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Hydrus

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  1. Exactly! 50 Shades of Graytall only needed 18 maps to win a Cacoward. As long as the maps are decreasing in size, the project should be alright.
  2. Some stuff I forgot to mention about MAP29: Sky: OSKY7 from OTEX Tested with: dsda-doom with default compatibility (except I took the patch table/texturex lumps out of the wad; you'll need to put them back in for it to work) The main reason why I actually stopped working on it was that I couldn't get Sector 51 to lower after pressing the fourth switch, no matter what I tried. This is where the map breaks; I haven't playtested anything after this part, but the general design is still there. I think you might have to wait until the switch opens, which should be just over 30 seconds after the last one. (In retrospect, maybe this wait is too long?)
  3. Unfortunately, I won't be able to finish my map by the deadline. I've been busy with work and college, and I haven't felt the drive to make maps. I don't think I'll join any more community projects until I can manage to make maps in a shorter amount of time.
  4. Here's the unfinished MAP29. It's full of bugs, and I'm simply tired of working on it. If somebody else wants to finish it, go ahead. Name: "A Room With A View" Music: "Path of Destruction" by Mark Klem (from Requiem) emb29_v0.5.zip
  5. I played the first six maps in DSDA on HMP. Here's some minor nitpicks I have. "Getting Smaller": There's a big slime trail in the room with the changing floor, and some of the chaingunners can fall into the out-of-bounds areas. "The Fallen Citadel": You can grab the supercharge through the bars in the cave, and you can straferun onto of the platform with the megaarmor next to the lake. "Grounded": You can walk over the metal barrier that leads to the armor bonuses without pressing the button that lowers it, and you can do it by just walking forward off the platform. This is a pretty cool mapset, though. "Silvershine station" is my favorite so far, but "Grounded" is also a pretty neat and atmospheric map.
  6. Don't worry, my map's being worked on. I've already done most of the layout. Yes, this picture shows a techbase, but it's only the starting area of the actual level.
  7. I'm making a map in Boom for a community project, and the floor and ceiling are missing on one of the sectors on DSDA, but not on GZDoom. How can I fix this? (Map requires OTEX v1.1) missingtex.zip
  8. I'm working on a map with colored lighting right now! ;)
  9. Can't play it in DSDA; one of the textures is "not compatible with Doom 2"
  10. Also, I updated the midi, so use this version please. synopsis1.zip
  11. I experimented with some colormaps from Jim Flynn's BOOMEDIT.wad in the level I'm currently making, and some of them mess with the sprites, and the others's colors are too strong. Are there any wads that use this mechanic in a satisfactory way?
  12. I had it that way at first, but I couldn't press it due to the door being right in front of it. But if you can fix it, go ahead.
  13. I wonder if we should use a different flat for secret exits, like OTECHB02. Also, I wonder if we can use custom textures.
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