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VBraveMany

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About VBraveMany

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  1. Makin progress, not gona spoil too much but here's a corridor from the first are that continues from the previous map. Later portions will be more "Vrack and Schyte X"-ish.
  2. Well... I havent given up, just got miffed as usual at some point, and currently away for work again, and ofc i get back on the 1st (wich is just outside of the given time frame. :D) So... Yeah. I guess i can try and ask for an emergency leave for 1 day somepoint during the month and try to post a few pics of what i have so far. So don't count me out just yet.
  3. Aight. Regarding the post by Ar_e_en - I fixed the misaligned mid-tex and added textures to the lines missing it, save for the 2nd one, cos that floor got moved up by accident. (probably while fidling with the lightlevels) Added a switch on the outside of the exit door too. Also added 3 rockets(easy/medium) right of the arachnotron next to the wall, incase players waste all of them b4 the 2nd Archvile. I can also like, put colored numbers on the 2 switches and the corresponding doors in the area b4 the powercore if its realy necessary. The 1 atop the stairs realy doesn't need any indicator, cos at that point you ran out of possible targets for it, so it should be obvious what it does. I'll actualy wait with postin the update till the music for the map is done. But i'm glad you found the map up to snuff. :P Also, sure, why not? Gimme a number. I'll have a crack at another one.
  4. Ah yes 4 days... totaly not late again. Anyway! Here's this damn thing finaly. (Music currently missing, cos a friend offered to compose 1 for it, so... that will be added in a later update) If you're using a loader, things should be in working order. Using drag and drop to test it might result in my animated lump not overriding the one in the resource pack, resulting in a static "Energy beam" instead of an animated one. (can always temporarily re move/name the original in the pack while testing) Author: DCraven_0ne (Thats the actual name I go by. This 1 is a temp while I get around to figurin out my old accs password... someday, eventualy... :P) Difficulty Settings: Yes Map Name: Disconnect MIDI Used: Being worked on™ Description: Some underground tech facility, mildly damaged in places due to events from previous map. Author's Comments: Fairly linear progression, monsters might sneak up on you from the back, so be mindfull of that. Vanity_17_DC1.zip
  5. Oh I get constantly anoyed at the damn thing... Mostly when I closse a loop of lines and doesnt make the sector, and have to redraw the same thing 5 times(literaly same motions, same steps nothing different and it finaly graces me with doin what it was supposed to the first time around) or the complete opposite and overlaps lines instead of merging them and turns sectors into a freakshow. ANYWAY. Here's stuff... in full bright, cos no lighting yet.
  6. Aight so i may have been a bit optimistic about my ability not to get anoyed with the editor, but have made progress. So should be done in like 3 or 4 days. Anoying bits are done so all i'm left with is having to build an outside area. I guess i could post a screen or 2 once i'm home from work(aprox 12 hours from now), tho lighting is not implemented yet, cos thats literaly the last thing I tend to do.
  7. Right, i have somehing started for this, but due to work i wont have acces to my home comp for another few days. But i should be able to drop the finished thingy after around valentines or so. In the mean time, can some one quote the 2 maps submissions before and after my spot, so i can get around to implementing the start and end protions faster once i can? Ty.
  8. Hmmm... Aight, why not. I have a pretty good idea what people would take a screen of, but... Maybe i'll get a surprise.
  9. I mean theres the obvious 1 from last year.: Its Fall themed as the name suggests, not Halloween. Tho... monsters and weapons are standard, you can probably get some monster randomizer hooked up that adds enemies from Blood or something.
  10. If there's any open spots left i'll take one. Just tell me witch oneit is... xD
  11. Oh man, you actualy went for UV right of the bat, huh? Well ya did good anyway. I didn't even bother marking Doom2 Entryways green armor equivalent a secret in this one since I figure everyone would catch on and know where to look. (Also why i felt comfortable plopping the 6 stimpacks they house in there - probably would have helped a bit) Regarding the archies - I expected most people to just cheese and punch them through the bars, hence why the 2nd ones pop in after the bars are lowered. Anywho, I'm glad you persevered & hope you found it somewhat enjoyable. Thx for playing and recording.
  12. Yes hello! o/ Was asked to make an "official"-ish type release of this for demo recording/running purposes. So here it is. Map Name: Ghosts of Euno Muno Format: MBF21 - DSDA or Z/GZ Doom should run it. - (Tested in: DSDA & GZDoom) Difficulty settings are present. (1st run throughs should take around 10-20 mins) Description: It's a place you should feel oddly familiar with. Setting is blue and purplish to set the mood. (Ps. Software rendering messes up the transparent windows, so keep that in mind.) Single screenshot, nicked from MFG38s stream: EUNOMUNO.zip
  13. Greetings! Am new to the forum, but I stopped by a few of your streams. So I decided to join in on this. Uv ended up a smidge bit mean, so i'd suggest sticking with a lower setting and cranking it up if you find it too easy. Map Name: Ghosts of Euno Muno Author: VBraveMany Map Format: MBF21 - DSDA or Z/GZ Doom should run it. Music: No idea (its the intermission music from TNT) Textures: Uh~ was going from bottom to top so, see below I guess. Other Stuff: A bunch of recolors and palette adjusted ones by me. Used textures from Blood and Duke 3D. Ghost graphics from Hexen(?) (had them lying around for a while now) and the Mummy is from Heretic Difficulty Settings: Yez Tested in: DSDA & GZDoom Play Time: Depends, shouldn't take more than 20 mins even if you play safe on higher Diffs. Description: It's kinda blue and purple with a touch of green in places. But mostly blue. (Ps. Software rendering messes up the transparent windows, so keep that in mind.) *No screenshots to avoid spoilers* *Edit Fixed a bug - missing teleport destination was added. Download moved to its own topic: https://www.doomworld.com/forum/topic/135891-ghosts-of-euno-muno-map-for-doom2/
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