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dew
superfriend


Posts: 4183
Registered: 05-08



j4rio said:
I happen to think that pointing out that "Your masterpiece "Blood on marble" being light years more fucking crappy than many of the maps you just pissed on" is a pretty convincing argument.

this suggests people can't assess quality without being better mappers than the author. if i say these maps are mostly decaying piles of poop, will you call me out on my mapping as well?

Old Post Dec 20 2012 23:23 #
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TimeOfDeath
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Posts: 2869
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dew said:
if i say these maps are mostly decaying piles of poop, will you call me out on my mapping as well?

No, we'll just call you a decaying pile of poop. :)
Btw, why didn't you submit something dew? I even name-dropped you in the OP!

Old Post Dec 20 2012 23:43 #
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j4rio
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dew said:
this suggests people can't assess quality without being better mappers than the author. if i say these maps are mostly decaying piles of poop, will you call me out on my mapping as well?

Sometimes a crappy attitude deserves crappy retorts. Let's just say this was one of the cases.

Old Post Dec 20 2012 23:47 #
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gggmork
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That's too easy, we could just call him doo doo instead of dew.

Old Post Dec 21 2012 00:03 #
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dew
superfriend


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TimeOfDeath said:
Btw, why didn't you submit something dew? I even name-dropped you in the OP!

my mapping skills would drag this project much lower than it deserves. have you ever seen a bear dance in a circus? that's me mapping. i can do the waltz, but i'll maul several thousand puppies by mistake in the process.

Old Post Dec 21 2012 00:04 #
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gggmork
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A map like that would be perfect for this project.

Old Post Dec 21 2012 00:06 #
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Obsidian
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gggmork said:
A map like that would be perfect for this project.

He's right you know.

BTW is my map any good?

Old Post Dec 21 2012 01:25 #
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gggmork
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Obsidian said:
BTW is my map any good?

I just played it and like it. Interesting stuff/detail compressed into a small area/ fun minimap. I couldn't figure out how to shoot the imp switch without zdoom mouse aiming though.

Old Post Dec 21 2012 02:35 #
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Obsidian
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gggmork said:
I just played it and like it. Interesting stuff/detail compressed into a small area/ fun minimap. I couldn't figure out how to shoot the imp switch without zdoom mouse aiming though.

I thought that might confuse some players. I hid a barrel behind the switch, therefore using the player's autoaim to aim towards the switch: you can usually get it if you use the shotgun to shoot the switch.

Old Post Dec 21 2012 02:41 #
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Ribbiks
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Posts: 1448
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dew said:
have you ever seen a bear dance in a circus? that's me mapping. i can do the waltz, but i'll maul several thousand puppies by mistake in the process.

I'm going to start using this analogy as much as humanly possible

Old Post Dec 21 2012 07:08 #
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pcorf
Senior Member


Posts: 1498
Registered: 06-05


MAP16. What a map! ... Goodness me. Doom on drugs for sure!

MAP25: Memang was named after a cat. The Inmost Dens-like area at the end was from an unfinished level from 7-8 years ago, the rest was put together really quickly. Had fun ripping it up quickly. Maybe I'll make a speedmap megawad (32 levels in 3 months)

Old Post Dec 22 2012 01:32 #
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dobu gabu maru
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Not going to be able to get my level finished before 2013. I mean, I could finish it, but I'd rather spend time working on it than rushing to get it submitted. Good luck compiling

Old Post Dec 23 2012 03:03 #
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fiend-o-hell
Member


Posts: 332
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I played through the first 10 vanilla maps, so here are some quick thoughts about what I saw:

01: Bean, by cannonball
Its nice campy fun! I found the engagements to be
varied and mixed which I quite liked. Although the
visuals and layout were bit more on the underdeveloped
side, the game play more then makes up for it. Having to
fight a Spider Demon at the end though was no fun!

02: Daemonum Malum, by DooMAD
Great use of brown texturing and the architecture isn't
half shabby either. I especially loved how effectively
the space is used in this level! Challenges were plenty
and fun! The only major problem I experienced
throughout were stuck monsters. Other then that I
congratulate the author on a job well done.

03: GRBmaporgy1, by General Rainbow Bacon
Short and sweet is what best describes this level. Visuals sparse, the challenges are easy, and its over before you know it. Decent level overall!

04: Blood Lake, by glenzinho
Seems to stop after the yellow key door area. Broken maybe? From what I played its a bit underdeveloped but I was enjoying the wide open spaces and the challenge at the beginning.

05: Nukage Corridors, by Katamori
Another short and sweet map that provides just the right dosage of fun. Don't really have any complaints for this one other than that there really are no highlight moments to point out.

06: Feel the Pain, by MagnificentBeard
Excuse me as I laugh out loud to myself...Thank you. Yeah, this one is quite unique to say the least. Best way to describe it is an obstacle course. Starts off easily enough, but it slowly escalates in difficulty as your forced to push your way through more and more enemies. Kootos to author!

