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Frank Harper

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About Frank Harper

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    Drawseg limit enjoyer
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  1. Working on map for TropicHELL community project. This is actually my first time working with non-vanilla custom resources, and I'm glad that I finally have access to proper vertical water drop texture without having to hide it as a COMPBLUE texture with a low brightness level.
  2. Based on @Biodegradable feedback - updated my map by adding volume to the road section to make it less flat. Also fixed minor texture and items alignment. Link: https://drive.google.com/file/d/1EG0c20C3lng1VQ9zZ7KFjG2XL3MfjcVC/view?usp=sharing
  3. Thanks! Just wait until you found out about Drawseg and Blockmap limit)
  4. I assuming you talking about platforming section with arachnotronin center. I wanted to punish player if they fell into the slime, but at the same time I wanted player to immediately know where the exit teleport is, so I added health potions that lead to the teleport.
  5. This map was originally created for another project of mine, but it sat on my hard drive for a couple of months, because this project has been going on for so long and I really don`t have much time to mapping, and because of that I am 100% sure that it will not be finished this year. So I think I'll drop it here so that at least someone can play it. Name: Reallities Collide Format: Vanilla Music: Anchor - by Mark Klem Build Time: 1.5 months Tested in: ChocoDoom, GZDoom Difficulty levels and co-op are supported. Link: https://drive.google.com/file/d/1EG0c20C3lng1VQ9zZ7KFjG2XL3MfjcVC/view?usp=sharing Screenshots: Edit: Fixed some texturing errors.
  6. Completed first five levels. The visuals are really looking good, and the levels seem to be designed so that you put your foot on the gas pedal and only take it off when the last demon is dead. So far I got only two complains: - Level 5: Corridors - it`s not hard but I think it takes a lot of luck, more than I like. Sometimes you get a really bad enemy movement and find yourself trapped with no way to survive. - Second one is very subjective - music. I can't say nothing bad about the music itself, especially considering that it was made by you. But the old man in me can't accept high-quality .ogg tracks in DOOM. In my opinion MIDI suits better. Overall, good job! Looking forward to finishing it!
  7. I noticed one thing - in my box #73 I have two switches with tags 732 and 734 - for some reason they do not change their textures when activated.
  8. If I understand correctly, this is my additional submitted map, it called "Blood Magic"
  9. Ooooh boy - this statement has not age well. I spent a lot of time finding the balance between looking good and being able to run in vanilla, fighting with drawseq limits and little bit of visplane overflow. And just when I thought it was over, running final testing and suddenly I encounter an unexpected crash. My dumb ass realised that looking at drawseq and visplane is not enought - there is also blockmap limit. After spending a couple of hours unsuccessfully trying to solve this problem, I even thought about splitting the map in half (which I really don't want to do). As a last resort I tried making some of the arenas simpler and thank goodness it worked and thankfully not too many things were cut.
  10. Maybe it's me being blind, but I can't find either of two maps I submitted. Techno Rumble - https://drive.google.com/file/d/1-pXCqd19MfqsUyn5lEu3SdqjTFVFiU11/view?usp=drive_link Blood Magic - https://drive.google.com/file/d/11H-gnU_m_VqBIsU1vVPEOv5JXn3iR7iR/view
  11. Decorating most difficult section of map in term of vanilla limits. Initially there were fewer columns, but I needed them to render the map correctly and they act as a cover from a gameplay perspective, so I guess it`s win-win situation.
  12. Finished decorating another area. This time I didn't go overboard with the limits, but I think it already looks quite decent. Also, I really enjoy comparing the early "basic" look of the room with more final version.
  13. Spent a lot of time finding a good balance between the visuals and the limitations of vanilla. In this sense, the second most difficult part of the level is ready. This room was already pretty close to the limits even in its basic state, and I had to make huge compromises to get it to work properly. Surprisingly, it still looks better than I expected.
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