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Dr. Zin
Senior Member


Posts: 1072
Registered: 01-04


Stats:

11042 Linedefs
2076 Sectors
427 Things


And its still not complete. I may post some more screenshots in the near future if I stop being lazy and take some.

Old Post 05-24-05 05:49 #
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Aleaver
Can't spll


Posts: 1235
Registered: 08-02


Map status:

Vertices: 199
Linedefs: 267
Sidedefs: 671
Sectors: 64
Things: 5
Total filesize(so far): 26566 bytes

Noware near finshed...Got alot of work still to do..May have some screens soon.

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Last edited by Aleaver on 05-24-05 at 06:49

Old Post 05-24-05 06:30 #
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Dr. Zin
Senior Member


Posts: 1072
Registered: 01-04


How the hell does a 64 sector map weigh in at over 25 megs?

Old Post 05-24-05 06:38 #
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Aleaver
Can't spll


Posts: 1235
Registered: 08-02



Dr. Zin said:
How the hell does a 64 sector map weigh in at over 25 megs?



Opps...I ment bytes,,not kb..(fixes post)

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Old Post 05-24-05 06:49 #
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TheDarkArchon
Senior Member


Posts: 2332
Registered: 08-04


http://img151.echo.cx/img151/9038/doom00272fn.th.png
http://img124.echo.cx/img124/9910/doom00288xu.th.png

A couple of (crappy) WIP screens from my map.

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Old Post 05-25-05 19:40 #
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Vader
Member


Posts: 493
Registered: 02-05


Your gamma setting kills my retina!
:P

Old Post 05-26-05 00:15 #
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Kochipahk
Junior Member


Posts: 151
Registered: 01-05


My thoughts on SS-Bowen's Map30:

It's difficult. So difficult to where I could barely get past the first couple of room on UV. I toned it down to HMP, and I still had to use God-Mode eventually, in the room with the first cyberdemon.

In the room with the super-quick archviles, the platforms you have to stand on after beating them are way too easy to fall off of, because of the extra platform thats a little higher than the rest in the middle. I suggest fixing that.

You put in a computer map and a light-amp goggles in the room with the first cyberdemon for no purpose...

When you fight the baphomet, you actually have to shoot below the little red section of the brain to hit the Romero head.

The whole Hitler thing was a good idea, actually.

The second cyberdemon, I would imagine, as I was using God-Mode, is insane. Cramped quarters armed with nothing but a rocket launcher with lost souls flying everywhere...

These are just a few of my thoughts. I'm not the greatest in terms of skill, though.

Old Post 05-26-05 06:21 #
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rf`
Dr. Nosign


Posts: 8206
Registered: 11-01


http://manifesteddestiny.com/ravagedw/doom/CC3/

Six new shots added.

Current stats:
4415 vertices
5238 linedefs
603 sectors
38 things
scripts: ugh messy 417 lines

Old Post 05-26-05 18:34 #
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chopkinsca
Nothing


Posts: 1495
Registered: 10-02


My maps stats:
808 vertices
1064 linedefs
2028 sidedefs
283 sectors
140 things
76 lines of script
418 lines of decorate

Old Post 05-26-05 19:39 #
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SS-Bowen
Mini-Member


Posts: 62
Registered: 03-05



Kochipahk said:
My thoughts on SS-Bowen's Map30:

It's difficult. So difficult to where I could barely get past the first couple of room on UV. I toned it down to HMP, and I still had to use God-Mode eventually, in the room with the first cyberdemon.

In the room with the super-quick archviles, the platforms you have to stand on after beating them are way too easy to fall off of, because of the extra platform thats a little higher than the rest in the middle. I suggest fixing that.

You put in a computer map and a light-amp goggles in the room with the first cyberdemon for no purpose...

When you fight the baphomet, you actually have to shoot below the little red section of the brain to hit the Romero head.

The whole Hitler thing was a good idea, actually.

The second cyberdemon, I would imagine, as I was using God-Mode, is insane. Cramped quarters armed with nothing but a rocket launcher with lost souls flying everywhere...

These are just a few of my thoughts. I'm not the greatest in terms of skill, though.



I understand that you find it difficult, i do to sometimes. I have played it through on Ultra Violence and made it to my 2nd Cyber demon. Thats where i die. The map is for all difficulty settings though, and im sure if you give it to a master he can beat it. When you have to shoot below the little red setion of the brain to defeat the boss at the end, i did that on purpose. If you have played TnT or Plutonia (one of those two) you will notice that you have to do the same thing. If you cant beat it on Ultra Violence, then i recomend playing on a lower skill, and getting all the secrets is a good idea too. What did you think of the music? do you have any suggestions there?

Old Post 05-26-05 20:53 #
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TheDarkArchon
Senior Member


Posts: 2332
Registered: 08-04


My stats:

Vertices - 1358
Linedefs - 1632
Sidedefs - 2563
Sectors - 308
Things - 123
Script lines - 95
DECORATE lines - None as yet

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Old Post 05-27-05 12:54 #
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sirjuddington
Slade doesn't mean what it used to


Posts: 1405
Registered: 05-00


http://mancubus.net/~slayer/crap/DOOM0011.png

OMG screenshot. That area is pretty much all I've done so far though. Once I get more of SLADE done I'll get going properly with my map, promise! :P

Stats so far:
654 Vertices
779 Lines
1300 Sides
145 Sectors

Old Post 05-27-05 17:11 #
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SS-Bowen
Mini-Member


Posts: 62
Registered: 03-05


Here are my statistics

3502 Vertices
3955 Linedefs
6982 Sidedefs
626 Sectors
1089 Things

Id say its completed. However if any one else would like to test my map and give me some feed back id be delighted to email it to you. Im hopeing for at least 3 people to tell me what they think. Kochipak is 1.

