni27 Yeah, I haven't fully decided what the final midis are going to be for the project, but while playtesting you can put whatever you want there. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Korni27 That'd be really helpful! Were you able to find my uploads of the unfinished maps? They're on the previous page, toward the top. Both should have the description text files included, provided I didn't mess anything up. Let me know if you decide to start one over from scratch though, just so I know whether or not to partially credit the old mappers in the final project. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Individualised Map05 is free, I'll give it to you. Edit: Wait, story screens? I just saw that part of your message, could you elaborate? @Korni27 There are actually two more slots available, they are simply tagged (partially finished) on the thread since they were abandoned halfway through by the original mappers. If you like, you can take over an existing one, or if you prefer to start over from scratch, you can do that as well. Are you interested in either Map31 or Map06? I posted both of the unfinished maps on the previous page. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Raith138 In that case, improvise where you see the opportunity, as long as it doesn't conflict with the AI descriptions. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Raith138 Yeah, either improvise or I can generate more details for you if you want. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@spineapple tea does not work, I need to be in the same server or DM where you uploaded it. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
More DoomGPT shenanigans! @particleicicle I got two imps stuck in an infighting loop. They were just far enough from one another to fling projectiles but close enough to occasionally get a scratch in, so they were both angry but unable to harm one another. One problem I ran into is the lack of health pickups, aside from the bonuses and occasional soulspheres. As soon as I get past the blue door, suddenly medikits and stimpacks cease to exist. There's a section full of hitscanners that's inaccessible, and I got dangerously low on ammo in the exit room battle. That reminds me, the player gets a rocket launcher but rockets also stop appearing past a certain point, would've been nice to have them in the exit room battle where there were tons of mancubi spawning in. Also, this guy... I was wondering where the last kill was! How did this happen? (x: -4512, y: 2184) I also think that the secret exit should be marked as a secret. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Norb I'm actually curious whether you have generated MAP25's descriptions or not - if you haven't, I'll make new ones, otherwise I'll reuse yours. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@Raith138 The new deadline is July 1st, so yes there is still time but it all depends on your mapping speed :) I'll PM you the descriptions. @Kami I'll have a more in-depth look into that later, for now I'm testing for bugs and softlocks and overall playability. As for how I got up there - I jumped onto the rock platform from the bridge. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
@spineapple tea I found the culprit, I should've realized it sooner: UDB. For some reason, when I test maps through UDB, there are often visual bugs, regardless of sourceport (a 3D bridge in Alien Vendetta broke on Crispy Doom once and it took me so long to realize it was UDB's fault, not the sourceport's). I have no clue why this happens since UDB launches a sourceport of my choice and I can see and modify the launch parameters... but oh well, your map's all good then!