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4mer
Junior Member


Posts: 223
Registered: 08-10


While playing through I saw a couple of stuck things:
MAP08 Things 145 and 591, 150 and 588, 151 and 589.
MAP09 Things 203 and 272.

Also on MAP08 I managed to walk passed the lines with tag 19 (looking for secrets in sector 237).

Really great maps, MAP10 was my favourite.

Old Post 01-23-11 12:47 #
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Katamori
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Wow it's a fantastic gallery :O

Old Post 01-23-11 13:00 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
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Thanks for the report, 4mer. Not sure how I missed those stuck things. O_O

Old Post 01-23-11 15:01 #
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Jimmy
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jenesis1.zip is currently in /incoming. :)

Old Post 01-24-11 00:10 #
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Jimmy
doesn't rhyme with MIDI :(


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The layout of Hades' Wall is completed. Here are some more shots.

http://img600.imageshack.us/img600/5703/jen2175.png
http://img408.imageshack.us/img408/2124/jen2176.png
http://img600.imageshack.us/img600/247/jen2177.png
http://img34.imageshack.us/img34/9199/jen2178.png
http://img441.imageshack.us/img441/1643/jen2179.png

Old Post 01-25-11 01:48 #
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darkreaver
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Awrite! Looking forward to it!

That last shot though...hmm, I dunno :)

Old Post 01-25-11 11:12 #
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Jimmy
doesn't rhyme with MIDI :(


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Yeah you're right, that area was the last one I'd been working on before taking those shots.

How's this?

(Map is done, now. Look, monsters and decorations! Whee!)

http://img502.imageshack.us/img502/4161/jen21710.png

Old Post 01-26-11 23:35 #
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Mechadon
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That does look a lot better. Maybe put some simple trim running along the top portion of the red building?

Old Post 01-26-11 23:39 #
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walter confalonieri
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i love that mixed hell canyon\orange burning sky choice, jimmy!

Old Post 01-26-11 23:47 #
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Doomhuntress
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Can't quite put my finger on what that level is inspired by... looks like a mix of MM and Requiem.
Either way, it looks fabulous.

Old Post 01-26-11 23:55 #
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Jimmy
doesn't rhyme with MIDI :(


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You pretty much got it spot-on, Doomhuntress. :P

Mek: Thanks, I'll see what I can do that works. :)

Old Post 01-27-11 00:48 #
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darkreaver
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I like that new shot better :) Do as Mek said and its cool! Its simply a little too bare without anything (IMO!)

Old Post 01-27-11 12:17 #
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dannebubinga
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Just played part 1 and I liked it very very much! Keep em coming!

Old Post 01-28-11 14:45 #
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General Rainbow Bacon
may have been DoomHero85 at some point


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I dunno about that skull texture covering the floor. Never been a big fan of using that texture a lot. It's too flat to look like real skulls. Everything else looks great though!

Old Post 01-28-11 14:52 #
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darkreaver
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Also the size of those skulls :P

Old Post 01-28-11 15:30 #
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Jimmy
doesn't rhyme with MIDI :(


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You can go and grab Part 1 over at /idgames now. :) Quite a few things have been fixed since the forum release, so get this version if you'd like to go through the maps again. :)

(However, I realized all too late that MAP10 has a slight HOM/missing texture error in the red key room. Hopefully this is nothing severe, though how it got there is beyond me. It will definitely be fixed for Part 2.)

__________________
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Last edited by Jimmy on 02-17-11 at 16:33

Old Post 01-30-11 14:25 #
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Memfis
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What does those par times in *.txt mean? I tried to UV-Max the first map. My best result was 5:20. The par time is 4:00... I suck? :-)

EDIT: and what compatibility settings is better for recording on your wad? I've used Boom comp (-complevel 9 in Prboom), is this correct?

Old Post 02-17-11 12:18 #
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Jimmy
doesn't rhyme with MIDI :(


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Yes -complevel 9 is what I used when testing with PrBoom. (And "Boom (Strict)" is the compatibility mode I used when testing with ZDoom.)

