AtticTelephone Posted August 1, 2020 Uh, I haven't been on Doomworld for a while, can someone tell me about any major changes? Thank you. 0 Share this post Link to post
AtticTelephone Posted August 1, 2020 Ok, I just played the new version, and I don't like how the music for MAP30 was replaced, change it back. Otherwise, it's fine, 7/10. 0 Share this post Link to post
Lone2401 Posted August 1, 2020 Set groundwork for MAP11, swapped D_COUNT2 and D_OPENIN (to put old music back in MAP30), replaced SPC with a MIDI NEGATIVEONE_v1.80.zip 0 Share this post Link to post
SlayerOGames666 Posted August 1, 2020 Could yall hold off from adding new things? I'm making an ENDOOM and adding some new sprites. 0 Share this post Link to post
SlayerOGames666 Posted August 1, 2020 NEGATIVEONE_v1.81.zipAdded more stuff, including an ENDOOM 0 Share this post Link to post
WowozuelaSpammer Posted August 1, 2020 1 hour ago, AtticTelephone said: Ok, I just played the new version, and I don't like how the music for MAP30 was replaced, change it back. Otherwise, it's fine, 7/10. Oh, maybe this is a sign from the divines and the three. I had this MIDI that i wanted to add for Map30 since i finished the main quest for TES Morrowind recently, it's a nice song. Dagothwave.rar As i said earlier: Dagoth Ur is voiced by Jeff Baker Dagothwave by Young Scrolls MIDI by Densanweebochan 1 Share this post Link to post
AtticTelephone Posted August 2, 2020 Uh, who replaced me and took the moderator and administrative roles? 1 Share this post Link to post
Higo Doragon Posted August 2, 2020 wait... what? 26 minutes ago, AtticTelephone said: Uh, who replaced me and took the moderator and administrative roles? this is possible? 1 Share this post Link to post
NiGHTMARE Posted August 2, 2020 (edited) 10 hours ago, AtticTelephone said: Uh, who replaced me and took the moderator and administrative roles? Maybe you should add a list of things you don't want to be changed to the first post? Anyway, the music I added to MAP30 is really only suitable for a final map or the end credits, so I'll remove it from this and use it for another project (possibly the GZDoom spin-off). Edited August 2, 2020 by NiGHTMARE 0 Share this post Link to post
Captain Toenail Posted August 2, 2020 I'm doing some more work on map15. I suggest we concentrate our efforts on building the maps rather than squabbling about music. That stuff can be decided at the end anyway. As the maps evolve, the music that suits them may change. 1 Share this post Link to post
Walter confetti Posted August 2, 2020 (edited) 55 minutes ago, NiGHTMARE said: Maybe you should add a list of things you don't want to be changed to the first post? I'm seconding this, including what maps and stuff are been completed so far 0 Share this post Link to post
Captain Toenail Posted August 2, 2020 (edited) Done editing map15. I added a new area to the north west featuring the starts of a compound (based on a Spanish mission). Also fixed a broken door and added some connecting tunnels. http://www.mediafire.com/file/qh9cfpqoq7g4knu/NEGATIVEONE_v1.80.wad.zip/file 1 Share this post Link to post
Rosh Fragger Posted August 2, 2020 (edited) MAP15: Added this cave extension towards the end of the compound area by Captain Toenail. NEGATIVEONE_v1.81.zip Edited August 2, 2020 by Rosh Fragger 1 Share this post Link to post
Elio AF Posted August 2, 2020 Added a more decent map 11 (the previous one was a room with 2 chaingunners and an icon of sin that blew up). Now, it's a full map and at the end of it, you die and pistol start the next map. NEGATIVEONE_v1.82.rar 0 Share this post Link to post
AtticTelephone Posted August 3, 2020 Alright, I'm going to say some things. -Do creative things with the monsters, a lot of the monsters have just been given a new coat of paint, which is pretty basic. I recommend some ideas, such as the zombies having a noticeable increase of accuracy (because why would they have those cool helmets), or the Realm667 cacodemon reskin having cyber stuff and shooting plasma. I had this cool idea, but it involves replacing the weird Hellknight sprites and the normal Baron sprites with jetpack Barons and Knights, so they can fly. -This is a community project, so have some fun, it doesn't all have to be Plutonia Experiment and stuff. Add a little bit of STARTAN texture placement, and put a bit of Easter eggs in the secrets (like the RIVI textures and the recolored SMW character Commander Keen sprite), maybe even a sprinkle of clever Boom-exclusive effects usage if we're gonna be doing Boom-compatible. Use cool concepts, like using lighting to show things in a sort of Indiana Jones way, or Voodoo dolls being used to make effects, or even doing something like Barrels o' Fun. -MAP32 is only the first version of the WAD, add some cool things, like maybe a Hall of Fame for some of the editors. 3 Share this post Link to post
