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Everything posted by Treehouseminis
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Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
Ok fixed everything you mentioned Im pretty sure. Even found some other alignment errors. I also hid some lines from the automap for more atmosphere maybe. -Reduced Revs in the yellow key unlock, also moved the arachnos closer to you. -first room bars easier to break and navigate -added rails to the first outside arena so navigation wont be as confusing. -Made secret a little easier to tell, not as "random" now I suppose lol -Added some shells in the later fights -ammo shouldnt be clipping now hopefully. And moved some around in other arenas. Viles should spawn first now in the other areas you mentioned. https://www.dropbox.com/scl/fi/jm06b133jx23ynihy3sos/treehouseminis-inter3-TerminatedBliss-V2.wad?rlkey=nrldjwwnpluo8agfu996a87v6&st=k3iaj7v3&dl=0 -
Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
@Moustachio fair criticisms. I'll fix those soon and make a V2. I was wondering if I made a too difficult map.. I am un familiar with the interception series but the resources looked fun to play with. The yellow skull fight is indeed the hardest, one strategy that always works for me is walk back and forth in the middle and kill the imps, the 2 cybers will Infight well when they spawn. I did purposely set the arachnatrons far enough away that auto aim won't work so even if you had the super slugger it wouldn't have made that much a difference. They are on kill floors after you press all the buttons. I can put them closer so auto aim can work. Probably too mean anyway as the room so chaotic focusing on those 4 first might get you killed anyway. The impassable wires I can do something else with, it's just that I didn't want the player to walk on the outside structure and thought that would be awkward -
Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
@Moustachio yeah those bars only have the front line def as a trigger, I can tag the sides as well. Ill wait to make any changes until you give a full review. About the difficulty, I use saves during my own maps so if that tells you anything lol. Never been a one run player. -
Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
Ok got a working map! Difficulties are implemented but Ive only tested on UV so far. Map03 slot in wad Episode : 5 hopefully Name : "Terminated Bliss" Author: Treehouseminis Description : Dark Eldritch Prison, Set piece combat that can get difficult at times. Make your escape, just dont fall into the void. Slightly inspired by Prison of Hope from Demons Souls. I did get overly ambitious and its a longer map, roughly 30 mins without saves and reloads. But I was enjoying the atmosphere I made and had ideas lol Music : "Aquifer" - Snaxalotl, Abscission DropBox download -
what are you working on? I wanna see your wads.
Treehouseminis replied to everennui's topic in WAD Discussion
I REALLY like high contrast Lighting- 9895 replies
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Otherworldly Ossuary [MBF21]
Treehouseminis replied to AshtralFiend's topic in WAD Releases & Development
Had fun testing this! It forced me to play differently than usual which is interesting in itself imo. -
Eternals first gameplay trailer was also slow as hell. I'm still hyped for this. I know the gameplay will be on point. I will be surprised if the story is decent though. I can sorta enjoy eternal lore for what it is, but I'm here for the visuals and gameplay.
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maps that broke you, for better or for worse!
Treehouseminis replied to fruity lerlups's topic in Doom General
Most maps from Abandon I think. But the first one that sticks out to me is Map06. Just never played a map with that type of architecture before and the first fight with the rev, cyberdemon Infighting took me the longest actually. -
Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
More progress. Will I be done by the time Elden Ring dlc releases and I put all hold on mapping for a while? Probably not. -
what are you working on? I wanna see your wads.
Treehouseminis replied to everennui's topic in WAD Discussion
I think the average light level is 128 for this map. Idk how to make a normal map anymore. It's either super dark or super colorful haha.- 9895 replies
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Embraced.wad {MBF21} 3 Maps - idgames release!
Treehouseminis replied to Treehouseminis's topic in WAD Releases & Development
Last bump hopefully. Now on Idgames and I can stop thinking about it for a while lol. Thanks for everyone who played and enjoyed it. -
Little Italo [RC1] (-cl9)
Treehouseminis replied to lunchlunch's topic in WAD Releases & Development
Glad these maps are short because Im not a great player lol. With saves Im having a great time. It did take me a while to figure out how to exit map04 though, I thought I was softlocked until I tried rocketing myself at the right angle on the exit pillar... -
what are you working on? I wanna see your wads.
Treehouseminis replied to everennui's topic in WAD Discussion
Fun elevator that probably took too long to make.- 9895 replies
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Oh ok, yeah that makes total sense thank you. I forgot about the switch table. I tried to use doomtools first but no matter what I did I couldn't get all the used textures to copy over. It was only transferring like 1/4 of stuff I used.
