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ViolentBeetle

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Everything posted by ViolentBeetle

  1. Version 3: As you requested, I thinned some crowds. It mostly affects the outside where it used to be hard to squeeze through the crowd, and I also removed some revenant snipers. I didn't feel that most of the indoor squads need thinning since you can usually just walk out and have plenty of room to dodge. I did a few more details and I added some more medkits outside as well. This is the hardest part, and being boxed is pretty painful I also added more bullets while reducing ammo count behind the red door. Adver City_3.zip
  2. An idea I had today (Might be hard for scope of the project) - synced linedefs. Essentially, a linedef could have a flag that makes it share its triggered status with every other linedef with the same flag, tag and type. This would be useful for two things: - A switch could now consist of multiple linedefs that change at once, such as curved linedef or one of those floating cubes some mappers have. - A booby-trapped sector surrounded by multiple linedefs that makes ambushes by means other than doors won't click multiple times when you run through it. Especially if linedefs are short and numerous, like a circle. Also silent type on sectors, so they don't produce sound when moving, no matter what. Might be mostly redundant if linedefs can have it, but could still be useful.
  3. Seems reasonable. I'll test what I did a submit another version probably today.
  4. Ok, I thinned the crowds a bit, coincidentally it was about 50 monsters even if I wasn't aiming for this mark. What do you think about current state of ammo? Did you feel there's too much? Or perhaps not enough so removing monsters would make it just right? Or perhaps it was just right before and now I should remove some?
  5. Update on my map - changed some monster placement and increased ammo count (Life where you can't spam rockets like a maniac is not worth living), fixed stuck lost souls. Made secret a little more interesting. Halved number of imps on the ledge, they weren't interesting anyway. Adver City_2.zip
  6. In addition: linedef type 242 will hide this spike for good (In Boom). Untexturing works well in vanilla.
  7. The first draft of my submission for MAP18: Adver City. I tried to compensate for lack of good ambush space count by frontloading the whole thing with sniping monsters, then compensated for it by generous health and armor pickups. I haven't implemented difficulty beside UV yet because I'm not sure how hard the whole thing is supposed to be and whenever I hit the mark. Edit: Rewrote my post because I meant something else instead of "low monster count". Monster count is pretty high. Adver City.zip
  8. The city is supposed to be dark, so here it is dark. Works well enough. Some rooms are missing furniture, but I'll fix it in due time.
  9. Doing some very liberal interpretation of "city". Having to keep monsters inside the box is really restricting to me, so I decided to try and have no teleport closets whatsoever. Instead I'm going for a very open map filled with mancubuses, revenants and arachnotrons.
  10. So, I'm about to start my MAP18, hopefully, finally. Do you want a fully normal city (Doom 2 texures permitting) or some hell influence might be allowed or even expected, like original city levels were?
  11. One map at a time, but I'm thinking of about 4 simultaneously.
  12. Where can I find how fast does a particular sector move under a particular action in units per tic? In my case specifically, fast crusher, but there has to be some universal list somewhere.
  13. Fallen into the monster pit camuflaged by fake floor (Normally, it would raise before I can approach it) It looks freaky inside, I'm not sure why.
  14. The bridge needs to lower when you go to the bottom level and raise when you go to the top.
  15. Everything seems to be in order, but check difficulty flags on teleport destination.
  16. Yeah, I'd like to try making it. To make it clear I'm not confused - pains, viles, cybers and masterminds are the only ones not allowed at this stage, right?
  17. I think I have a pretty good idea for MAP18. Might take me some time to do it though. A few questions: - Do you have any desire to maintain consistency between exit of the level and start in the next. In other words, would you have objects to, say, player starting inside the train or something else cute? - Since decorations are allowed out of bounds on this one, are you OK with water disappearing into the horizon in some places, as if city was on a sea shore?
  18. 2 more ideas: - Disable/Enable teleport in tagged sector (If activated teleport lines with this tag would not work/start working again) - Apply colormap to sector without bringing in fake floor/ceiling (Right now blanket-applying colormaps to sectors seems impossible, crushing my dreams of noir-themed level)
  19. Your best option is to use SLADE3. Then open your wad in it, select entries starting with MAPXX and ending with BLOCKMAP (UDMF is different, but the idea is the same) and copy them into a new file. You might also need to copy to associated music lump.
  20. 11 maps for my own project 5 maps for Hellevator 4 maps for Skulltiverse 3 maps for various Pineapple Under the Sea projects Half of Line in the Sand map, not yet released A small bit of Hot Potato map 1 map for TMMC2 1 map for THEME-GAWAD 1 map for 2048 units of /vr/ 2 experimental maps that weren't any good I think that's about it. Kinda surprised now that I counted them, considering how much I procrastinate.
  21. Possibly, but I also have some competing plans. I might take a slot if nobody else does.
  22. Doom format has an advantage in that you can't make scripts that turn doom into arenas. Even though I learned Boom now, I'm sticking with Doom format for my personal project to ward off temptation of voodoo scripts.
  23. Since the project had its first wave of leaving and now there's openings again, would you allow someone to take on a second map?
  24. I vigorously rubbed my crystal ball and it told me the following is likely: - You replaced RSKY1(2, 3) lump - Your replacement is not 256x128 - Your skybox is now incorrect. If my crystal ball is wrong, please disregard the comment. So you see, the problem is, RSKY1 isn't actually a texture itself, it's what they call "a patch", a piece out of which texture is assembled in TEXTURE1 lump. You need to copy this lump from DOOM2 or whatever texture pack you are using, and then edit SKY1 texture to have correct dimensions.
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