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omegamer
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BloodyAcid said:
I love the poison door secret.
...bastard

Sounds like someone died :P

Old Post Jul 25 2012 22:25 #
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BloodyAcid
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omegamer said:
Sounds like someone died :P

Almost did, but got smoked after grabbing the green armor on the way out.

Old Post Jul 25 2012 23:28 #
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omegamer
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BloodyAcid said:
Almost did, but got smoked after grabbing the green armor on the way out.

:D

Well since I want to include this map in a bigger WAD im currently working on I see this secret might be a bit to dangerus :D

Old Post Jul 25 2012 23:33 #
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GoatLord
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I am interested in participating. I've gotten into mapping recently and I think I can handle this.

Old Post Jul 26 2012 00:33 #
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fiend-o-hell
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Here is my contribution to this project. I call it Foe Complex. Emphasis is on flow and architectural simplicity.

http://www.mediafire.com/?0t3zw0exee3ztku

Old Post Jul 29 2012 20:41 #
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schwerpunk
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I'm in.

It will be GZDoom compatible, with an alternate d/l for people who want to play in ZDoom, without the annoying "<!>"s in place of dynamic lights.

Old Post Aug 15 2012 19:36 #
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Memfis
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fiend-o-hell said:
Here is my contribution to this project. I call it Foe Complex. Emphasis is on flow and architectural simplicity.

http://www.mediafire.com/?0t3zw0exee3ztku

That's a fun and uniquely designed map. A few nitpicks:

- There is missing textures on linedefs 2271 and 2273
- On HMP, UV and NM things 168 and 247 are stuck in each other
- Sector 201 is a door without "lower unpegged" flag on its sides
- this sky cut-off looks silly, you can easily fix it
- I think the first half could use a little more ammo. I had problems with it on my FDA. Also, not sure if there is enough ammo to kill two cyberdemons. When I met them I looked at the HUD and decided that it's better to just rush to the exit.
- The yellow key fight is kinda boring IMO. You need to wait for too long and the teleporting monsters don't pose much threat. Also they have major problems with walking on moving floors, and if you just stand in a corner without making any noise - they will not even notice you.

MSPaintR0cks said:
I present

Big Cybies House (Boom compatible)
http://www.mediafire.com/?zc69fcwok8cx66b

FDA. Cool wad and awesome music. :) (where is it from?)

- You might want to add a "block monsters" line here so that pinkies don't block the player when he tries to jump out of the window
- This fight is kinda silly (totally harmless cyber)
- Thing 89 blocks the player, you could replace it with some other hanging body
- To me curtain in the bathroom looked like it should defend me from arch-vile's attack, so I was surprised when it didn't. Maybe make it transparent?

Last edited by Memfis on Aug 15 2012 at 21:07

Old Post Aug 15 2012 20:33 #
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Krispy
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For which source port did you record that demo?

Old Post Aug 15 2012 21:29 #
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Memfis
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Prboom-plus. Should play back with Boom too.

Old Post Aug 15 2012 21:31 #
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fiend-o-hell
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Thx for play testing! I'll work out the kinks you mentioned in the revised version.

Memfis said:
That's a fun and uniquely designed map. A few nitpicks:

- There is missing textures on linedefs 2271 and 2273
- On HMP, UV and NM things 168 and 247 are stuck in each other
- Sector 201 is a door without "lower unpegged" flag on its sides
- this sky cut-off looks silly, you can easily fix it
- I think the first half could use a little more ammo. I had problems with it on my FDA. Also, not sure if there is enough ammo to kill two cyberdemons. When I met them I looked at the HUD and decided that it's better to just rush to the exit.
- The yellow key fight is kinda boring IMO. You need to wait for too long and the teleporting monsters don't pose much threat. Also they have major problems with walking on moving floors, and if you just stand in a corner without making any noise - they will not even notice you.

Old Post Aug 15 2012 23:17 #
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dannebubinga
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Mountain of the doom god



Only tested with glboom+ on UV. Feel free to try it with different ports and skill levels. Make sure you record whatever you´re doing ;)

COMPLEVEL 9

Last edited by dannebubinga on Aug 18 2012 at 13:31

Old Post Aug 18 2012 11:38 #
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ella guro
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Posts: 201
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i'm in for this. i'm basically a newb mapper, but i'm already working on a couple maps for another project so adding a small/medium sized one to that shouldn't be an issue.

