EPICALLL Posted March 14 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 Then, no. Sorry. 0 Share this post Link to post
EPICALLL Posted March 14 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 0 Share this post Link to post
dmh094 Posted March 15 Gotta get back to this project haha :P gonna do some work on map 3 tomorrow I think :) 0 Share this post Link to post
EPICALLL Posted March 15 8 hours ago, dmh094 said: Gotta get back to this project haha :P gonna do some work on map 3 tomorrow I think :) aight 1 Share this post Link to post
neonannihilator2 Posted March 16 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. 0 Share this post Link to post
EPICALLL Posted March 16 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? 1 Share this post Link to post
dmh094 Posted March 16 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? 0 Share this post Link to post
neonannihilator2 Posted March 16 (edited) like making a room with a roof that you can still see the scenery behind it 0 Share this post Link to post
Ar_e_en Posted March 16 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. 0 Share this post Link to post
Forgotten Soul Posted March 17 (edited) Weekly progress I think in next week I'll have more time to map. 2 Share this post Link to post
EPICALLL Posted March 17 6 hours ago, Forgotten Soul said: Weekly progress I think in next week I'll have more time to map. Looking nice so far. 0 Share this post Link to post
EPICALLL Posted March 17 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. 2 Share this post Link to post
JackDBS Posted March 18 Is there like a Discord for this project or something? 0 Share this post Link to post
Garland Posted March 18 There is, in fact, a Discord link in one of EPICALLL's previous posts. 2 Share this post Link to post
EPICALLL Posted March 24 3 hours ago, Forgotten Soul said: Weekly progress thats a lot of progress god damn i wish i had the same level of motivation to get anything done as you've got 1 Share this post Link to post
neonannihilator2 Posted March 25 (edited) you know if I can try again maybe I will take map08 and try something a bit smaller scale 0 Share this post Link to post
EPICALLL Posted March 25 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 0 Share this post Link to post
Ar_e_en Posted March 25 I'm itching to map again and map 32 is still up for grabs from what I can see. Can I take it? 0 Share this post Link to post
EPICALLL Posted March 25 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. 1 Share this post Link to post
neonannihilator2 Posted March 26 (edited) you 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) 3 Share this post Link to post
SpinningPlates1 Posted March 27 Mapping is going well so far, here are a couple of progress screenshots: Spoiler Spoiler Spoiler 1 Share this post Link to post
EPICALLL Posted March 27 2 hours ago, SpinningPlates1 said: Mapping is going well so far, here are a couple of progress screenshots: Hide contents Hide contents Hide contents looks like a goofy carnival house of an assortment of relatively unrelated themes, interested to see how this will turn out. 0 Share this post Link to post
RileyXY1 Posted March 30 VANITY12.zip MAP12 is now officially done and ready to play. 2 Share this post Link to post
EPICALLL Posted March 30 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. 0 Share this post Link to post
RileyXY1 Posted March 30 (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 March 30 by RileyXY1 0 Share this post Link to post
Spectere Posted March 30 I'll take the MAP24 slot if nobody else wants it. 0 Share this post Link to post
EPICALLL Posted March 30 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 0 Share this post Link to post
Spectere Posted March 30 1 minute ago, EPICALLL said: sure. please tell me you know what you're doing Yes, I know how to make Boom-compatible maps. :) 1 Share this post Link to post