Elio AF Posted August 3, 2020 (edited) Added: New easter egg textures from an in-development game I'm in. Secrets related to those textures in map 11 and 22 N also a simple hall of fame to map32, which I forgot to mention (sorry) http://www.mediafire.com/file/5ndrf2e5seprh5p/NEGATIVEONE_v1.83.rar/file Edited August 3, 2020 by Elio AF 0 Share this post Link to post
Obsidian Plague Posted August 3, 2020 I've been thinking of retheming MAP31. Wild West perhaps? 5 hours ago, AtticTelephone said: -Do creative things with the monsters, a lot of the monsters have just been given a new coat of paint, which is pretty basic. I recommend some ideas, such as the zombies having a noticeable increase of accuracy (because why would they have those cool helmets), or the Realm667 cacodemon reskin having cyber stuff and shooting plasma. I had this cool idea, but it involves replacing the weird Hellknight sprites and the normal Baron sprites with jetpack Barons and Knights, so they can fly. I still have yet to work on the Marauder, i'll maybe check to see if there's a way to set a zombieman's accuracy 0 Share this post Link to post
Obsidian Plague Posted August 3, 2020 @iconofeggsafe666 What changes did you make (besides an endoom)? i'd like to merge them into the current version 0 Share this post Link to post
Elio AF Posted August 3, 2020 6 hours ago, AtticTelephone said: -Do creative things with the monsters, a lot of the monsters have just been given a new coat of paint, which is pretty basic. I recommend some ideas, such as the zombies having a noticeable increase of accuracy (because why would they have those cool helmets) A hitscanner's accuracy highly depends on the game's engine. I think it calls the RNG in the angle offset, it's hard-coded and to my knowledge, unless we tamper with the RNG, there's no way to fix the accuracy of a hitscanner. 0 Share this post Link to post
WowozuelaSpammer Posted August 3, 2020 What about a Pain Elemental that shoots random demons? Like the monster target and spawner, but mobile 1 Share this post Link to post
Obsidian Plague Posted August 3, 2020 1 minute ago, TheStupidestBeing said: What about a Pain Elemental that shoots random demons? Like the monster target and spawner, but mobile Completely impossible without extended dehacked (which we really don't have access to at the moment i think) 0 Share this post Link to post
WowozuelaSpammer Posted August 3, 2020 1 hour ago, Obsidian Plague said: Completely impossible without extended dehacked (which we really don't have access to at the moment i think) Ok, what about a passive PE that shoots out armor and health? 0 Share this post Link to post
Elio AF Posted August 3, 2020 Just now, TheStupidestBeing said: Ok, what about a passive PE that shoots out armor and health? Even less possible 0 Share this post Link to post
WowozuelaSpammer Posted August 3, 2020 (edited) 2 minutes ago, Elio AF said: Even less possible Dammit, uh, what about a faster Imp with more health that only can melee attack 0 Share this post Link to post
Obsidian Plague Posted August 3, 2020 1 minute ago, TheStupidestBeing said: Dammit, uh, what about a faster Imp with more health that only can melee attack That....could work actually 1 Share this post Link to post
WowozuelaSpammer Posted August 3, 2020 (edited) 4 minutes ago, Obsidian Plague said: That....could work actually Ok, i'll try to do it myself, although i'm only confident i can do the faster and "healthier" part, idk how to remove attacks without breaking anything or replacing the sprites (i don't even have any good sprites rn) PD: Wich monster do i replace if i'm gonna make that imp? 0 Share this post Link to post
Obsidian Plague Posted August 3, 2020 1 minute ago, TheStupidestBeing said: Ok, i'll try to do it myself, although i'm only confident i can do the faster and "healthier" part, idk how to remove attacks without breaking anything or replacing the sprites (i don't even have any good sprites rn) I'll probably do it myself it's a pretty simple process 1 Share this post Link to post
WowozuelaSpammer Posted August 3, 2020 1 minute ago, Obsidian Plague said: I'll probably do it myself it's a pretty simple process Ok, make sure the changes are noticable 0 Share this post Link to post
Elio AF Posted August 3, 2020 We already have 2 imps, no? We can probably change either one of them- but isn't it essentially a demon? 0 Share this post Link to post
Obsidian Plague Posted August 3, 2020 1 minute ago, Elio AF said: We already have 2 imps, no? We can probably change either one of them- but isn't it essentially a demon? i completely forgot about super imp's existance yeah i might just make pinkies slightly faster then 0 Share this post Link to post