Old Post Aug 18 2012 12:06 #
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[WH]-Wilou84
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dannebubinga said:
Mountain of the doom god

[Nice pic]

Only tested with glboom+ on UV. Feel free to try it with different ports and skill levels. Make sure you record whatever you´re doing ;)

Here's my FDA, I assumed it was meant for -complevel 9 : http://www.mediafire.com/?21v4a1zaf4iyc2t

It should be quite painful to watch, as I progress very carefully ( and still manage to eat rockets ).
Difficulty-wise, I was expecting something close to Combat Shock, and was somehow surprised that you didn't go that far. Maybe blocking the player's retreat could increase difficulty, most notably at the Yellow Key trap.

Visually it's absolutely gorgeous, as expected. :)
Great job !

Old Post Aug 18 2012 12:28 #
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glenzinho
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dannebubinga said:
Mountain of the doom god
This is awesome!

Old Post Aug 18 2012 12:58 #
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dannebubinga
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Thanks for the demo and the kind words!

Yes, it's made for -complevel 9

I didn't want to trap the player at all in this map, but instead encourage players to find different max and speed routes as well as the option of playing safe (like you did).

Glad you liked it

Old Post Aug 18 2012 14:14 #
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j4rio
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fda for danne's awesome map

Old Post Aug 20 2012 11:38 #
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Vaporizer
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I might do a vanilla map.

Old Post Aug 20 2012 12:43 #
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dannebubinga
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Thanks for the demo buddy. Smoothly played as always.

I think I'll make this map a wee bit harder before I fully submit it. If you had found the secrets the map would've been easier than the average plutonia map heh.

Expect a new version in a couple of days.

Old Post Aug 20 2012 21:17 #
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Hellbent
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here's my demo. sorry bout the poor audio quality:

Old Post Aug 21 2012 18:55 #
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dannebubinga
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I think this is the final version. Still kind of easy. But after watching Hellbent's demo, I thought the average doomer still had to struggle to keep up. Thanks for the demo btw. But you should really fix your audio ;)

Now find the secrets ffs

http://www.mediafire.com/?40mz7wqt7vd4sgg

Old Post Aug 29 2012 21:43 #
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sgt dopey
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With new music are .oggs allowed and if they are what is the size limit of them

Old Post Aug 30 2012 09:45 #
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Krispy
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PM sent, TOD.

Old Post Aug 30 2012 16:46 #
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walter confalonieri
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omegamer said:
Well I didnt post anything on this Forums for a longer time but I just saw I am still on the list for intereseted mappers.

So heres my map, small and ugly but well :D
http://www.mediafire.com/?8b63j5hbcad6m3k

Oh forgot to mention my map should be 100% vanilla compatible but tested with prboom+

link is corrupted -__-

Old Post Aug 30 2012 18:04 #
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Torn
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count me in. :)
I have a backup map, if I don't make anything new for this.

Old Post Aug 31 2012 15:09 #
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Phobus
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Bit of a bump, but I feel I should let you know that I won't be getting anything done for this. I've well and truly dropped out of mapping at the moment, so I'm cancelling everything so that if (or when) I come back, I've got a fresh start with no baggage left over.

Old Post Oct 31 2012 11:30 #
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Death Egg
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Here, have an updated version of my contribution with a few minor bugfixes and more added to the end. (This was made previously but I never submitted it.) Also, again, change my name from TrueDude to Death Egg.

Old Post Oct 31 2012 20:28 #
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neubejiita
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http://www.doomworld.com/vb/wads-mo...-am-working-on/

I think I will submit this small map and see what you think.

Old Post Nov 2 2012 03:58 #
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walter confalonieri
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mmm.. checked the video and the map doesn't look bad at all... altough, it looks a real badass challenge!

Just remember to change the scythe2 textures with the stock doom2.wad textures, since this project doesn't approve new textures on it...

Old Post Nov 2 2012 18:55 #
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neubejiita
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walter confalonieri said:
mmm.. checked the video and the map doesn't look bad at all... altough, it looks a real badass challenge!

Just remember to change the scythe2 textures with the stock doom2.wad textures, since this project doesn't approve new textures on it...

Sure; I will get on that ASAP. I am glad you like the map.

Old Post Nov 3 2012 07:05 #
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Zellonous
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I was already thinking it'd be cool to make maps. I guess I have to do it now. I have to learn really fast... oh well. If this project accepts troll maps, it'll accept mine. I already have an idea of what I want to do.

Last edited by Zellonous on Nov 5 2012 at 22:35

Old Post Nov 5 2012 06:58 #
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