Old Post 05-28-05 13:11 #
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Kochipahk
Junior Member


Posts: 151
Registered: 01-05


I noticied that the music was the same music AgentSpork used for Chaos.

It fits, though. You might want to make it a more heavy, sort of metal type music, though.

Old Post 05-30-05 10:39 #
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DooMAD
Bitcoin IS a religion.


Posts: 1489
Registered: 07-02


http://www.teamhellspawn.com/cc3june1st.gif

//edit

Make that 80% complete.

I've finished the scripting for all the rising sectors. This map shot shows a bit more detail. All the sectors marked in yellow and green rise up to form a balcony type of area with rising stairs on both ends.

Last edited by DooMAD on 06-06-05 at 19:50

Old Post 06-01-05 21:15 #
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Aleaver
Can't spll


Posts: 1235
Registered: 08-02


Map status as of 06-17-05

Vertices: 363
LineDefs: 467
SideDefs: 1124
Sectors: 101
Things: 6

Filesize 64kb

% complete: 10

Still plenty to do..Welp. Back to work.

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ZDaemon handle: Dreamstate | You Tube | Show me a world without greed and deceit, and I'll show you a fantasy -Anomalous

Old Post 06-18-05 04:47 #
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lerner
Junior Member


Posts: 197
Registered: 05-04


I'm trashing my old theme (underground base) in favor of another theme (marble temple in hell). I don't have any screens but it'll be good, trust me.

Old Post 06-19-05 05:47 #
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Mista T
Warming Up


Posts: 14
Registered: 11-04


Right now my map's at:

Vertices: 4195
Linedefs: 4944
Sidedefs: 8068
Sectors: 947
Things: 166

Script Lines: 205
Decorate Lines: ~160

It's not done yet. I'd say about 55% complete, little less.

Screenshots to come, when I feel like it.

Old Post 06-20-05 19:45 #
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XXoXX
Junior Member


Posts: 188
Registered: 08-04


Bah, i dumped my map yesterday. Gonna start a new one with zdoom stuff. This time im sticking to tech base theme. My hell-based map was a disaster. :(

Old Post 06-21-05 08:05 #
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Kirby
Senior Member


Posts: 1545
Registered: 10-04


So, are people ready to show their pics tomorrow?

Old Post 06-30-05 18:43 #
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Mista T
Warming Up


Posts: 14
Registered: 11-04


Okay, if Ling doesn't make the Milestone Thread, this is what I have so far:

Vertices: 6940
Lines: 8247
Sidedefs: 13232
Sectors: 1647
Things (so far): 343

Map size (in bytes): 1,394,076 bytes (1.32 MB)
-Plus Additional Graphics/Assets: 1,937,144 bytes (1.84 MB)
Approx time to run through so far (no monsters): ~8 min.

Screens and other:
http://www.eden.rutgers.edu/~mtrop/ccmap/

Old Post 07-02-05 06:52 #
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0-Mephisto-0
Junior Member


Posts: 147
Registered: 12-03


I'm dropping out woo!

Old Post 07-02-05 08:49 #
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NiGHTMARE
Forum Legend


Posts: 5012
Registered: 05-00


I've uploaded three screens of my map to WIP. It isn't looking particularly special yet, but I hope to make it so :).

Old Post 07-02-05 17:20 #
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Kirby
Senior Member


Posts: 1545
Registered: 10-04


I'll wait for an hour or two. No milestone thread appears then, I will put my pics in this thread.

Old Post 07-02-05 21:42 #
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Mista T
Warming Up


Posts: 14
Registered: 11-04


Okay, map's done. Need testers. Mostly for Deathmatch and Co-op. It replaces MAP01. Subject to change, of course, for the pack.

Because of the size of the map, I'd say that Deathmatch would require at least 8 people. No joke.

Scripting done accordingly for each mode.

EDIT: As of 7/26/05: New bugfix version.

http://www.eden.rutgers.edu/~mtrop/ccmap/xexis02.zip

Last edited by Mista T on 07-26-05 at 13:56

Old Post 07-24-05 12:53 #
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Khorus
Strife!


Posts: 1392
Registered: 04-05


Map Stats so far:

Vertices: 3082

Linedefs: 3810

Sectors: 742

Sidedefs: 6561

I still have quite a bit of work to do.

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Old Post 07-24-05 14:21 #
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Kirby
Senior Member


Posts: 1545
Registered: 10-04


Status -

Verts: 3741

Linedefs: 4583

Sidedefs: 7141

Sectors: 836

Things: 421

I still have so much to do, it's not even funny....

Old Post 07-24-05 23:34 #
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Adz123
Newbie


Posts: 5
Registered: 07-05


Yo! Im new to the forums here, but ive just finished playing Community Chest 2 i was seriously impressed. So i take my hat off to whoever worked on that! Im glad to see CC nuber 3 is being made aswell! Good job!

Old Post 07-31-05 12:47 #
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rf`
Dr. Nosign


Posts: 8206
Registered: 11-01


Third rendition of my map for cc3. This one looks promising. Will post screens and info later tonight, but I'm still in the running.

props to fucking teleport traps :P

http://www.wadsinprogress.info/?a=listwads&wad=646

5870 verticies
7111 linedefs
11628 sidedefs
900 sectors
432 things

Last edited by rf` on 08-24-05 at 22:01

Old Post 08-23-05 13:20 #
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Xanthier
Forum Regular


Posts: 983
Registered: 09-02


pardon my intrusion,

are these just random maps and your filling all 32 slots?

Old Post 08-24-05 15:48 #
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