Paf Posted October 12, 2021 3 hours ago, xdude_gamer said: I helped a friend named @Paf make some MIDIs for his NaNoWADMo challenge, and I really liked them, so I linked them here. Since they are mine technically, they're allowed for use. [OST] PafWADMo.zip Thanks for creating them, BTW! 2 Share this post Link to post
Bobby :D Posted October 12, 2021 I'll take map 23, I have some ideas :))) 1 Share this post Link to post
Kool Belzero Posted October 13, 2021 Damn, I didn't expect the slots to be filled up so quickly 2 Share this post Link to post
Dusty_Rhodes Posted October 13, 2021 2 hours ago, Bobby “lolmcswagger” said: I'll take map 23, I have some ideas :))) You're in! 1 Share this post Link to post
pcorf Posted October 13, 2021 6 hours ago, xdude_gamer said: "We'll get a deadline figured out when people are finishing their maps" And as I said it will be a few more months until I start work on my map. But you'll get it in the new year and it will be (hopefully) hard. 4 Share this post Link to post
Gibbon Posted October 13, 2021 3 hours ago, Kool Belzero said: Damn, I didn't expect the slots to be filled up so quickly If you want, you can have my Map 27 slot? 1 Share this post Link to post
Dusty_Rhodes Posted October 13, 2021 1 hour ago, pcorf said: And as I said it will be a few more months until I start work on my map. But you'll get it in the new year and it will be (hopefully) hard. Exactly. No reason to rush anybody. I'll be excited to see what you all come up with! 2 Share this post Link to post
Gibbon Posted October 13, 2021 That's good, because I can see myself getting carried away again :) 2 Share this post Link to post
pcorf Posted October 13, 2021 3 hours ago, Dusty_Rhodes said: Exactly. No reason to rush anybody. I'll be excited to see what you all come up with! Zone 400 MAP26 but fitted with twin turbo .... nah just kidding. It will be a unique map to all my others for sure. 5 Share this post Link to post
Walter confetti Posted October 13, 2021 9 hours ago, Dusty_Rhodes said: Also I have no idea what's with the sky. I'll replace it with another one, it's from TNT Evilution, so you'd think it'd be aligned. I'll get it fixed. Actually looks more the one from Plutonia... I have to check the wad in Slade If you wish, i can give you some help with the source wad, as i said before... 4 Share this post Link to post
Dusty_Rhodes Posted October 13, 2021 9 hours ago, Walter confetti said: Actually looks more the one from Plutonia... I have to check the wad in Slade If you wish, i can give you some help with the source wad, as i said before... Sure, I'll take some help. What do needs to be done? 2 Share this post Link to post
Walter confetti Posted October 13, 2021 (edited) Ok, here's a zip with various akyes for episode 3: hell RSKY3 candidates (plums, plutonia, chaine,other).zip And here's what you need to do with multiple sky patches, you just need to add the second (or more) sky texture near the main sky texture: Spoiler But first, you have to change the x image size in slade from 256 to 512 (if your sky have 2 patches) or to 1024 (if your sky have 4 patches, like the skies in TNT) Edited October 14, 2021 by Walter confetti 5 Share this post Link to post
Nefelibeta Posted October 14, 2021 Please tell me that we are getting Mucus Flow-like maps. 0 Share this post Link to post
Vladguy Posted October 14, 2021 3 hours ago, Nefelibeta said: Please tell me that we are getting Mucus Flow-like maps. Hopefully, but I don't actually think we'll get one. A shame, really. 0 Share this post Link to post
Mystic 256 Posted October 14, 2021 I should be able to start this weekend 2 Share this post Link to post
Gibbon Posted October 14, 2021 1 hour ago, Vladguy said: Hopefully, but I don't actually think we'll get one. A shame, really. I love that map, BPRD really was an artist first, amazing architecture design there.. Except it wasn't tested using Boom.. 2 Share this post Link to post
CBM Posted October 14, 2021 Glad to see that you were able to rename the project and restart it 2 Share this post Link to post
Dubbag Posted October 15, 2021 (edited) expanding the slime fields. redesigning the arch. Edited October 15, 2021 by Dubbag 7 Share this post Link to post
xdude_gamer Posted October 15, 2021 35 minutes ago, Dubbag said: expanding the slime fields. redesigning the arch. looks great 2 Share this post Link to post
Dubbag Posted October 15, 2021 20 minutes ago, xdude_gamer said: looks great thank you 2 Share this post Link to post
spineapple tea Posted October 15, 2021 Here's what I have for map 06 at the moment for anyone wanting to playtest. If you have anything to say about the visuals, difficulty, gameplay, or overall suggestions I'd be happy to hear them. Also, I'm still deciding a name for the map and the current midi (from Dusty's midi pack) is mostly placeholder. Something a bit more oppressive than inspiring would likely fit better. Tested in Crispy Doom, and I'm aware that the bfg is inaccessible at the moment. ct map06 spineapple tea playtesting.zip 2 Share this post Link to post
Pixel Fiend Posted October 15, 2021 8 hours ago, Spineapple tea said: Here's what I have for map 06 at the moment for anyone wanting to playtest. If you have anything to say about the visuals, difficulty, gameplay, or overall suggestions I'd be happy to hear them. Also, I'm still deciding a name for the map and the current midi (from Dusty's midi pack) is mostly placeholder. Something a bit more oppressive than inspiring would likely fit better. Tested in Crispy Doom, and I'm aware that the bfg is inaccessible at the moment. ct map06 spineapple tea playtesting.zip What am I supposed to do in the room with Cyber? The map is quite awesome, like a mini Sunlust map with vanilla coating. 3 Share this post Link to post
