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Keeper of Jericho
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Cacowad said:
edit: while using zdoom will not cause any error to occur, prboom 2.5.0 don't want to work... if i launch it from DB2 return this error message : "W_InitCache: OpenFile for memorymapping failed (lesterror 13)". what that mean?

I have no idea what causes this. I downloaded prBoom 2.5.0 myself and used it stand-alone and as tester in Doom Builder 2, and both times I didn't get any errors while running my map with the texture pack. Anybody else have a clue as to what's happening?

That aside, the screenshots are looking great. Keep up the good work, everyone!

Old Post Oct 24 2012 18:31 #
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ForeverViLe
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Here's my map's exit
http://i1341.photobucket.com/albums...zps40237517.png
I wouldn't rush to the exit before finding out what awaits inside the slime pool :D

All I have to do now is to fill the map with monsters and work on some ambushes and I wonder if I should add a second spot of "frozen" revenants and arch viles.

Old Post Oct 24 2012 21:31 #
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Dragonsbrethren
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http://dkk.slickproductions.org/ima...oom/medikit.png

Bearly done.

Edit: Nearly, even.

Old Post Oct 24 2012 22:20 #
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Keeper of Jericho
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Looking good there, Dragonsbrethren. ^^ From the screens people've shown so far, I think we'll be having some really nice maps here. Do you have a title and a map slot in mind yet for your map?

Old Post Oct 24 2012 22:26 #
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Dragonsbrethren
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Thanks. I haven't really thought about either the slot or name yet yet. The difficulty's probably a bit on the easy side for what most players here are used to, so it can get placed where ever it fits best.

Last edited by Dragonsbrethren on Oct 24 2012 at 22:37

Old Post Oct 24 2012 22:30 #
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Agentbromsnor
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Also: the guy that made the music for my previously released WAD called Straight to Hell, will also do the music for my 5 Rooms map.

Old Post Oct 24 2012 22:55 #
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Agentbromsnor
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I think I'm gonna call my map The Overkill, and if nobody else wants it, I don't mind opening up the mappack at map01.

Old Post Oct 25 2012 12:45 #
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Keeper of Jericho
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Agentbromsnor said:
I think I'm gonna call my map The Overkill, and if nobody else wants it, I don't mind opening up the mappack at map01.

I see no reason to object if nobody else wants that slot.

As for other news, I'm going to call my map "Nabataea" and put it in slot 10.

Old Post Oct 25 2012 13:41 #
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Agentbromsnor
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Keeper of Jericho said:
I see no reason to object if nobody else wants that slot.

As for other news, I'm going to call my map "Nabataea" and put it in slot 10.

Alright, cool! :)

Old Post Oct 25 2012 16:22 #
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Dragonsbrethren
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Just emailed you a near-final version of my map. I might want to do another; haven't decided yet.

Old Post Oct 25 2012 17:42 #
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Keeper of Jericho
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Dragonsbrethren said:
Just emailed you a near-final version of my map. I might want to do another; haven't decided yet.

Got it. Played it. Loved it. =) You're certainly within the five room limit. Fun base map, it really gave me a 'Knee-Deep in the Dead' feel. I think it would suit anywhere on the later half of episode 1.

Old Post Oct 25 2012 18:23 #
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ForeverViLe
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I'm about to finish my map soon, most of the gameplay is ready, I'm trying to make sure that there's enough ammo withot relying too much on infighting and then I'll have to set difficulty settings.
My map is kinda small and it includes a combination of some tough and a bit annoying ambushes.
Fortunately, the player will have an unexpected and a bit risky help in the main room.

Here's how it looks in db2, not including the monster closets.
http://i1341.photobucket.com/albums...zps385b0916.jpg
The 2 corners are traps of "frozen" revenants&arch viles there's no door there, only floor which is lowered by a switch.
There are 4 rooms: main room, red key room, blue key room and the yellow key-exit room, the rest of the map incliudes monster closets, scenary and the secrets.

Last edited by ForeverViLe on Oct 25 2012 at 18:59

Old Post Oct 25 2012 18:47 #
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Cacowad
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too bad that i am only at the third room... i'll speed up a bit.

Old Post Oct 26 2012 12:07 #
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ForeverViLe
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Difficulty settings for my map are almost done, UV is done, when I played the whole map on UV I had to rely on infighting to weaken two cyberdemons and help me save important 2 or 3 bfg shots.
The two secrets are megasphere&invuernerabilty so the number of rockets used to kill some revenants&arch viles should be the same even without these secrets.
The map can be finished from pistol start but I'll add some extra ammo just to make sure that the map can be done without too many saves ( since you have to use the ammo wisely).
Normal and easy should be ready soon.
P.S: I'd like to make an e1 map aswell.

Old Post Oct 26 2012 12:36 #
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Keeper of Jericho
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Cacowad said:
too bad that i am only at the third room... i'll speed up a bit.

There's no rush, take your time. ;) I'm only on my second room so far. But it's quite large, so it requires a lot of work.

I'm trying out some new concepts in "Nabataea". One of the things I've always had some difficulty with in my maps is playing with different heights. For decoration that was never a problem, of course, but I mean different heights that influence gameplay. So that's what I'm experimenting with now.

