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EPICALLL

[Community Project] VANITY

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2 hours ago, JackDBS said:

A file for UDB that divides textures into themes. It's a lot better if its such a large set like OTEX and 32-in-24

Screenshot 2024-03-13 220449.png

Then, no. Sorry.

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4 minutes ago, JackDBS said:

Fuck. Oh well I can live without it.

if it helps, they're very organized textures, the majority of them follow the same prefixes as those located within doom 2's textures

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Gotta get back to this project haha :P gonna do some work on map 3 tomorrow I think :)

 

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8 hours ago, dmh094 said:

Gotta get back to this project haha :P gonna do some work on map 3 tomorrow I think :)

 

aight

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hi, sorry about not fulfilling my end of the bargain, I think the map I wanted to make was just too much for my current abilities. my map had a lot of free-standing buildings and I don't know how to make those work in udb.

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58 minutes ago, neonannihilator2 said:

hi, sorry about not fulfilling my end of the bargain, I think the map I wanted to make was just too much for my current abilities. my map had a lot of free-standing buildings and I don't know how to make those work in udb.

You could ask people who know the engine more for some help (I am not one of those people). @Ar_e_en, apologies for the ping, do you know how something like what they're asking for would work?

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3 hours ago, neonannihilator2 said:

hi, sorry about not fulfilling my end of the bargain, I think the map I wanted to make was just too much for my current abilities. my map had a lot of free-standing buildings and I don't know how to make those work in udb.

What do you mean free standing? 

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Are we talking about the problem where the sky causes the background structures to disappear? If that's the case - As of now I can only really think of 4 solutions for this problem. The first one is to put all the enterable buildings on the edges of the map, this basically avoids the problem all together (I did this for my map submission on the "Doomed Urbex" community project). Another thing to try is to make all the buildings the same height and have the background structures be small in terms of height, but this solution kinda makes the map look dull, so I wouldn't recommend it. The third solution (which I saw someone else use in "Doomed Urbex") is to section off the map in several blocks and have the blocks be connected by long tunnels. The last thing that I thought of is to find the farthest points away from all the sides of the building and in the scenario where the sky blocking is noticeable - you either lower the background scenery or raise the building height.

There are probably other things that can be done, but I can't think of other suggestions right now.

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6 hours ago, Forgotten Soul said:

Weekly progress

1293219934_(71).png.7df572d6a982fea7b2770e50687c66c9.png2029156157_(70).png.e46ce5346a594c442f25169ad61313e6.png

500578646_(69).png.6f588110cd9de7ef62bc478f054c2e61.png

I think in next week I'll have more time to map.

Looking nice so far.

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On 2/20/2024 at 8:15 AM, BeachThunder said:


Visceration v1.1:

  • Raised the height of the blue key basement / made the staircase shallower.
  • Added some more enemies (and ammo) in the mancubus cave.
  • Added arch-viles into the blue key basement.
  • Added some pinkies that spawn in after opening the first door in order to discourage camping in the starting area.
  • Tried to improve / raise the difficulty of the final encounter.
  • Replaced some enemies with harder counterparts.
  • Added some additional enemies (14 more on Easy, 22 more on Medium, 23 more on Hard), plus some other general skill rebalancing.
  • Cacodemon surprise!
  • Fixed the door to the castle, so it can now also be opened from the inside.
  • Improved some textures/geometry.
  • Changed the blur sphere to a blue armour; the blur sphere causes issues in (G)ZDoom with enemies ignoring you.
  • A bunch of miscellaneous small fixes and changes.

Download: https://doomshack.org/uploads/Vanity MAP27 - Visceration_v1_1.wad

Sorry I didn't get to this sooner... Anyways, all is good now. Thank you for your submission and I hope you don't get ignored as much in the future, because I'm gonna be honest and say I had no reason to put off checking your stuff out.

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3 hours ago, Forgotten Soul said:

Weekly progress

1358286938_(75).png.79b7bda11f2b9c0354b3dda9703421a6.png1566319449_(74).png.b4f9c1e0d886ac9d6d56f73093ef5c68.png1655166189_(73).png.e1c0ce8296ac2875b67e876422e1ac34.png917986132_(72).png.315a0c736faa2446974f16b3a14de3b9.png1110315911_(77).png.67687f457321928ebd5cf9e4a5948569.png700223134_(76).png.a2f041034d9827d042930e4473a175f6.png

thats a lot of progress god damn
i wish i had the same level of motivation to get anything done as you've got

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1 hour ago, neonannihilator2 said:

you know if I can try again maybe I will take map08 and try something a bit smaller scale

ok

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I'm itching to map again and map 32 is still up for grabs from what I can see. Can I take it?

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1 hour ago, Ar_e_en said:

I'm itching to map again and map 32 is still up for grabs from what I can see. Can I take it?

sure thing.

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Posted (edited)

ss2.PNG.f24c269c40d2389fd0a9a0e390f404d3.PNGss3.PNG.513d863f1551889b42ec59ef11af30fb.PNGyou ever think about what 6 months in the godot trenches does to a man? (edit: sorry about this looking like trash I think old speed mapper instincts took over)

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2 hours ago, SpinningPlates1 said:

Mapping is going well so far, here are a couple of progress screenshots:

  Hide contents

697491483_Screenshot2024-03-27170609.png.654eb19259f15eff469b1b615abd7afc.png

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1097254204_Screenshot2024-03-27170708.png.6c88355f6f45d012a02d826b76789a14.png

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1757423897_Screenshot2024-03-27170809.png.56b9b14f1a1292d2a2032ebda2451f6c.png

 

looks like a goofy carnival house of an assortment of relatively unrelated themes, interested to see how this will turn out.

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6 hours ago, RileyXY1 said:

VANITY12.zip

 

MAP12 is now officially done and ready to play.

This is... A joke, right?
It's ugly, it's annoying, it's not boom-compatible, you didn't submit with the format, the map is far too easy for the map12 slot, there are tons of texture alignment issues, the progression is vague, the secrets are obvious to the point of boredom... It's a joke! It's a joke. I refuse to believe otherwise.

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Posted (edited)

I'm officially dropping out of the project entirely. Both MAP12 and MAP24 are now open. I have no idea how to even make a Boom compatible map.

Edited by RileyXY1

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Just now, Spectere said:

I'll take the MAP24 slot if nobody else wants it.

sure. please tell me you know what you're doing

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1 minute ago, EPICALLL said:

sure. please tell me you know what you're doing

Yes, I know how to make Boom-compatible maps. :)

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