BigDickBzzrak Posted August 12, 2016 DoomLover234 said:I'll give you the textures today. Sorry to be really really really boring, but your today has already become yesterday. (don't disappear for another month please, heh) 0 Share this post Link to post
NaZa Posted August 12, 2016 bzzrak said:Sorry to be really really really boring, but your today has already become yesterday. (don't disappear for another month please, heh) Yes it has. I think I lost my textures list, but I'll search for it. If I don't find it I'll give you all random textures. 0 Share this post Link to post
NaZa Posted August 12, 2016 TheArcadeStriker said:Give me a 20, then. - CRATE3 - ZIMMER8 - NUKEDGE1 - PIPE4 - door, trak, switch - FLAT17 - FLAT5_2 - FWATER3 - MFLR8_4 NecrumWarrior said:Fuckit, amirite? Give me Number 6. Maybe a little limitation will get the juices flowing. - MARBLOD1 - TEKLITE2 - MARBFACE - STARG1 - door, trak, switch - SLIME15 - TLITE6_4 - RROCK08 - FLOOR5_3 bzzrak said:OK, so as this project appears to be a bit dead and I appear to be a bit bored with my current map, I have decided to kill two rabbits with one stone and take my chances here. Gimme number 27. If 27's busy, gimme 28. Making the map might take me up to a month, so don't sign me up if that's a deal-breaker. P.S. if I get a texture, say STARTAN1, may I use the corresponding switch? (i.e. SWxSTRTN) EDIT: thanks joe-ilya! EDIT2: both 27 and 28 appear to be taken, so 29 please? If that one is taken too, give me whatever you like. And please update the OP sometimes! couldn't find this one -BRICK6 -ZIMMER2 -STARTAN3 -SKINLOW -door, switch, trak -CEIL5_2 -RROCK13 -FLOOR6_1 -GATE2 EDIT: Muumi, Du Mhan Yu has already picked, claimed and made a map based off slot 8. Please choose another slot. 0 Share this post Link to post
muumi Posted August 12, 2016 Alright. Give me 9 then. If its also taken, anything that is free. 0 Share this post Link to post
NaZa Posted August 12, 2016 muumi said:Alright. Give me 9 then. If its also taken, anything that is free. - BRICK6 - CRATE1 - LITE3 - BRICK5 - door, trak, switch - SLIME05 - SFLR7_1 - SLIME09 - TLITE6_5 - shit flats so you can use another one 0 Share this post Link to post
dobu gabu maru Posted August 12, 2016 No deadline to this I suppose? Just keep going until we have 32 maps? 0 Share this post Link to post
NaZa Posted August 12, 2016 dobu gabu maru said:No deadline to this I suppose? Just keep going until we have 32 maps? 30, and 2 secret maps with 3 tex/flats. That will be done later. 0 Share this post Link to post
dobu gabu maru Posted August 12, 2016 Okay, this is just my opinion, but I think the project will thrive best at sub-32 maps. One of the most important things 50 Shades did was to make sure it didn't extend itself over into megawad territory, and I feel unless you have a lot of people doing creative things with the limited texture use, it's best for it not to overstay its welcome. Your call, of course. 0 Share this post Link to post
Albertoni Posted August 13, 2016 Gimme 23. No promises I'll actually do something, but I'll do my best to fiddle around and see if I can get a good idea going. And don't worry, I will tell you if I end giving up. Too bored with my current project, let's see if something different gets the juices flowing. 0 Share this post Link to post
NaZa Posted August 13, 2016 @Albertoni METAL1 ROCKRED1 GRAYTALL BFALL1 CEIL3_6 CEIL4_1 RROCK12 FLAT23 @Liberation SKINFACE PANEL5 TEKWALL1 SLADWALL CEIL5_2 FLAT1_1 NUKAGE1 FLAT8 0 Share this post Link to post
Albertoni Posted August 13, 2016 DoomLover234 said:ROCKRED1 GRAYTALL BFALL1 Do you want a red map? Because this is how you get a red map. Also, just to be sure. Can I use BFALL2-4 to create effects with the animations? 0 Share this post Link to post
NaZa Posted August 13, 2016 Albertoni said:Do you want a red map? Because this is how you get a red map. Also, just to be sure. Can I use BFALL2-4 to create effects with the animations? Well, since BFALL1 itself loops through those, it technically uses BFALL2-4 so go ahead. 0 Share this post Link to post
BigDickBzzrak Posted August 15, 2016 "Oh no, it's that idiot bumping again". Did I read your thoughts? Yeah, sorry for bumping. My question is: as we already have a BEX file, would it be legitimate to make all those hanging bodies decorations non-blocking? Blocking decorations are kinda useless IMHO, and you know, they block my creativity too. 0 Share this post Link to post
