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Insane_Gazebo

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About Insane_Gazebo

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  1. Yeah this should have everything! This even includes the two original Sunder maps (one and two which got replaced) which might have been released at some point, I can't remember :D
  2. I hereby am delighted by and endorse all this orange. (This is a fantastic set.)
  3. Thought I better post a little update on where I am for this thread! (It's been a very long time since Map20 after all.) Map has been sitting on about 59k -> 60k lines for probably quite a few months right now. I've been super distracted by a bunch of other stuff, especially texture making (mostly for the Age of Hell demo and the Divine Frequency demo), though mapping energy has been a fair bit lower this year than usual. (Though I did get a death match map for Culling Strike done.) Stuff left to do, currently is: - About 5 fights left to finish (as well as finishing detailing their areas) - Need to make a bunch of textures and do some OTEX recolours - Need to repaint the mural art - Need to give the midi composer more time - it's going to be a VERY long midi! - Will probably need to go back and cull some lines as well given how close I am to the line limit - Testing will probably take at least two weeks or so as usual Just need to get focused and do a good bunch of line drawing :) How long will it take? I'm not good at estimating my mapping speed right now so I'm just gonna say 'hopefully soon!' The attached shot is just from the central area again, as I didn't want to give too much away but also though I better post something!
  4. Don't have a lot to show off other than a shot of the main area from the reverse direction, but progress has been quite good recently with most of the fights roughed in and only a handful of areas left to detail.
  5. I'm fairly sure detailing this glorious abomination took at least 6 months off my life. Look forward to people suffering through it. :)
  6. Fascinating wad. Some of the progression might be a little obtuse but I very much enjoyed it. The only time it felt like the obtuse progression was a bit difficult (and one of the few times I had to pull the editor out and realising I never would have spotted what you were intending) was That little bit of detailing was extremely difficult to spot in the dark. Also in Map10, this Arachnotron decided he didn't want to tele in: I also felt Map10, visually, might have been a bit dark with some of the great detailing being lost to the dark light values, but I very much appreciated what you were going for. Regardless, great wad. Hope to see more work from you in the future :) (Thanks to @Scotty for recommending it to me.)
  7. I usually start with my concept. This map was supposed to have giant meaty tunnels branching off in different directions, so I figured I would start with them and start building things around them. So I drew a big box and started messing around and made this very basic thing. I thought the white/red worked pretty well but didn't like the shape very much so I tried again. And then eventually for some reason the little pools of blood there made me thing of foliage so I dug up some red tree sprites and threw them in. Once I've got my texture/map theme down then I get down to detailing the entry room just to confirm I'm on the right track, then start drawing random shapes either until ideas form or work them into ideas I've had for fights and so on. Hopefully that's kinda helpful.
  8. Hell yeah! Some great stuff in here which I shall need to have a play with.
  9. Alrighty, because you and some others keep asking me I've finally got a Ko-Fi setup. (I'm not sure I produce enough content to warrant a Patreon.) It's pretty bare-bones right now but it exists! https://ko-fi.com/insane_gazebo Yeah, exactly. Unless someone somehow finds a magical way to circumvent that 16-bit value and keep it running in the Boom format, I'm just going to have to get creative with my line use. (There's certainly been some times where I really, really have wanted more than 65535, especially to detail certain areas that's for sure.) Of course there's also other issues, with the overall direct space the map takes up. Go over a certain point and stuff starts to 'loop' across the map (this can eventually include enemy attacks) sounds and other things. (Collision certainly starts to break.) In my first test build of Map18 you could hear a rev closet that was all the way down at the south side of the map, from up in the northern section. (To solve it I just moved the closet closer to the center.) There's also a height limitation as well (I think it was about 20,000 units?) that causes all sorts of strange HOMs to appear. (And not in the same places for each player, either.) Uh, I guess that's a lot of words to say I can't see any of the maps getting any bigger than they are currently due to the limitations inherit in the format.
  10. I did not, no. They were created by the lovely Makkon who has done a heap of gorgeous textures for Quake. (I also used a good number of them in Map20.) (The flesh textures did require some palette conversion.) You can grab them from his twitter/google drive here:
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