The par times (which also come with MAPINFO if you're using ZDoom) are based on my best efforts to complete the maps on HMP... so I'd imagine that the times would be a lot more difficult to beat on UV (but hopefully not impossible :S). I probably hadn't factored in the extra time required on UV (MAP07 in particular) as much as I should have done when it came to determining the pars, so, sorry about that - I imagine it will make UV-Max runs incredibly frustrating for demomakers. However, I'll take extra care in this regard for Part 2.

Also, sorry that there's not been a lot of progress on this project lately. Motivation to work on it has been kinda low due to RL commitments. MAP19 and MAP20 are the only maps left to finish before I start bugfixing, testing, modifying, and testing again - so not much more work is required, but I'll try and get it done ASAP.

__________________
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Last edited by Jimmy on 02-17-11 at 16:32

Old Post 02-17-11 16:12 #
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Memfis
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Okay, then I'm going to create a new thread with "complevel 9" in the title and post my demos there. I hope more people will join the fun. :)

EDIT: http://www.doomworld.com/vb/doom-sp...om-complevel-9/

Last edited by Memfis on 02-17-11 at 17:18

Old Post 02-17-11 16:56 #
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Jimmy
doesn't rhyme with MIDI :(


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Excellent. :D Thanks a bunch!

Old Post 02-17-11 17:41 #
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Jimmy
doesn't rhyme with MIDI :(


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Oh hey look a map.

http://img580.imageshack.us/img580/7092/jen2191.png
http://img829.imageshack.us/img829/4420/jen2192.png
http://img203.imageshack.us/img203/8430/jen2193.png
http://img522.imageshack.us/img522/9555/jen2194.png
http://img37.imageshack.us/img37/7785/jen2195.png
http://img11.imageshack.us/img11/3184/jen2196.png
http://img338.imageshack.us/img338/4486/jen2197.png
http://img710.imageshack.us/img710/8378/jen2198.png
http://img833.imageshack.us/img833/5055/jen2199.png

:O

This is MAP19: The Vulcanum.

This took me... well, fucking long enough at any rate. Hooray for procrastination!

MAP20 is also pretty much finished (it's a very short one...) which means that Part 2's main mapping phase is over. I'll be compiling a list of issues to address after a complete playthrough of all the new maps. And then, testing time. :P

Last edited by Jimmy on 02-24-11 at 01:35

Old Post 02-24-11 01:14 #
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pcorf
Senior Member


Posts: 1387
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Jimmy91 said:
This is MAP19: The Vulcanum.
[/B]


Nice one. Good to see another sequel to Vulcana. There is also a Vulcana 2 in the upcoming cchest4.

Old Post 02-24-11 02:09 #
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darkreaver
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So sexy.
Havent touched Doombuilder in a few weeks, but after seeing this, I`m sooo gonna do some mapping when I get home from work tonight :D

Only thing I dont like is the three horned skulls on the doortextures. Looks too cartoony and...well, more funny than evil :P

Old Post 02-24-11 08:07 #
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Khorus
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Hmm. You've certainly improved! Shot 3 and 4 are rather weak architecture and texturing wise though imo.

Old Post 02-24-11 09:36 #
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General Rainbow Bacon
may have been DoomHero85 at some point


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Those shots are awesome! But I agree with darkreaver, you gotta change those door textures.

Old Post 02-24-11 15:06 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
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Okay, I hear ya. :) I'll keep those door textures in MAP09 though, as that's to be a mainly Requiem-themed map. I could probably use that edited BIGDOOR texture from PL2 for this one. :P

Old Post 02-24-11 15:20 #
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Memfis
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Omg what are you saying guys, cartoony? Those doors are from Requiem and they're great!

Old Post 02-24-11 15:40 #
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General Rainbow Bacon
may have been DoomHero85 at some point


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I love Requiem, some the best maps ever, but some of the textures in it are a little...cheesy. Maybe Hexen doors could work.

Old Post 02-24-11 15:53 #
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Jimmy
doesn't rhyme with MIDI :(


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Part 2 is about ready for private testing. I'll need about three or four testers and I'm opening up the slots anew. Please post if you're interested. :D

Old Post 03-09-11 18:13 #
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hawkwind
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Sure , count me in ...

Old Post 03-09-11 22:34 #
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