Old Post Oct 26 2012 13:36 #
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Agentbromsnor
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This is going to sound stupid, but I don't know how to implement difficulty levels. I've never done that before in any of my maps, and there aren't any tutorials that cover it so... How do I do it?

A side note: my map now has custom music (midi), and I'm at my last room.

Old Post Oct 26 2012 14:21 #
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ForeverViLe
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Agentbromsnor said:
This is going to sound stupid, but I don't know how to implement difficulty levels. I've never done that before in any of my maps, and there aren't any tutorials that cover it so... How do I do it?

A side note: my map now has custom music (midi), and I'm at my last room.

Whenever you place a monster/weapon/ammo in your map while using db2 there are two groups: things (monsters, player starts, decorations etc) in the left and settings in the right- easy, normal, hard (uv, deaf and multiplayer.

When I work on the difficulty settings I always start with UV and once I'm done I'm working on normal&easy, normal will usually be a little bit easier compared to whatever I used on UV and easy is easy (for example instead of 4 teleporting pain elementals on uv there are lost souls on easy.

Old Post Oct 26 2012 14:43 #
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Agentbromsnor
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ForeverViLe said:
Whenever you place a monster/weapon/ammo in your map while using db2 there are two groups: things (monsters, player starts, decorations etc) in the left and settings in the right- easy, normal, hard (uv, deaf and multiplayer.

When I work on the difficulty settings I always start with UV and once I'm done I'm working on normal&easy, normal will usually be a little bit easier compared to whatever I used on UV and easy is easy (for example instead of 4 teleporting pain elementals on uv there are lost souls on easy.

Derp. Can't believed I missed that all this time, haha. Thanks.

Old Post Oct 26 2012 14:56 #
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Cacowad
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ForeverViLe said:
When I work on the difficulty settings I always start with UV and once I'm done I'm working on normal&easy, normal will usually be a little bit easier compared to whatever I used on UV and easy is easy (for example instead of 4 teleporting pain elementals on uv there are lost souls on easy.

umm... i always do exactly the opposite i start from my skill level (easy, i think i am not a really good player) then i go to normal, and then i boost it up to uv... once finished i need all the feedback the testers can offer (my playtesters are really bad at fps :| i can't count on they for the uv difficulty... ).

Old Post Oct 26 2012 15:03 #
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ForeverViLe
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Map 13- The Mutiny is completed.
I usually start on UV because I can playtest my own maps, My maps aren't difficult like sunder or hr2, they are average in the difficulty, oh well once you know what's the strategy to beat the map is so It's easier.

Old Post Oct 26 2012 15:15 #
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Agentbromsnor
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What are we doing in terms of music by the way? I already have a custom midi track playing in my map, but I don't know if everybody has a nice midi lying around somewhere.

Keeper of Jericho, if you like, I can ask TheMetal4All (the guy who makes most of the midi's for my maps) to make the tracks for this mappack?

Old Post Oct 26 2012 15:20 #
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Keeper of Jericho
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Agentbromsnor said:
What are we doing in terms of music by the way?

Everybody's free to submit their own custom music if they want to, or tell me what Doom-track they want for their map in case they don't want custom music. For my own map, for example, I'm using a track composed by pcorf, used in map 10 of "Whispers of Satan".

ForeverViLe said:
P.S: I'd like to make an e1 map aswell.

Go right ahead. ^_^

Old Post Oct 26 2012 15:24 #
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ForeverViLe
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@Keeper of Jericho
I've sent an email with my map hopefully that it will work without any issues.

Old Post Oct 26 2012 16:03 #
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Keeper of Jericho
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ForeverViLe said:
@Keeper of Jericho
I've sent an email with my map hopefully that it will work without any issues.

I got it. Played it, seems like quite a tough map, really liked it. As far as bugs and errors go, I'm no testplayer, but I'm sure we'll filter them out once the entire wad goes beta. Nice work!

Old Post Oct 26 2012 16:38 #
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Scypek2
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I've done my bonus level! I'll post it tomorrow. It's definitely special somehow and it has only three... two rooms. Not counting secrets.

Old Post Oct 26 2012 19:19 #
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Cacowad
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ok, third room near to completion...


maybe i am spoilering too much of the map... who care!

Old Post Oct 26 2012 23:54 #
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Scypek2
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Here it is! My map 31, Crossing the line.



Download

Old Post Oct 27 2012 16:34 #
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Agentbromsnor
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Little update: I'm putting the final details to my last room, and then I'm adding the difficulty levels.

Old Post Oct 27 2012 19:48 #
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ForeverViLe
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I wish it wasn't so difficult to make another map :D I ran out of ideas :D
I hope that I'll find a good idea for my second map soon.

Old Post Oct 27 2012 20:20 #
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Agentbromsnor
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ForeverViLe said:
I wish it wasn't so difficult to make another map :D I ran out of ideas :D
I hope that I'll find a good idea for my second map soon.

I know how you feel. In terms of creativity, I run dry pretty quickly as well making Doom maps. Sometimes though I just start drawing lines and making symmetrical or a-symmetrical shapes, and that can spark some creativity in some occasions.

Old Post Oct 27 2012 20:36 #
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