07: Water HQ, by omegamer
Its obvious to see Underhalls inspired the creation of this map. That being said, it stands alone well enough with many fun challenges to be had. Loved the layout and visuals!

08: Circle of Imps, by Radromitry
Well its really more of a 1/4 circle of imps...

09: dltexamp, by scorpion
Its short, its sweet, and megaly awesome! Loved how the level just circles in on itself.

10: Mirror, by Scypek2
Seems to be broken around the red key area. Layout is cramped and confusing with doors leading out every which way. Needs some work.

__________________
Links to FoH Project threads:
Fight On!, Wonderland, WIP page, Standalone Series, PANOPHOBIA

Old Post Dec 23 2012 20:19 #
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Krispy
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^Go on...

Old Post Dec 29 2012 03:16 #
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glenzinho
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Posts: 857
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fiend-o-hell said:
04: Blood Lake, by glenzinho
Seems to stop after the yellow key door area. Broken maybe? From what I played its a bit underdeveloped but I was enjoying the wide open spaces and the challenge at the beginning.

Itīs not broken. Something opens up when you press it. Thanks for the feedback! :)

Old Post Dec 29 2012 19:12 #
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KiLerZolika
Newbie


Posts: 7
Registered: 12-12


Sounds fun. Can I join into it?

Old Post Dec 29 2012 20:17 #
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BaronOfStuff
Senior Member


Posts: 1616
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KiLerZolika said:
Sounds fun. Can I join into it?

If you can make something in the space of a day, go ahead.

Old Post Dec 29 2012 21:04 #
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KiLerZolika
Newbie


Posts: 7
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BaronOfStuff said:
If you can make something in the space of a day, go ahead.

Sure! I'm on it.

Old Post Dec 30 2012 18:02 #
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KiLerZolika
Newbie


Posts: 7
Registered: 12-12



BaronOfStuff said:
If you can make something in the space of a day, go ahead.

Here's the WAD: http://kilerzolika.webs.com/Space.wad

:)

Old Post Dec 30 2012 20:52 #
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Matt534Dog
Member


Posts: 395
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Here's a shitty map I made during my (still ongoing) livestream today:

http://www.mediafire.com/?cn7jrhxx4t1d16z

This took me about half an hour. My dreams of making a last minute submission to this project have finally been realized!

Old Post Dec 30 2012 23:52 #
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TimeOfDeath
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Posts: 2869
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Thanks for the new maps guys, I'll post a new version soon.

Old Post Dec 31 2012 00:20 #
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sector666
Junior Member


Posts: 161
Registered: 03-08


I had forgotten about this. Well it's still 2012 where I am so I'll assume this is on time.

http://www.mediafire.com/download.php?6r7yzjd2xngy7dx

I'm generally slow at mapping so I recycled a tiny terrain experiment and focused on fights instead of architecture. And inadvertently made a 1024 map. Though I don't think it really counts as one with the scripting.

Old Post Jan 1 2013 01:52 #
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scorpion
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Any update on the status of this project?

sector666 said:
http://www.mediafire.com/download.php?6r7yzjd2xngy7dx

I get the following message when picking up the shotgun:

P_STARTSCRIPT: UNKNOWN SCRIPT 1

__________________
I am user #666 on this board. Fear me.

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Old Post Jan 11 2013 15:59 #
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walter confalonieri
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not sure if download the new maps for this project or waiting for final release...

Old Post Jan 11 2013 18:06 #
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Snik
Warming Up


Posts: 13
Registered: 08-12



I get the following message when picking up the shotgun:

P_STARTSCRIPT: UNKNOWN SCRIPT 1
It's because the shotgun is supposed to execute script #1,which doesn't exist.

Old Post Jan 11 2013 18:31 #
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TimeOfDeath
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I'll compile Version B tonight and upload. Sorry for the delay, I spent a week to start and finish writing the guitar for my new death metal album.

Old Post Jan 11 2013 20:48 #
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walter confalonieri
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okay... waiting for it!

Old Post Jan 11 2013 22:02 #
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TimeOfDeath
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sector666's map works with zdoom 260.

BUT, after I added it to the compilation as map39, the script doesn't execute. Does anyone know why?

Old Post Jan 12 2013 01:50 #
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gggmork
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just hazy guesses:
noticed its udmf or whatever format instead of 'zdoom doom in hexen'.
Dragged dropped in zdoom 2.5, scripts didn't work.
Opened in doombuilder2, it complained about a named script, so changed it to a number:
script 1 (void) //1
and the script worked in 2.5..

If everything works but the exit for you, it might be this at the end of the script:
http://zdoom.org/wiki/Exit_Normal
I remember in claustrophobia 1024 that maps 33+ had weird exit problems, but that was boom.

Basically I don't know what I'm talking about.

Old Post Jan 12 2013 02:28 #
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TimeOfDeath
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Thanks for the info.

After I changed the map# to 39, the monsters didn't start teleporting when I picked up the shotgun and there was no "script error" message either. My doom builder doesn't have UDMF format (I still use 1.68).

Old Post Jan 12 2013 03:18 #
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