Jump to content

ViolentBeetle

Members
  • Posts

    3061
  • Joined

  • Last visited

Everything posted by ViolentBeetle

  1. A few color variants could make for some interesting aesthetic. Wouldn't be hard to colorize them if someone dares.
  2. If you are an elf on LSD, definitely.
  3. I don't know what to do after finding rocket launcher. So I had to give up. Releasing more and more monsters into the same environment is a good idea but progression is not very clear. Dropping crusher on my head without warning was unnecessary. The sky outside is a bit too low, door is way too obviously retracting into nothingness.
  4. I've loaded the wad and it shows me what I think is missing textures.
  5. Well, I added a return teleport. I don't think anyone else did something similar so it should be mostly fine even if somebody might miss out on ammo.
  6. Does this mean all this time I was testing with complevel 11? I thought 9 was default. Life is full of mysteries.
  7. How comes zdaemon blocks inbound teleports for intangible objects?
  8. I'm still not entirely sure what is up with the red key on MAP29 Does zDaemon have difficult relationship with keys on conveyors?
  9. Version 0.4 is out. Hopefully this one would actually be the last one. The primary purpose of it is to fix multiplayer softlocks by adding multiplayer-only teleports. If you play multiplayer and get stuck with your buddy on the other side, try using the obstacle or look for a switch in the wall nearby to teleport you. If you are stuck in the elevator, try interacting with the curb (Where the square tiles start) and you should get teleported out (Multiplayer only, again) In addition MAP21 has some extra ammo for battle with cyberdemon and MAP28 has some extra for final battle as well. The credit lump now aknowledges the survival event organizers for their contribution into raising awareness of the wad. Edit: I forgot bars on MAP32 and also a little bit on MAP05, but won't re-upload it right now, will be in next version (Hopefully the one on idgames).
  10. @Keyboard_Doomer Thanks for the extensive report. Some of that could probably be fixed. Teleport switch to exit the starting area seems like a sound plan. A few comments: The scroller should probably be enlarged to 32 units, I believe only divisible by 32 units is consistent. Mapper for MAP17 says he fixed the issue, though I'm still not sure what it was. You broke MAP22 by going into different rooms at once. The room is supposed to be built around picking the mix of enemies. I doubt it can be fixed in multiplayer, just don't go into multiple rooms at once.
  11. Wow, the absolute chaos. Some of the basic locks can probably be fixed, but the delicate setup of some maps probably won't allow it.
  12. The megawad is in the final phase of testing, so unfortunately we do not accept new submissions, we just fix bugs right now before the final release. That being said, Blue Pineapple is hosting his own monthly speedmapping projects on this discord that you might be interested in participating.
  13. I am also not quite sure how the massive-multiplayer spawning would interact with voodoo dolls that are present in every level. But I know nothing about multiplayer. Anyway, I hope it will work.
  14. It would probably help to track all the instances where you find yourself locked out of progression, at least some of them could probably support unobtrusive solutions.
  15. Good luck with that. It does have a co-op starts, but relies heavily on restricting access to starting area (Since it's also the exit area), half the maps would interact poorly with respawning players. Edit: Seems like you aren't doing respawns, so I guess it'll be all good than.
  16. I think the words like Ultra-Violence are actually just sprites, but there's a lot of sprites so I can't quite confirm. So you don't need MAPINFO or DEHACKED but rather just make a new picture.
  17. The floor will stop crushing when it reaches the end. If you really want to do some crushing, try splitting it in multiple independent sectors.
  18. The wad was never meant to be cohesive, everyone just randomly decided to use techbase textures in early maps. What I like about the results is that everyone singled out a different type of maps to like about it. Anyway, seems like we are mostly waiting on one last mapper to do his tweaks before we can go official release.
  19. I found "save map into" really clunky, so I would advise you to learn to use SLADE and copy and paste your maps through it. If you are using normal Doom/Boom format each map is a series of entries starting with MAP[XX] header and ending with BLOCKMAP, you can move them together. You'd have to replace music anyway too at some point.
  20. I fed it Hellevator PWAD (Only uses vanilla textures for the most part) and the shading seems to apply inconsistently. I'll show you screenshot once imgur learns to love me again. Here it is. Doesn't look quite right to me: https://imgur.com/a/47d2zev Works fine without it though. Do I guess I load it wrong?
  21. I didn't quite understand, can I use it with PWADs as well after patching the IWAD?
  22. I gotta stop trying to re-arrange the ammo and monsters into perfect combination and just upload my maps on idgames or something.
  23. There should be a community project using various textures posted here. Especially weird and awkward to use ones.
×
×
  • Create New...