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Everything posted by ViolentBeetle
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*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
Beside what Gez said, I'm pretty sure stair builder effect sets sector destination in relation to the previous step and not in relation to the sector itself. So if you can afford to raise a single step off the first platform, you can have it keep building. -
@Timilyo80 I think right now the balance is perfect. Challenging, but fun - and I didn't even feel like I needed secret BFG (Though I used it to finish the cyberdemon) Moving to accepted. I didn't write down what MIDI did you use, and I can't find you mentioning it either. Can you give a name and author please? Edit: Nevermind. You put it in text file.
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I tried to get AI to draw me a propaganda poster texture based on some ideas I had. Most of them were duds, but one thing I think ended up worth sharing. (Slightly modified into Doom palette)
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@Lagoonatic I am accepting Legend of the Vile Catacomb. There was a minor graphical glitch at the cyberdemon arena, I solved it by subtly moving vertices around, you won't notice the difference. I will continue to play through submissions, shorter to longer in the coming days. On an unrelated note, I've been tweaking my own map too. Mostly minor stuff like moving monsters around so they don't get alerted prematurely. And removed one green armor since it was an overkill. waterfront_V4.zip
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@Grizzly Old B I think this adressed all the problems I had, marking as accepted. Having northern door be the one towards progress would make sense. Not sure if it'll be the only one, but that depends on how the puzzle fits. @SuyaSSS Same, it's all good now. I might need to expand the monster closet when I will be assembling it, but it's impossible to tell right now.
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Yes, everything will be stitched together directly. Since most segments keep at least 8 units long passages at the edges, that's enough space to place doors where appropriate. Sometimes it'll be better to have segments simply flow from one another seamlessly. "Previously on" links to the one about Ultimate Doom, you can see how it worked.
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Radiation door from Duke 3D, with middle seam erased, plus some sort of weird brass variant. They are 160 units wide, which isn't a power of 2. I have cropped them to 128 but you can probably expand them to 256 as well somehow since they seem to be mirrored.
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I was thinking a non-secret openable, rather than fake wall. Since having actual opening from the start will cause all sorts of issues like monsters getting alerted. "Show as 1-sided" only affects this line, you can't stop automap from spotting and drawing lines beyond it. You'll need to make those lines invisible. All the more reasons to lock the closet.
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@Grizzly Old B Good work, you captured the obnoxious nature of the map well. But I think the Northern segment might do its job too well. Even with teleport coming back from the switch before lift raising is hard. What if, instead (Or in addition) you used the blue room as a connector to the Eastern exit? That would help the connectivity a lot.
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@SuyaSSS I mentioned in a reply to your claim that I'd like not to have to time the lift, and that stopping across the brain would be best. I think getting rid of the left connector and putting there a switch that raises the platform similar to the original would be optimal. Since it's the final room we don't really need 3 exits. @ChippiHeppu This works. Accepted. @VICE @Pistoolkip @Grizzly Old B Your week is coming to an end, how's it going?
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@mr-around You have moved the segment off the 64x64 grid. As a result the flats won't align. You need to fix this somehow. I don't really like the trip to barrels and back, I think a coventional staircase or lift would be better The floor that is supposed to rise the revenant doesn't work for some reason. Free placed lost souls are forbidden (Because pain elemental lost soul limit) The tag 1202 lift is not working logically, why is it tied to room entrance? I would never think to re-trigger it Not sure why the trip to the collapsing floor tag 1206 et al is so convoluted The walls at the edge of segment should probably be taller, I don't like seeing the sky like this. @BeachThunder Not sure if you can get player caught in the explosions with this, but it works, I accept it.
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@DankMetal The edges of your submission are touching the 1024x1024 box, which should only be so for connectors. Please move them a little. The monster closet I get because the lower wall is iconic but doesn't fit on your map, so I'll let it stay. @Egregor One of the rules is that you can't have free standing lost souls to avoid hitting the 20 souls cap, so it wouldn't be fair to have only you have them. Replace them if want to or just delete them, the segment is fun enough as is. Didn't find any other problems.
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@Moustachio My bad, seems like I seen a screenshot but didn't notice the link and thought it was just progress report @Djoga Very impressive how you managed to squeeze all of this into a single square. But the southern exit is shifted off-center. Seems like it would be easy to fix though, just need to decide what should and should not move 32 units.
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@Egregor The layout is good. I don't remember anyone teleporting in the original though, I assume cacos are based on the ones released on my way to the blue key? Not too keen on managing monster though, maybe you can think of a way to put them in the main map? Even at the cost of one of the exits? I will consider it accepted still, since the main room is all good. Just might not copy the teleport closet when it comes to that. @DoomGappy Seems you have fixed everything, so I'm accepting it.