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joe-ilya

License to Ilya (On IDgames)

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MD922 said:

One random thing I found playing AD_79's map was that all the lava do 0 damage... is that intentional or...


That's very much intentional.

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So I'm interested in touching up a map, can anyone tell me which ones are currently claimed/not claimed so I can chose wisely?

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joe-ilya said:

Resources:
http://www.doomworld.com/idgames/index.php?search=1&field=textfile&word=joe-ilya&sort=time&order=asc&page=1
http://www.doomworld.com/idgames/index.php?search=1&field=textfile&word=ilya+%22joe%22+lazarev&sort=time&order=asc&page=1
http://www.doomworld.com/vb/wads-mods/66037-doom-0-the-secret-of-the-demon-wip-e1-finshed/

Contributers:
1)du mhan yhu : MAP12 from lost maps
2)Voltcom9 : MAP01 from 1024abc
3)AD_79 : MAP14 from lost maps
4)Doomkid
5)Toxie rocks : steak streak from DMP2013, MAP03 from lost maps 2
6)Cell : MAP02 from lost maps
7)Surreily : MAP06 from lost maps
8)Noisyvelvet : MAP04 from lost maps
9)Dobu gabu maru : MAP26 from nova
10)Joe-ilya : MAP21 from nova
11)Szymanski : MAP03 from doom 0
12)cannonball(?)
13)Joe667 : MAP01 from lost maps
14)Jaxxoon R

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I'm thinking of tackling MAP01 of Doom 0. Its simplicity is rather charming, and it serves as a good starting point to learn with.

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Hey joe I might miss the May deadline as I've been busy with some other stuff. I promise it's still coming though, as I've got about three areas left to work on.

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Du Mhan Yhu said:

I thought this would have been finished or abandoned by now. Would be cool if it got some more mappers.


I'm sincerely hoping that this project eventually becomes a reality still, and I'm looking forward to playing it!

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Suitepee said:

I'm sincerely hoping that this project eventually becomes a reality still, and I'm looking forward to playing it!

Maybe if I had some entertainment on my second monitor, like someone raging excessively at revenants, I'd be prompted to map more often *nudgenudge*

Also one more comparison image:

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Creative, never looked at this place your way. Looking forward on how you'll make the switch puzzle and the boss fight.

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Apart from final monstie placement I'm happy with the map. If anyone wants to test it PM me an email.

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@Jaxxoon R: I liked it a lot! Visually appealing and fun to play. Reaching the yellow door was not entirely clear, but I've found it interesting having to figure it out. There's a bug: The translucent brick wall under the first stairs sinks into the floor in software renderer - you need to add light variation between the sides (at least 1 unit) or floor height variation (again, at least 1 unit) to get rid of the problem.

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joe-ilya said:

Do you want to keep your map private untll release?


I'll send an updated map over the weekend, feel free to distribute it . Dew and Scifista have provided feedback, the more opinions the better.

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In Lee's map I don't understand why so many switches are repeatable even though you use them only once, it looks weird. Ammo balance is uncomfortably tight for my taste.

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Szymanski said:

Not quite the weekend yet!

You said "feel free to distribute it", so I took that as an immediate yes. How does it hurt to distribute it now anyways?

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Almost done over here!

Spoiler


I made the edge of the blood ocean look nicer.


This is the building in which most of the action takes place.


And here's where you get rockets to blow a ton of imps back to hell.

I still need a few more days to fix some bugs and implement difficulties.

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Looks very nice, Surreily! Pay attention for the hanging corpse on the last screenshot, it will block players trying to pass under it in PrBoom-plus.

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Am I the only one here who really likes Joe-Ilya (if not his maps) and finds him one of the most vibrant members? And I'm not trying to indicate weird sex-feelings here.

That said, this is actually a good idea for a megawad project and some of the updated work looks amazing. Maybe I'd prefer it if they were a bit more "realistic", i.e. closer to Joe's level, so that Joe and fellow "noobs" (for want of a less condescending word) can actually learn a few things.

It can be inspiring to look through a professional quality map in DB2, but that only lasts until we start trying to emulate it. Unless that's just me being crap.

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MajorRawne said:

but that only lasts until we start trying to emulate it


Anything in particular? I've found GZDB's 3d viewer made the arch and exit area in my map quite simple* to get looking right. They would be a major pain ten years ago.

*because I can edit sector properties, textures and offsets on the go

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scifista42 said:

Looks very nice, Surreily! Pay attention for the hanging corpse on the last screenshot, it will block players trying to pass under it in PrBoom-plus.

Yeah, I think I'll remove all the hanging corpses (or stick them in areas the player can see but not access). I've seen this problem pop up a couple times already in this thread, and it sucks that I can't use them the way I want to. Anyways, thanks for the reminder :)

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Just include a dehacked patch that makes them non-blocking.
Every Doom project should do this.

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Szymanski said:

Anything in particular? I've found GZDB's 3d viewer made the arch and exit area in my map quite simple* to get looking right. They would be a major pain ten years ago.

*because I can edit sector properties, textures and offsets on the go

Can't remember the example, it wasn't from this project though. It was a map which had pyramid-like structures hanging from the ceiling which pulsed in rhythm. Despite looking at it in DB2 and even getting instructions for how it was done, I couldn't make it work... probably just me being crap.

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There's some 3d stuff by Toke I couldn't emulate, open sectors and strange linedef references. Very messy.

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