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MarketAnarchy

X² - Each level has X sectors, items & weapons, but X² monsters

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So are you using just midtextures for this? That's... kinda insane not gonna lie. I'm also wondering how you're going to manage 1024 monsters with just 32 items.

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9 minutes ago, IvanDobrovski said:

So are you using just midtextures for this? That's... kinda insane not gonna lie. I'm also wondering how you're going to manage 1024 monsters with just 32 items.

 

 

Yes, it's 1, 4, 9 etc. sectors with just mid-textures for a lot of things. I use other tricks as well. 32 weapons can be 32 rocket launchers or 32 BFGs and add 32 cell packs against 1024 imps and you've got a map that's doable. In 32, to try to recreate the Sunder map in feel, I'll give them an SSG and probably a good number of shotgunners for ammo for a couple of the less important fights. I may end up providing telefrag or crusher solutions as well.

 

The 3rd map has you telefrag most of the enemies.

 

Robert

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I've tested a bunch of these maps so far and they have been interesting and fun. Definitely an unusual concept and one that has translated to good gameplay surprisingly well. Looking forward to the full set

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these screenshots look fantastic :D

 

but if you don't change those skies i'm gonna start a riot

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14 hours ago, Tango said:

these screenshots look fantastic :D

 

but if you don't change those skies i'm gonna start a riot

 

Thanks Tango!

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On mercredi 15 juillet 2020 at 6:51 PM, MarketAnarchy said:
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image.png.3fbb6ef85e49228fcf207d6a272d9a95.png

 

Faking a different floor texture by spamming midtextures along the floor? This map will be interesting for benchmarking, I think. :p

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2 hours ago, Gez said:

Faking a different floor texture by spamming midtextures along the floor? 

 

Actually it's a tall midtexture that does the ceiling and the floor so 1/2 the # of textures were needed. It also has a door that opens as you start the level. :)

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Okay, color me intrigued. How does a door work when there's only one sector?

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23 minutes ago, Gez said:

Okay, color me intrigued. How does a door work when there's only one sector?

 

All textures are lower unpegged, except for the fake door mid textures which are upper unpegged. Walk over linedef triggers "lower floor by shortest lower texture" 1x and that lower texture is the appropriate height.

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Posted (edited)

Updated screenshots

 

Map 1 (one sector)

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Map 5 (5 sectors)

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Map 6 (six sectors)

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Map 8 (eight sectors)

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Map 9 (nine sectors)

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Map 14 (fourteen sectors)

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Map 16 (sixteen sectors)

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Map 20

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Map 21

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Map 22:

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image.png.20c84c03059f7de8a0e1476ac49a2476.png

 

Edited by MarketAnarchy

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That looks so awesome, the screenshots looks good. I wonder how will map 32 will play out.

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