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signaturereverie

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  1. ahhhh it does say in the original post that they have to be there but it also does say that they will be added in during compiling if absent . so it isnt really an issue yeah
  2. the fallen citadel - in this secret theres two different secret sectors which i dont think is intended cesspit - not exactly much of a thing , but this looks just a tad bit awkward imo with the stimpack floating when the lift is down grounded - im pretty sure the berserk secret is completely unreachable in its current state (unless its a mandatory archvile jump ? feels like a stretch to me that seems a bit too unreasonable to me) a world of ichor - this switch is one time use with an open wait close action which could get you softlocked cruel sea - not a very big thing but you can easily push monsters over the edge all over the map , really not gamebreaking but could be dealt with or smth aint big enough , deluge , hell cant wait , cruel sea , empty machine , realm of sargentia - all dont have death exits im pretty sure thats all i could find
  3. getting smaller : ive also managed to get out of bounds here , its a bit of a precise jump but still very possible i also had two barons not spawn in but i think that could be because i was out of bounds for a while
  4. i looked around there and im pretty sure thats not a slime trail but the midtex thats used to hide the sound hole clipping into the ground . seems to be a thing with the software renderer specifically (or at least the dsda software renderer , im not sure of differences in renderers between ports) kind of on topic : im pretty sure the green armor up on the high ledge is unobtainable with infinite height because theres a lamp blocking you down below
  5. quick fix to 4 degrees , a revenant could easily be blocked from spawning and even if it did it didnt face you so it didnt wake up 4degrees
  6. name : ayame blackburn i author : signaturereverie music : "stoned" by masafumi takada (from killer7) restrictions : 3 textures 3 flats , one monster type (chaingunner) , hitscan enemies only notes : nothing better than a semi shitpost sprung up from a random thought in the shower on the last day before the deadline in the name of harman ... blackburn
  7. ohhhhhhhhh of course i completely forgot that software handles that specific thing differently , changed it to not have sky flats anymore shev3
  8. pillars : mostly intentional platforming : i did see you struggle there a lot in the demo mainly because you were trying to do it in one sweep which is not exactly necessary , you can really take your time with everything especially when all the enemies are dead exit : could you describe how it looked for you or send screenshots or smth ? because ive got a feeling that what youre talking about might also be an intentional thing meanwhile i made a very tiny change because there were a few spots that allowed you to pretty much completely cheese a fight and i wasnt really a fan of that shev2
  9. map name : garrucha author : signaturereverie music : 7-upsilo.mid by zan-zan-zawa-veia restrictions : 1024x1024 , 10 sectors , no orthogonal lines , 1 monster type (lost soul) , 3 textures 3 flats , sector effect 10 notes : went with the 1x1 project restrictions (1 normal texture , 1 similar switch texture , 1 flat , sky transfer has to be the chosen texture for the map) . 2-3 hour shitpost :tada: garrucha
  10. ohhhhhh yeah i can very much see the progression being somewhat obtuse and i will be trying to think of ways to alleviate that but it does seem to work very much fine . there are blood pillars right behind the switches on the outer ring , try seeing what happens with them
  11. map title : she dreamt she was a bulldozer, she dreamt she was alone in an empty field author : signaturereverie build time : almost exactly 2 hours for the geometry midi : "dreams" from the incredible machine 3 gameplay : slaughter (very gimmicky but still slaughter) theme : space / hell (very abstract) coop starts : yes difficulties : yes comments : pacifist slaughter is how id describe it ? somewhat close to what my original idea was (i wanted to work with ghost monsters but it turned out they dont work by default in mbf21 sso i had to scrap that whole setup entirely after making it) she
  12. map name : 4° author : signaturereverie music : 4° by tool restrictions : no orthogonal lines , 1024x1024 playable area , pacifist notes : killfloor shenanigans with a fairly square design . however ! (want to eventually come back to these restrictions in a more "proper" manner because this one i feel evades the feel and the intent behind them which i do feel a bit on the fence about) 4degrees
  13. question : does the 1024x1024 size limit also apply for monster closets and voodoo dolls and the like ?
  14. @Moustachio thank you lots for the feedback , its very appreciated ! while i would very much agree that my map turned out to be subversive in almost every way , it does also clearly follow the restrictions for its mapslot , only cleverly working around said restrictions , and i feel like that could still very well work within the main set . in my personal opinion , in a mapset with such defined themes and restrictions there should be something even more going for the secret maps to warrant their inclusion and placement like a spin on the main gimmick of the wad itself . for example , a map that only extends outwards from the centre as you go through , or playing in a similar way with restriction/extreme usage of vertical space instead of horizontal
  15. easy fix:+1: they do spawn in one after another and in general i dont think its nearly a big enough problem this is really strange ? theyre stuck in one another and ive never seen that happen and i have no idea how it would happen because its all vanilla teleport actions so it shouldnt teleport them in when the destination is blocked . really really strange could you send like info on the sourceport and the version and the complevel youre using (i dont know what i would do with that info but . might turn out to be useful idk) also really really strange because ive never once had the lamp teleport setup fail on me so i really have no idea what couldve gone wrong in the first place also strange . and also from that screenshot i noticed that the lamps up there that shouldve teleported away did not , so im starting to feel that it really has to be something on your end (wrong complevel or old outdated port version) so i think you really should check that out too
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