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knifeworld

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Everything posted by knifeworld

  1. this feels like a troll thread, and not just because it's yet another "hey guys can you make X for me" threads to some extent. But if you're serious, you should rethink and start with something way WAY smaller such as a single mapset, or texturepack! What you're suggesting will be a waste of your own time because simply learning to know what IWADS to use for what, and compiling resources for just whatever you need at a time for a specific project idea will be way easier, and much more useful than trying to make essentially the hugest wad ever that tries to cover everything. Trying something gigantic like this when you're still questioning "if you'll be good enough at slade by then" isn't going to end well.
  2. Here's a couple of maps that I never decided on a way to finish. I was making these during a period of absolutely lacking creativity in naming stuff and in designing rooms too (I was leaning on circular rooms to make it "interesting") The only stuff I really liked about making these maps is the wacky detailing and going a bit beyond my comfort zone with texture choices (at the time) https://mega.nz/file/z1khTbqC#aJD5D4BDn6_MLWeCoBw2HgbEdZ4olqi4BNfDrV6JeSQ Map name: World Anomaly Author: knifeworld Resources: one gray custom sky texture I made ages ago Format: Boom Comments: This was going to be a BFG-slaughter type encounter on a circular arena, but I never found a way to expand on it and lost interest. Screenshot: https://mega.nz/file/Gk8kyThB#E5i7tHeVa8oxk8Z2Vx78q-pB_NWwG8PW8dgPsPRyJGg Map name: Machine Anomaly Author: knifeworld Resources: None / just stock textures Format: Boom Comments: Another circular arena that didn't go anywhere. I originally wanted to make something oppressive with cool looking "airships" or flying machines made out of sectors, where demons would teleport from. Pain Elementals were supposed to teleport into the map in a way that they appeared to come from the machines but it only worked like 10% of the time, and I kinda gave up on the map anyway. Screenshot: Edit: Forgot to mention the MIDIS. World Anomaly uses "Sea Bats" by Varis Alpha, Machine anomaly uses "Jungle", also by Varis Alpha.
  3. +1 on that. I hope this project makes it out of RC2 and onto idgames.
  4. Finally got around to playing this recently, bloody excellent mapset dude! It's exactly my kind of jam. The finale areas of map3 and map31 are the coolest rooms I've seen in doom for a while. Here's some feedback on stuff I noticed: The Yellow Keycard can be grabbed from here incredibly easily, same goes for hitting the switch, you don't even need to engage with the fight. You can escape this fight kind of easily and just blast the revs from above. The finale here felt a bit underwhelming, maybe teleporting some enemies behind you would make it more dangerous. some bleeding midtextures, changing one sectors brightness by 1 will fix em. bleeding flat here (on both sides), probably due to missing side textures. fences here just kinda suddenly end with no wall or post to support them, minor thing I noticed but it does look goofy.
  5. Welcome back The Lamp!! Have a speedmap i gone and done :^) https://www.doomworld.com/forum/post/2696836
  6. Here's my mini SSG + Berserk map! Made in Boom format so PLEASE at least use Boom (Strict) compatibility mode in GZ when playing, even though certain things won't behave properly in GZ even with strict, but that's another story. Everything in this map should work as intended even in GZ, seems to work fine in GZ, https://mega.nz/file/yxdSAZIB#n0MpQLPs_OZz-KjLEDgDgBakbFKysEa1uVhrd0TZLyc Edit: Forgot to list the details first before the description. Map Name: Phantom Ravine Format: Boom (-complevel 9) Author: knifeworld MIDI: 233.778 Celsius from Duke Nukem 3D Ports Tested: dsda-doom 0.26.2 with -complevel 9, GZdoom 4.10 Difficulty settings: all implemented, only UV tested, may need playtesting on HMP and HNTR. Coop & Deathmatch, starts added, not tested.
  7. SSG + Berserk, please, gonna do a small speedmap. Also I'd like to use this sky from 32-in-24-15Tex _V2, SKYHX3.
  8. Digging the Sunder map7 looking visuals in some of the shots. Not a fan of the HD textures tbh (or "nu-doom" music) so glad they're optional.