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Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
Think Im starting to cook with something. -
So Ive been having a tough time cleaning un-used textures from my wad : Wad In question here This version is after I used slade3 get rid of un-used texture tool. I made sure to include any animated texture frame on switches and other stuff. Wad ran fine when testing. But it got rejected from IDgames for IDsoftware duplicates which is really confusing to me. I didnt go into slade3 and doom2.wad and move stuff over. So second try, I go into maintenance > remove entries duplicate from IWAD. And yeah it deleted the textures that got there mysteriously. But now when loading the wad up in dsda I get duplicate patch errors. Wad still runs fine, no texture issues on any map. If I then go into slade maintenance > Check Entries Overridden from IWAD. I gives me a long list of stuff that makes sense like but also a lot of textures I never used got overridden too. The list has some of the same textures that pop up as errors in the DSDA window before loading. I mean everything runs fine. Im more or less asking is it IDGAMES approved? Or how do I get there? Slade editing is confusing as hell, do one thing and a different unexpected thing happens. I will say my main problem was saving my maps into cc4tex and trying to remove stuff later. Yes I tried doomtools about half dozen times and couldnt get it to copy every texture, So I decided to try slade itself to help. Im at a loss really.
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Need some advice for slaughter-type mapping
Treehouseminis replied to Matt Eldrydge's topic in WAD Discussion
Hey dude! Idk if I have the slaughter formula down either but I can give some tips. I wouldn't focus on monster count goal. That's an easy way to make a grindy map. Just adding more monsters at the end to reach a goal is odd and usually just makes fights longer for no reason. You can still have huge open architecture marvel type spaces but keep the actual player space small, your idea for a huge indoor area can work with this. Platforms and player block lines! Even if you change the pistol with dehacked, it shouldn't matter because slaughter you shouldn't be designing fights around it, unless you want to starve the player at the beginning I suppose. Most modern maps, mine included focus around the RL and plasma. And bfg when appropriate. If your goal is slaughterlite, stuff that's not as hard, I wouldn't attack the player from too many directions at once, and make sure space is easily acquired. Most hard maps restrict space a lot or make you push through monsters to get it. On the contrary a fight can feel grindy if there is too many monsters but not enough opposition. Like make sure the player can't stand in one spot. Rocketing a group of hell knights is more fun if you have to dodge arachnatrons. But maybe not arahcnatrons AND perched viles. Like I said before not too many angles of attack depending on what you want to do. -
Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
Shooting for a episode 5 map. Marble hell temples with tv screens, and flesh accents. Also the new weapons seem very strong, especially the fire shotgun. Im looking forward to making fights that make them feel like normal weapons. -
what are you working on? I wanna see your wads.
Treehouseminis replied to everennui's topic in WAD Discussion
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Embraced.wad {MBF21} 3 Maps - idgames release!
Treehouseminis replied to Treehouseminis's topic in WAD Releases & Development
Awesome thank you! Yeah your video on early mass helped me a lot. I've just been mapping non stop essentially haha. -
How would you describe your mapping philosophy?
Treehouseminis replied to NiGHTS108's topic in WAD Discussion
I think my main philosophy is atmosphere and contrast. Coming from a semi tradiontal art in Miniature painting it makes sense lol. I use sector lighting a lot and I try to find textures that work well together. I often make a "pallete" of textures to start. Though it eventually evolves as I get geometry in place. Most of my maps have color schemes/themes. I try to not use a ton of different textures. As it's stressful enough flinding ones I want to use. Also try to he more abstract at time. I find it a little easier than trying to do something more grounded. Also I know it's not everyone's thing but combat puzzle lock in fights. Designing combat is incredibly fun for me. I saw someone skip a fight in the first ever map I made and I said never again! ;) -
Interception III [MBF21 Community Project]
Treehouseminis replied to Moustachio's topic in WAD Releases & Development
I'm also curious about this project. The dehacked weapons look really cool. I will probably make a map for episode 5 as it stood out to me the most at first glance. Also can we use Umapinfo to set the sky or fo you want mappers to use sky transfer? -
Spooky Simulator Community Project
Treehouseminis replied to PROTO32TYPE's topic in WAD Releases & Development
After reading the other comments it's a no from me dawg. I'm not saying you can't make this a successful project but the type of horror you're going for isn't my thing. I'm more a vibes or atmosphere person. I hate being chased by things. It feels more like one of those youtube react bate mods I've seen. Not trying to be a hater just not for me. -
Spooky Simulator Community Project
Treehouseminis replied to PROTO32TYPE's topic in WAD Releases & Development
I clicked on this because I like making spooky maps but the description is so vague it doesn't tell me anything. It's sounds like the back of a random ps1 game. I mean I hope it gains some traction or you can make it more appealing, but I've also never mapped in UDMF and I don't feel starting with a project that already has some red flags on it. -
Waffle House [9 MBF21 Maps] [Idgames Release]
Treehouseminis replied to myolden's topic in WAD Releases & Development
Prishpreed's Manuever??? A Gaza(band ) reference too? Ok instead of putting this on my list I'll play it sooner than later.