spineapple tea Posted October 15, 2021 1 minute ago, game said: What am I supposed to do in the room with Cyber? The map is quite awesome, like a mini Sunlust map with vanilla coating. Nothing yet, that's why the bfg is inaccessible at the moment. I wanted to get some play testers to try it out before going too far so that's technically the end of the map right now. Thanks for playing it. 1 Share this post Link to post
Pixel Fiend Posted October 15, 2021 6 minutes ago, Spineapple tea said: Nothing yet, that's why the bfg is inaccessible at the moment. I wanted to get some play testers to try it out before going too far so that's technically the end of the map right now. Thanks for playing it. Have you played it in both gzdoom and prboom+? I have considerably more trouble with the archviles in the latter for some reason. I had to keep loading and loading. It kinda relies on luck of having them spawn in a way that doesn't surround you, or when they are distracted resurrecting. I can't criticize it yet to be honest. Maybe it's balanced right. The map is meant to be tricky, after all. 0 Share this post Link to post
spineapple tea Posted October 15, 2021 (edited) 21 minutes ago, game said: Have you played it in both gzdoom and prboom+? I have considerably more trouble with the archviles in the latter for some reason. I had to keep loading and loading. It kinda relies on luck of having them spawn in a way that doesn't surround you, or when they are distracted resurrecting. I can't criticize it yet to be honest. Maybe it's balanced right. The map is meant to be tricky, after all. I've only tested it in Crispy and ZDoom (once to hear the midi in a different sound font). I'll set up Prboom+ when I get home and see if it plays any different. When it comes to the difficulty of it, I usually go by the logic of "if it's disgustingly difficult for me, it's probably at least somewhat challenging to Doomworld" since I don't have as much experience as some other people here. That being said, I'd estimate I have about a 2/10 chance of beating the archvile room at any given attempt which, like previously mentioned, means maybe a 6 or 7/10 for others. In terms of gameplay I'm kind of dissatisfied with the arena you fight them in because it just feels like it just hits the bare minimum requirements for fun. Sprucing it up and making it more interesting is on my to do list. Edit: also if you're having a lot of trouble with the archviles, you can actually bait one into the teleporter and telefrag him if you're quick. If you're not though, he might start resurrecting what you killed at the start. Figured that out by accident while playtesting it and thought it was hilarious. Edited October 15, 2021 by Spineapple tea 2 Share this post Link to post
thiccyosh Posted October 15, 2021 11 hours ago, Spineapple tea said: Here's what I have for map 06 at the moment for anyone wanting to playtest. If you have anything to say about the visuals, difficulty, gameplay, or overall suggestions I'd be happy to hear them. The starting room could use some touches in terms of detail, there are a few texture alignment hiccups and the Vile-Sandwich where you get the SSG is mean, considering there are only two pillars you can use as cover. And perhaps make the bars in the SSG room lowerable from the other side, in case you need some medikits? I like the Cyberdemon fight, though it's really circle-strafe to win and you can flee to the other room where the Cacos and Revenants are and the Cyber can duke it out with the other guys without you having to do anything. Good map nonetheless! 3 Share this post Link to post
spineapple tea Posted October 15, 2021 3 minutes ago, thiccyosh said: The starting room could use some touches in terms of detail, there are a few texture alignment hiccups and the Vile-Sandwich where you get the SSG is mean, considering there are only two pillars you can use as cover. And perhaps make the bars in the SSG room lowerable from the other side, in case you need some medikits? I like the Cyberdemon fight, though it's really circle-strafe to win and you can flee to the other room where the Cacos and Revenants are and the Cyber can duke it out with the other guys without you having to do anything. Good map nonetheless! I'll probably add some 16 wide light textures in each pillar to make the room a bit brighter and more interesting to look at and the starting room has a makeover scheduled. I'll make sure that you can raise the bars too, maybe having a switch reveal itself crossing a linedef to the red key. Also, did you manage to actually kill the cyberdemon? I wouldn't have thought it's possible without some good infighting -- not that it wouldn't be possible in the final version. I see him as more of an obstacle than a monster. 2 Share this post Link to post
Pixel Fiend Posted October 15, 2021 Oh, I thought you deliberately made it so the archviles (and then revenants) follow you to the starting area as you retreat to that room after teleporting. Adding more detail is always a nice thing, especially since you revisit that room for hiding purposes. 2 Share this post Link to post
thiccyosh Posted October 15, 2021 2 hours ago, Spineapple tea said: Also, did you manage to actually kill the cyberdemon? No, I didn't. If you manage to get him to infight with everyone he still would have enough health to tank ~20 rockets. And if you intend to make the Cyberdemon an obstacle, add a crusher to make the player save ammo. 2 Share this post Link to post