  9. I've decided that I'll step away from this project, the whole thing with sticking to a theme, and having to keep tabs on what the end and start of the maps surrounding yours are like is a combination I don't think i can vibe with. Plus, I want to finish 2 maps for another project, and work on standalone stuff more anyway. Feel free to open up my map11 slot.
  10. Looks like RC1.2 is the latest, but I'd love to see this get past RC status and get a release thread done, and have it uploaded to idgames.
  11. How did I miss this!? These look amazing. Bookmarked and saved!
  12. More or less agreeing with Heretic here, 01, 11, and 21 are looking a bit like they have a terminal case of "room hallway room hallway room", and not as much detailing / attention to details as the OP itself would suggest our maps should have. I checked the current wad in OP and it seems like some maps haven't been added in, at least, I certainly noticed that my MAP06 wasn't added despite being updated roughly 3 entire months ago: https://www.doomworld.com/forum/post/2642106 I actually just wasted a couple of hours trying to comb through the whole thread to see what maps were available to download + what slots they were in, and to compare what I found to both the maplist in the OP and what is present in the current compilation wad. But I gave up because I really don't have the patience or that much time to pick apart differences between the compiled wad and the OP maplist, and between both of those and what I dug up. @Codename_Delta Please try to pay more attention to your own project, man! I've mapped for enough projects by now to notice those that do away with deadlines, or that keep extending them over and over, ultimately get nowhere, or die completely because the mappers start not caring or the lead starts to forget that they are running something. Mappers have put their time and effort into Finer Doom and I don't want that stuff to happen to this project, so I think you should strongly consider setting some kind of new deadline in October or November, and consider checking up on the status every couple of weeks or such by directly pinging anyone in the maplist who hasn't submitted anything yet. I also suggest asking someone who has more time than I do to help you compile this! I hope this eventually gets somewhere because there are some great looking maps posted so far.
  13. This has been a problem for a while now I think. As far as I know there's no way around it, you (usually) have to close Slade3 after every successful conversion otherwise the next one will bork. That's assuming though that you're already placing the gfx you're importing between FF_START and F_END markers and that they're already 64x64, in which case the first one you try to convert should convert properly. IDK why this hasn't been fixed yet.
  14. I recommend playing this in the latest dsda-doom or woof, or really any port that has actual complevels, and not "compatibility options" that don't work right even on "strict" in some cases afaik.
  15. Top notch maps right here!! I finished playing these last week but kept forgetting to post stuff I noticed. You can run straight through these bars and fall down below. Some midtex bleeds I discovered in a few places in software mode, which is what a lot of people will probably be using if they're playing in a Boom supporting sourceport. The fix is simple though, you just change the brightness of one of the sectors by 1. The only noticable texture misalignment I saw anywhere. BTW, since you're in Boom, you can use linedef action 261 to change just the ceiling brightness on the sectors to the left and next to the misaligned upper wall tex. The linedef with the action will transfer the brightness of the sector right in front of it to whatever sector you tag the linedef with. No need to even bother making a control sector, you can use any linedef that's facing a sector with the brightness value you want to override the target sectors ceiling with.
  16. Deadline looks super decent, pencil me in for a map11.
  17. Which rev seems to be stuck? I've had a peek at the map and none of them should be blocked from moving, unless you mean one of the revs on the destroyed building foundations has very little room to move?
  18. Excellent first-upload/release! I can tell you've already mapped before for sure. My only suggestion would be that if you end up getting lower than 15 HP it becomes insanely easy to repeatedly die on the skull pillars by the switch with the archie, so an extra stimpack up there would be neat. No complaints about ammo or the fights. The combat is fun and the aesthetics are great, I've not seen many maps combine the white and red rocks together, it works really well. Also, I've been looking for a MIDI version of that one tomb raider track in the end map for ages, cool to see someone using it!! although I think I found it on VGmusic.com as well after a little search.
  19. Now that's what I call a build engine! (I am sorry, I'll see myself out)
  20. Up to the start of map 4, but sadly I should really get some sleep at this hour. The first map has to be the most incredible experience I've had playing doom for quite a while! Map 3 probably has the most skeletons I ever saw in a map, super relaxing/meditative.
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