bioshockfan90 Posted April 30, 2018 let's give it a go shall we? this will be a nice break stacked up to Interception II. 0 Share this post Link to post
Breezeep Posted May 1, 2018 We'll be using boom format. Since the resource pack includes custom DehackED monsters. 0 Share this post Link to post
Killer5 Posted May 1, 2018 @Obsidian I have read some of the opinions in this thread. Is there going to be any changes to the weapons/monsters? I will need to think about stuff differently if so. 0 Share this post Link to post
Spectre01 Posted May 1, 2018 Seems cool. I like the partial conversion aspect with the new enemies. Maybe I'll cook something up! 0 Share this post Link to post
Scypek2 Posted May 1, 2018 It's really been a while since I made a map for this! I'm gonna give it a try. I already got a map idea all sketched out! 0 Share this post Link to post
Tristan Posted May 1, 2018 oh god map transformations why am I doing this 6 Share this post Link to post
baja blast rd. Posted May 1, 2018 23 hours ago, Eris Falling said: What's the feasibility of getting rid of the arch-vile and getting two monsters out of its larger number of frames? I see what you're doing here. :) 2 Share this post Link to post
Nine Inch Heels Posted May 1, 2018 On 30.4.2018 at 7:29 AM, Archi said: Double rocket launcher cybers please. No. Those aren't fun to punch. 0 Share this post Link to post
Obsidian Posted May 2, 2018 Alright, let's see what we have here... On 5/1/2018 at 1:13 AM, rdwpa said: The shadow's attack would be better off faster, and a quick burst of a few projectiles instead of refire, enabling its main asset (its speed) to shine. Yeah, I've had other feedback regarding burst firing. I'd kinda like to preserve the original behavior, but I'll give it a shot in the next update. On 5/1/2018 at 1:13 AM, rdwpa said: Valiant did it right -- one rocket, instead of three. Cybruisers that adopt a cyberdemon-like pattern are not good in general Heh, the behavior it currently has is copied from OitNS. :P I can change it easily enough. On 5/1/2018 at 1:13 AM, rdwpa said: In prBoom+, the Hades Elemental crashes on me when pain-stunned, citing an error 'Bad sfx #: 0', so I can only test it while evading its attack. Argh. Will fix. On 5/1/2018 at 1:13 AM, rdwpa said: The monster could afford to be more formidable in general though, perhaps spawning Hades spheres as a normal attack, because to me this is feeling a lot like an ascended mid-tier with too much HP. (Although 1600 HP is fine in principle.) It also is quite a passive monster, attacking at a fairly low rate -- reducing the delay between Chase codepointers should help. So a bit less delay between Chase frames and swap around the attacks? Can do. On 5/1/2018 at 1:13 AM, rdwpa said: As far as the weapons, the pistol and chaingun could use a beefier sound. It's a bit weird when a sped-up chaingun still has the stock sound. Also that little hitch in the chaingun is pretty annoying and seems inconsequential from a gameplay perspective, so I'd suggest getting rid of that. I do like that both bullet weapons are sped up, however. The faster rocket speed is always fun on the offensive -- it makes it more suitable for the sort of scattered monster placement that modern maps often go for. The rapid fire rocket launcher is fucking awesome, although it's a shame the BFG had to be excluded for it. Both in tandem would surely be one of the best duos I've seen among Dehacked weapons mods. Preserving the BFG and removing the chainsaw instead would be great, if there are frames that can be spared. Hmm, I'll see what I can do. Cheers for the feedback dude. On 5/1/2018 at 7:27 AM, Grain of Salt said: Just dropping by to yell at @Obsidian for removing arachnotrons. lollerskates 4 Share this post Link to post
Obsidian Posted May 2, 2018 The resources have been updated! The Shadow fires multiple projectiles, the Cybruiser fires one rocket, the Hades Elemental is more aggressive and the rapid fire rocket launcher now replaces the chainsaw instead! Christmas comes earlier and earlier every year. :P 12 Share this post Link to post
Tristan Posted May 2, 2018 @Obsidian Can we do our own edits of existing textures in the resource? I'm making a big cave thingy and feel like some dark orange rock textures would work nicely. 1 Share this post Link to post
Obsidian Posted May 2, 2018 28 minutes ago, Eris Falling said: @Obsidian Can we do our own edits of existing textures in the resource? I'm making a big cave thingy and feel like some dark orange rock textures would work nicely. So long as you don't go too overboard with the number of textures, I don't have a problem with it. Cheers for asking me first. Would you be able to post the texture here once you've found/made it? That way I can add it to the resources with minimal fuss. 3 Share this post Link to post
SOSU Posted May 2, 2018 https://en.wikipedia.org/wiki/Crash_Bandicoot_Purple:_Ripto's_Rampage_and_Spyro_Orange:_The_Cortex_Conspiracy Coincidence? Also i wish you all good luck on this! :D 2 Share this post Link to post
NuMetalManiak Posted May 2, 2018 I really wish these images will go away already. Obsidian: thoughts on making a mini-boss map? I am trying to set up a map using only the Ethereal souls, and the Hades Elemental as the boss. Just starting right now, this is one area. 2 Share this post Link to post
Gothic Posted May 2, 2018 I'll try to make a map for this and the purple one. 0 Share this post Link to post
Aquila Chrysaetos Posted May 2, 2018 Obsidian and Eris Falling working on the same mapping project? Do I maybe sense another masterpiece like Maskim Xul? 2 Share this post Link to post
Aquila Chrysaetos Posted May 2, 2018 If you put half the effort into this as you did there, it'll be amazing. 1 Share this post Link to post
Pinchy Posted May 2, 2018 (edited) ';,,;' Edited May 3, 2018 by Pinchy 0 Share this post Link to post
Surreily Posted May 2, 2018 Hi, I've got a pretty solid idea for a map and would like to join if that's okay. This is the first MAYhem I've participated in by the way, am I allowed to add a couple of additional textures? My map will have a fairly unique goal that some players might not understand at first, and I'd like to use a texture or two to help explain the map's goal. If you've ever played Valiant MAP07, you'll kinda get what I mean (though the "gimmick" is going to be completely different in this case). 0 Share this post Link to post