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Grizzly Old B

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About Grizzly Old B

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  1. Whoops, I just saw that Doom 2 MAP24 is already one of @Bendy1's map choices. If this is not desireable, I'd like to keep slot 31, but make up my mind for my first map choice.
  2. @Cutman First map choice: Doom 2 MAP24 “The Chasm” Second map choice: Sigil E5M1 “Baphomet's Demesne” Desired map slot: 31 Yup, I'm not done with The Chasm yet ... ;-) (Have been contributing a Chasm tribute to the Tribute Quilt II community project.)
  3. Remember I offered my help for doing that. If you can provide me with a plaintext list of the 32 segments with their respective authors, I will prepare the sector art ready for copying & pasting into the map.
  4. It's a classic! If it doesn't happen at least thrice in a CP, it's not a real CP. 😉 (Over at Box Doom, we're particularly skilled at placing faux player 1 starts directly before external playtesting streams – just to confuse the streamer and make the team panic ... 😅)
  5. Here's the update with my proposed changes, inspired by the northern door requiring the red key: Tribute_Quilt_II.MAP24.Grizzly_Old_B.V4.zip In my opinion they would add value to the segment, but if you think that's too late now, that's totally okay. Changelog: broke up long ledge in northern section to make Sandy Petersen homage letters S and P stand out more connected middle part of ledge to northern exit, as it was a bit awkward having to jump from the ledge to another small ledge directly in front of the door (this change also makes fighting the north-eastern enemies a bit easier) on the newly created platform, placed a “colour-locked door” marker, just like it is used in the original map (except it's blue there) changed texture inside troll invuln lava pit to match that in the original (not yet seen on below screenshot) changed items/item placement in the pit a bit to fit the new geometry Images:
  6. As to my understanding: Coloured font = segment contains key of that colour Coloured background = area only accessible with the respective key Coloured line = door/bars requiring respective key PS: I wonder if the segment with green background is meant to be the starting segment. I would have assumed to start in segment 1, just for the familiar look of it.
  7. I'd like to suggest a small change to the northern section of my map 24 segment, based on the fact that there seems to be a red door for progression now. (Which I appreciate a lot, btw.) Can't go into details right now, as I'm currently at work, but will send an update proposal in my late (European) evening.
  8. Yeah, I'm following the assembly process in the spreadsheet “live” on secondary monitor while working. Quite intriguing! 😁 @ViolentBeetle One little idea you may or may not pick up: What about using the four (otherwise unused) corners of the map for including the author credits as sector art? That would be 8 authors per corner, which should easily fit. One could even use the primary/stand-out floor texture used in the respective segment (e.g. green nukage for my Chasm segment), for those sourceports which support floor textures in the automap. When placing a computer area map near the exit, those credits could be hidden until it is picked up, preventing the player from being distracted by them during playing. If you like the idea but think it's too much work, I'd offer my help for this task.
  9. Wish you all the best for the assembly part, hopefully it will not make you scratch your head too often ... Regarding rotating segments: It would be good if my map 24 segment remains untouched in this regard, as rotating it would mess up the Sandy Petersen homage I included with the northern ledges' geometry.
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