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Kain D.

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About Kain D.

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    Anarchist of Doom
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  1. You are the project leader, so personally I think you should decide. All of us want this project finished. Yeah, but judging how this project is going. IMO it is better to make simple decisions(put it in an empty slot), rather than to complicate things. Maybe even Map 30? Like I said, I leave that to @Matthias.
  2. The only map that could break from moving is Map 07 and only if tags 666/667 are used. No, I don't and Keens can be used in any map. At this point I don't want to generate more problems with this project, so I don't mind. However AFAIK Pcorf designed secret exit in Map 31 to fit with Map 32. There is also some kind of continuity between Maps 31,32 and 16. They all end/begin with blood texture. Map 32 has also unique progression, if a player finds secret ways to complete it. IMO something, that fits the secret level. I also don't understand why the decision was made to move the maps.
  3. Can I see it? I could step in. However, firstly I am busy with my own project and I would need someone to handle things for me(maybe you) with this community project. Secondly I will only do that, if others agree. You failed nobody :) If I got chosen as a project leader, my first decision would be to abolish 35 map goal and put these 2 maps in other slots. As 32 map megawad, there are only 6 maps left. You've already done most maps for this project. Do you really want it to die?
  4. Good midis, although it could be written, that one of the midi is Sign of Evil remix. More importantly. Can I use it in my wad? You'll be credited.
  5. Classic Doom has better gameplay, but Doom 64 has better atmosphere.
  6. New version have arrived with new maps 21-25. Almost finished. There is also a new screenshot avalaible at moddb from map 23.
  7. Can I use it in my wad? Of course, you'll be mentioned as author.
  8. Since I have Map 32, I hope it won't be too difficult to get to the secret exit. IMO, it would be cool, if the secret exit in Map 31 had blood(or redwall) textures. It would create some sort of continuity between maps 31, 32 and 16. Just saying, you'll do what you want.
  9. The file is now available at Moddb to download. I explained everything in the comment there. This isn't the first time it takes so long to authorize a file.
  10. The new version have finally arrived with new maps 16-20+32. Which makes it 22 maps in total right now.
  11. I think I know what have happened there. Probably you've picked up blue key and immediately you've run towards yellow door. The sector(with tag 900) that closes near yellow door is untextured from the back, causing HOM. IMO this can be ignored, it is uneasy to trigger and the map is still possible to complete, if blue key is picked up. According to your earlier post, he has 2 or 3 map slots. Is he gonna do it? Dusty has also Map 30, a map slot where it isn't possible to put any random map in there. Just saying.
  12. I'll copy info from Map analysis mode. I only looked through map editor(Except for secret megasphere secret) and didn't play the map. The generalized 24900 action can be replaced with action 47. And that's it. I even tested it. You mean the usage of fake sectors. There are two ways to fix this. First you can use self referencing sectors, or the fake sectors can stay that way(only in Boom ports these will be invisible). Nothing gameplay breaking. This should work regardles, cause the secret doesn't use Boom actions. There is one, but it can be ignored, because change brightness doesn't affect gameplay. Change brigness and translucency are used. Like I said before, these can be ignored, because it doesn't affect gameplay. Most problems are due to Boom action 161. Probably, it can easily be replaced with acion 15(I didn't test it though). The main reason Map 09 requires Boom port. Action 166 is also problematic, due to limited ceiling actions in Limit removing format. Maybe it can be replaced with floor action instead. Therea are also a couple of missing textures. As you can see, none of these require serious changes to the map.
  13. Limit removing has intercepts overflows. From what I understand this is how engine works, not a static limit. None of the maps released so far has intercepts overflows(except mine where I use it as a feature). It is your decision. Rather strange one IMO, since the problems are only in Map 09 and this is mostly due using linedef 161. There aren't any problems with Map 21.
  14. Looks cool. Just be careful not to put too many linedefs in one place, might cause all ghost bug with hitscan weapons. Is it possible to see some screenshot, instead of editor picture?
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