NaZa Posted August 15, 2016 Why not? I'll make up a new beta soon, busy with my personal project, tho I have time now! 0 Share this post Link to post
BigDickBzzrak Posted August 15, 2016 Nice. I hope everyone else is OK with that! (though, I can't really think of a map idea that depends on blocking decorations.) 0 Share this post Link to post
BigDickBzzrak Posted August 30, 2016 Bumping, but with a reason this time. My map is around 60-70% done. It will have the frightening name "Castle of Hegemonic Crucifixion". It's quite linear because I like it that way. I also have a more-or-less clear idea of what remains to be done. 11 screenies, taken with Doom Retro's Doom2016-styled HUD and the BlackOps mod, don't know why though, resolution 614x384 0 Share this post Link to post
NaZa Posted September 1, 2016 Looking good! The only map that could use hanging body is maybe best used as an invisible labyrinth although that's not a good idea. 0 Share this post Link to post
gaspe Posted September 1, 2016 I have no choices so, 28. No promises though, but it's a nice chance for me to make something quickly for once :P 0 Share this post Link to post
Scotty Posted September 2, 2016 I guess i'm too late to the ball on this (unless i can take the spot of someone who has no showed) but i am interested to see what i could come up with... can you assign me something? 0 Share this post Link to post
Albertoni Posted September 3, 2016 Just to show I'm doing something with mine: Spoiler I did a little trick (that would implode vanilla almost surely) in that last image, let's see if you can spot it :3 Edit: Also, I affectionately call this area "slimetrail hell." Fixed as many as I could, still got half a dozen 1-pixel wide ones. 0 Share this post Link to post
Walter confetti Posted September 4, 2016 Sorry about this, but can I be removed from slot 30? 0 Share this post Link to post
NaZa Posted September 5, 2016 @gaspe STONE7 METAL7 BLAKWAL2 PANEL3 door, trak, switch RROCK07 GATE4 SLIME01 FLOOR5_4 @scotty ROCKRED1 ICKWALL5 CEMENT5 LITE3 FLAT23 FLAT4 CEIL1_3 RROCK17 @Albertoni that is excellent, it looks really nice! Is it the slope shading that would implode Vanilla? @walter confalonieri Alright, I'll erase you. 0 Share this post Link to post
Albertoni Posted September 5, 2016 DoomLover234 said:@Albertoni that is excellent, it looks really nice! Is it the slope shading that would implode Vanilla? Yeah. Amusingly, the only place where it does go over 128 visplanes is unreachable without noclip. Then the area in the last screenshot goes over 2000 of them at some points, to compensate. 0 Share this post Link to post
gaspe Posted September 5, 2016 Quite interesting combination actually. 0 Share this post Link to post
Royal_Sir Posted September 8, 2016 I completely forgot about this community challenge. Guess I better heave out my year-old WIP and get to it, then. 0 Share this post Link to post
Albertoni Posted September 9, 2016 There we go: https://www.dropbox.com/s/8ft4hwdzqngze9z/texture_extravaganza_albertoni.zip?dl=1 I call this little piece of crap "Soul-Searching." If you run it with ZDoom or other ports that support mapinfo, it has Vrooom by King Crimson as soundtrack too. I'd rather have it placed late, with the hell sky if possible, but considering the amount of enemies used it might feel far too easy so... ¯\_(ツ)_/¯ Also, if you are allergic to slime trails, stay away or use OpenGL. I fixed the most egregious ones, but I spent like 6 hours fixing the 1-pixel ones and it's still a mess. Enough is enough. 0 Share this post Link to post
BigDickBzzrak Posted September 11, 2016 Here goes nothing... --- Well, here it is: my first Doom 2 map, my first Boom-compatible map and my first map for a CP! CASTLE OF HEGEMONIC CRUCIFIXION rc1 It's around 80% done. The map is pretty much finished, I just have to find a (more) fitting music and sky, as well as fix bugs, if any appear. http://www.mediafire.com/download/eea4n3wb3ilh04u/CAOFHECR_RC1_for_tex_extra.zip (contains a WAD and a text file with some details. ZIP size is 145 KB.) Oh, and PLEASE play on Hurt Me Plenty. UV is a bit... oh you'll see. Also, epilepsy warning applies. -------------- Moreover, I've figured out a few tricks about how to make SKINLOW (104-tall, dammit!) usable, I'll tell you about it later. EDIT: 300th post, hurrah 0 Share this post Link to post
NaZa Posted September 13, 2016 Always nice to see new maps when you log back on! I'll give them both a play. They look tasty. 0 Share this post Link to post