sergeirocks100 Posted November 16, 2020 Please excuse any periods of inactivity that may occur, as my attention sometimes gets drawn away from this project by other projects that i may be working on. Regardless, the project is not dead. 0 Share this post Link to post
Morpheus666 Posted November 16, 2020 you keep saying that but then it happens...so? Seems to me like you have too many projects going on. Maybe put some on the back burner so you can focus on this 1 Share this post Link to post
sergeirocks100 Posted November 17, 2020 I thought map10 was a bit too short and simple for such a late map, so i've been working on improving that, here's a preview: Spoiler This will also be the first map that actually requires a limit-removing source port to play, as the self-referencing sector bridge simply crashed Chocolate Doom whenever i looked at it. 0 Share this post Link to post
sergeirocks100 Posted November 18, 2020 (edited) In preparation for their replacement, and as i promised, here are Karasawa's plasma gun sprites in the .wad format they were given to me in, as well as his unused pistol and shotgun sprites: https://amel.pw/trevie/Karasawa's Sprites.zip 1 Share this post Link to post
MrFlibble Posted November 20, 2020 On 11/17/2020 at 6:38 AM, sergeirocks100 said: i've been working on improving that, here's a preview: Some of your previous screenshots showed more interesting and detailed areas, yet here's another boxy room covered with a single texture. I understand this is WIP, but even then perhaps it would be better to show off something that is more developed? I guess you'd appreciate some constructive criticism to help you improve the design, but it's pretty hard to tell what this area is about. It's a good idea to tie the level layout with how gameplay is going to unfold, and so far this appears to be a room with a narrow path near one of the walls. What exactly do you plan for the player there? 1 Share this post Link to post
sergeirocks100 Posted November 20, 2020 44 minutes ago, MrFlibble said: Some of your previous screenshots showed more interesting and detailed areas, yet here's another boxy room covered with a single texture. I understand this is WIP, but even then perhaps it would be better to show off something that is more developed? I guess you'd appreciate some constructive criticism to help you improve the design, but it's pretty hard to tell what this area is about. It's a good idea to tie the level layout with how gameplay is going to unfold, and so far this appears to be a room with a narrow path near one of the walls. What exactly do you plan for the player there? I figured maybe you would get ambushed by revenants or mancubi, but i really don't know. I've been going through quite a bit of mapper's block lately, and that's part of the reason why work has slowed down 0 Share this post Link to post
sergeirocks100 Posted November 22, 2020 I've finally began work on the design documents for the project, here's a PDF: https://amel.pw/trevie/satanicinfestationdesigndocsv1.pdf Keep in mind that it's very unfinished, and it's far from all the chapters i plan to write. 0 Share this post Link to post
MrFlibble Posted November 25, 2020 On 11/21/2020 at 2:00 AM, sergeirocks100 said: I figured maybe you would get ambushed by revenants or mancubi, but i really don't know. Maybe playing some maps by other authors will give you inspiration? Making a map layout that is detached from the intended gameplay makes little sense. 0 Share this post Link to post
sergeirocks100 Posted November 26, 2020 I've been working on another plasmagun sprite, using a photo of another toy gun i had laying around, here's a preview: Spoiler 2 Share this post Link to post
sergeirocks100 Posted December 7, 2020 I think the new plasma gun sprites are finished. They need a bit of polish, but i think they're almost ready. Here's a preview: https://amel.pw/trevie/plasmagun.webm 0 Share this post Link to post
sergeirocks100 Posted December 7, 2020 8 minutes ago, Dubbagdarrel said: This is still a thing? The project is still alive and well. Work did slow down on the project for a month or two because i was occupied with other projects, but it's far from dead. 1 Share this post Link to post
sergeirocks100 Posted December 10, 2020 For future convenience, i have added some testing advice for maps submitted for the future GZDoom version of the project to the submission rules. 0 Share this post Link to post
sergeirocks100 Posted December 11, 2020 I drew up some new sprites for the keycards and skullkeys, here's a preview: Spoiler 0 Share this post Link to post
TheUltimateDoomer666 Posted December 11, 2020 The keycards look like panpipes. 0 Share this post Link to post
sergeirocks100 Posted December 18, 2020 The design documents have been further updated. There is now a weapons section. Here's the link: https://amel.pw/trevie/satanicinfestationdesigndocsv2.pdf 0 Share this post Link to post
MrFlibble Posted October 22, 2023 Project development seems to have been halted, I wonder if it would make sense to add the unique contributions (sprite sheets for Zomibeman, Caco and Plasma rifle, possibly something else?) to the Realm667 bestiary/armoury -- the project license does allow that, right? 1 Share this post Link to post
sergeirocks100 Posted November 27, 2023 On 10/22/2023 at 10:56 AM, MrFlibble said: Project development seems to have been halted, I wonder if it would make sense to add the unique contributions (sprite sheets for Zomibeman, Caco and Plasma rifle, possibly something else?) to the Realm667 bestiary/armoury -- the project license does allow that, right? The plasma rifle sprites i made are in the public domain under CC0, so there's no worries there. While Bingle Derry's zombieman and cacodemon sprites aren't in the "public domain" per se, he did tell me that i could do whatever i wanted with them, and i assume that applies to anyone else who may want to make use of them as well, although you could ask him if you aren't sure. 1 Share this post Link to post