dobu gabu maru Posted May 1, 2015 Capellan said:Staircases and doors are both line-eaters. Doesn't mean you can't use them, but you should consider alternatives where you can. Yeah, the 100 lines project helped me to learn where/when to conserve space, though a problem with this project is that we're granted so many lines that being frugal is somewhat arbitrary. Like right now I'm at ~500 lines with a decent outline completed--now do I go for making the map bigger, see where I can cut down on space, or use some lines to pretty-up the map? I felt like there weren't many options with just 100 lines so the creative process came easier to me, while here I'm kinda just paralyzed with fear. Also, isn't GFALL supposed to animate? I want to use it in my map but it looks weird being immobile. 0 Share this post Link to post
NiGHTMARE Posted May 1, 2015 Yeah, I was forgetting Crucified Dreams used an ANIMATED lump since most of the new animations (inherited from GothicDM and SlaughterDM) just replace existing ones. Since MAYhem is Boom compatible, all the animations may as well be made non-replacing. I'll upload a new version of the texture .wad with the changes tomorrow. 0 Share this post Link to post
Capellan Posted May 1, 2015 dobu gabu maru said:right now I'm at ~500 lines with a decent outline completed--now do I go for making the map bigger, see where I can cut down on space, or use some lines to pretty-up the map? I'd suggest figuring on 50/50 for layout vs detail as a starting point. For 100 lines I generally worked between 70/30 and 80/20, but that's a much more stringent limit to work in. For IWAD-level detail (but probably better aligned and more focused), you could probably go to 1100-1200 lines of layout. The more snazziness you want though, the smaller the layout. With 500 lines of layout you should be really able to gussy it up if you switch to detailing now. 0 Share this post Link to post
AD_79 Posted May 2, 2015 I still got plenty to work with (just got the layout finished and it's time to start making it look like an actual map) 0 Share this post Link to post
ArmouredBlood Posted May 2, 2015 I may do something for this. Not sure I can get something in the 1500 lines limit that I'll like though. 0 Share this post Link to post
scifista42 Posted May 2, 2015 Snakes said:Compile! Compile! Here is GothBord compiled with GothMash: https://www.sendspace.com/file/9jxux1 Hopefully it works. It would be nice if this became official, I second the idea. GothBord animated textures and switches should work, but the GothMash ones still need to be fixed (which I'll let on NiGHTMARE). 0 Share this post Link to post
NiGHTMARE Posted May 2, 2015 Here's a new version of GothMash. Changes - Converted some flats left as .pngs to Doom flat format (thanks CorSair and Archi) - Removed a bunch of duplicate patches - Renamed the new animated textures, and added the old ones back in - Added an ANIMATED lumps for the above - Added a handful of textures from a development version of Crucified Dreams that weren't included in the final release - Removed DMDIKCMP as it was erroneously included - Merged in GothBord.wad (credits to Gothic) at the suggestion of Snakes and scifista42, though a few textures and flats were excluded. This includes the new animations (GothMash already has lavafall and waterfall textures) and the Egyptian stuff 0 Share this post Link to post
jmickle66666666 Posted May 2, 2015 can we include edits or composites or any new textures in our maps? or is it 100% from the resource 0 Share this post Link to post
TMD Posted May 2, 2015 Will update OP once I recover from the Marathon. Oh gosh. Edits and composites are okay I guess. Stuff from other packs, not so much. New stuff is also iffy. I feel like I open a can of worms by saying yes to that. 0 Share this post Link to post
Pinchy Posted May 2, 2015 joe-ilya said:1 : Entrymay 2 : Undermays 3 : The maylet 4 : The focused may 5 : The may tunnels 6 : The may crusher 7 : May simple 8 : Tricks & Traps & May 9 : The pitty may 10 : May base 11 : O' of mayhem/Circle of map 12 : May the factory rise 13 : Maytown 14 : The inmost mays 15 : May zone 16 : Suburbian may 17 : The tenements where may is 18 : The mayard 19 : May's citadel 20 : Got may! 21 : Mayvana 22 : May's catacombs 23 : Barrels o' may 24 : Deep may 25 : May falls 26 : The abandoned may-ns 27 : May condo 28 : The may world 29 : The living may 30 : Icon of may 31 : Wolfenmay 32 : Big may 33 : Betrayed may http://www.twitch.tv/tarnsmandw/c/6291630 @ 0:28 0 Share this post Link to post
Egregor Posted May 2, 2015 I'll be throwing a map in for this! I've got a small layout finished, complete with simple detail, and I'm under 1100 lines! The last 400 will go towards monster teleports and extra detail. Haven't touched the Gothic texture set yet, but I've been building with it in mind. 0 Share this post Link to post
dobu gabu maru Posted May 3, 2015 jmickle66666666 said:map Forgot to warn you during playtesting that the pinkie in the open blue key arena can pose a problem for infinite-height ports as it sees you early on, so you might have to get rid of it 0 Share this post Link to post
AD_79 Posted May 3, 2015 Breezeep said:A preview of things to come. Ooh, very nice theme. 0 Share this post Link to post
Pinchy Posted May 3, 2015 jmickle66666666 said:venom canyon Based map. 0 Share this post Link to post
gaspe Posted May 4, 2015 Maybe sticking to a 90's style wasn't a good idea... Maybe. 0 Share this post Link to post
Marcaek Posted May 4, 2015 I think it'd look ok if you can afford some lines for visual touchup. 0 Share this post Link to post
Inkie Posted May 4, 2015 Arg, I keep wanting to revise the third part of my map 0 Share this post Link to post
Pinchy Posted May 4, 2015 Drillbit Compression PrBoom only CL-9 Music: Drillbit Compression by based Jmickle. Build Time: 16 hours. Textures: GOTHMASH Version: 0.94 Things to do: - Find a way to make it work in ZDoom. - Get the RSKY1 in the file to work correctly as a 512 x 128 sky. 0 Share this post Link to post
Urthar Posted May 4, 2015 Since this Boom compatible, is it okay to add colour maps? I was thinking of adding some underwater sections. 0 Share this post Link to post
Breezeep Posted May 4, 2015 Joe, are you using the texture pack provided in the OP? 0 Share this post Link to post
scifista42 Posted May 4, 2015 He is. I can spot a GothicTX switch and door in his screenshot. 0 Share this post Link to post
Walter confetti Posted May 4, 2015 No Mayhem! Because i'm against this anti-democratic decision of using Gothic textures instead of using NMN textures, also if the poll results leave no shadow of doubt on the truthfulness of the facts, but i don't trust the facts because is all a conspiracy hold by mionicdonut since he's a NWO reptilian* or some shit like that, for this reason i decided to make a map for this project for screwing better the system from the inside! In the meanwhile i put at fire some parts of the maps and crashed some doors, because i'm such a rebel and stuff. * this isn't true at all cl9, uses last version of gothmash, no new music 0 Share this post Link to post
ArmouredBlood Posted May 5, 2015 I like this one. No name because I never name maps. I recommend playing it through a skill level below what you normally do first. Unless you like dying. Uses the latest(?) version of GOTHMASH. Music is from RoT, though I found it from HR. Can you tell I was inspired by HR? http://www.mediafire.com/download/czossi2a1kqagch/mayhemAB.7z 0 Share this post Link to post
Memfis Posted May 5, 2015 It was fun. Looks like some nice aggressive playing is possible when you know the map. I recommend putting block monster flag on the pillars with revenants because Boom has that annoying thing with enemies getting stuck on ledges. 0 Share this post Link to post