Higo Doragon Posted July 20, 2020 having difficulties with the Commander Keens, how they activate sector 666? as a door? 0 Share this post Link to post
AtticTelephone Posted July 20, 2020 Just now, dragon's influence said: having difficulties with the Commander Keens, how they activate sector 666? as a door? It's only on level 32, it's some sort of code, like MAP07. 0 Share this post Link to post
Higo Doragon Posted July 20, 2020 it apparently works with map31 too... https://doomwiki.org/wiki/Tag_666#Doom_2 0 Share this post Link to post
Higo Doragon Posted July 20, 2020 (edited) oh that is dumb! i have given the sector tag "66" instead of "666" >.=.< Edited July 20, 2020 by dragon's influence 0 Share this post Link to post
RiviTheWarlock Posted July 20, 2020 After the latest version is fixed I'm putting a custom texture on one of the secrets ;) 0 Share this post Link to post
Higo Doragon Posted July 20, 2020 (edited) - added waciej MAP02 + some of mine enhancements. - fixed confusion on the secret ext on MAP31: you can open the blue door but now is a grid blocking the secret exit, kill all the binal spaceman to open the grid, and secret exit the level! - added unused secret on MAP31 heck i was slow on this one >.=.<" NEGATIVEONE_v0.46.zip 0 Share this post Link to post
Higo Doragon Posted July 20, 2020 20 minutes ago, magicsofa said: almost 30min sorry about that -.=.-" 1 Share this post Link to post
RiviTheWarlock Posted July 20, 2020 Did some texture work ;) NEGATIVEONE_v0.47.zip 0 Share this post Link to post
AtticTelephone Posted July 20, 2020 For some reason, the music on MAP01 is a little bit weird, I played on v0.46. 0 Share this post Link to post
AtticTelephone Posted July 21, 2020 @RiviTheWarlock Also I have no idea what that pfp is, even if it's colored now. 0 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 @AtticTelephone It's supposed to be my DnD character (which my username is named after) but I'm bad at art ;u; 0 Share this post Link to post
AtticTelephone Posted July 21, 2020 Can somebody list all the music tracks and levels? Also, I'm just going to post a few ideas. 1: Turrets that hide in liquids. 2: A hallway with framed profile pics of the most important contributors in MAP32. 3: A monster that spawns Wickeds from the walls, similar to the beta monster shown here. 4: BARONS WITH LASERS ATTACHED TO THEIR HEADS. 5: Final Attack theme from Metal Slug for the pre-finale level. 2 Share this post Link to post
Roebloz Posted July 21, 2020 44 minutes ago, AtticTelephone said: 2: A hallway with framed profile pics of the most important contributors in MAP32. That is a good idea. Speaking of, should MAP32 be either A). A reference to another id Software game like I did in MAP31? B) A slaughter map based on a level from Doom 1 or Doom 2 like Plutonia's Go 2 It? C) Just a secret level with easter eggs everywhere 0 Share this post Link to post
AtticTelephone Posted July 21, 2020 2 minutes ago, Roebloz said: That is a good idea. Speaking of, should MAP32 be either A). A reference to another id Software game like I did in MAP31? B) A slaughter map based on a level from Doom 1 or Doom 2 like Plutonia's Go 2 It? C) Just a secret level with easter eggs everywhere C, C a hundred times. 0 Share this post Link to post
Roebloz Posted July 21, 2020 1 minute ago, AtticTelephone said: C, C a hundred times. Okay. Also you wanted a list of MAPs? Here goes. MAP01 - The original collab level, not sure about music - Started by you MAP02 - Midi of Smoke on the Water - Started by you I think MAP03 - Plutonia reference level by me. Didn't put the track. MAP04 - Don't fucking know who started it neither do I know the track MAP05 - CHASM CALLED, IT WANTS ITS LEDGES BACK. MAP06 - Unmodified level MAP07 - Dead Simple replacement I made. Midi not placed by me MAP11 - The wall destruction level MAP12 - Generic cave level MAP30 - Fight against Baphomet MAP31 - WOLF3D E3M9 REMAKE WITH CYBERDEMON HAHA (Midi is The Ultimate Challenge) 0 Share this post Link to post
AtticTelephone Posted July 21, 2020 (edited) I made MAP01, MAP02, MAP04 and MAP11. Should we work on the lore a bit? 0 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 5 minutes ago, Roebloz said: Okay. Also you wanted a list of MAPs? Here goes. MAP01 - The original collab level, not sure about music - Started by you MAP02 - Midi of Smoke on the Water - Started by you I think MAP30 - Fight against Baphomet I revamped the entire boss arena for Baphomet in the version I made last night, added the original computer maze to map01, and made the first finish able version of map02. Other than that I've just done bug fixes. 0 Share this post Link to post
Roebloz Posted July 21, 2020 15 minutes ago, AtticTelephone said: I made MAP01, MAP02, MAP04 and MAP11. Should we work on the lore a bit? Simple. Rip and Tear, until it is done. 0 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 2 minutes ago, Roebloz said: Simple. Rip and Tear, until it is done. Especially true for MAP05, which has like 6 Berserk packs. 1 Share this post Link to post
Babel Posted July 21, 2020 26 minutes ago, Roebloz said: Okay. Also you wanted a list of MAPs? Here goes. MAP01 - The original collab level, not sure about music - Started by you MAP02 - Midi of Smoke on the Water - Started by you I think MAP03 - Plutonia reference level by me. Didn't put the track. MAP04 - Don't fucking know who started it neither do I know the track MAP05 - CHASM CALLED, IT WANTS ITS LEDGES BACK. MAP06 - Unmodified level MAP07 - Dead Simple replacement I made. Midi not placed by me MAP11 - The wall destruction level MAP12 - Generic cave level MAP30 - Fight against Baphomet MAP31 - WOLF3D E3M9 REMAKE WITH CYBERDEMON HAHA (Midi is The Ultimate Challenge) Can i edit any of these maps?Or just the first one and make a new one? 0 Share this post Link to post
Roebloz Posted July 21, 2020 Just now, Babel said: Can i edit any of these maps?Or just the first one and make a new one? The thing is you can modify any maps (For MAP31 since it's a remake of E3M9 from Wolf3d don't mess too much with the geometry at all or the final room's enemies too much) 1 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 (edited) 5 minutes ago, Babel said: Can i edit any of these maps?Or just the first one and make a new one? Your allowed to edit any of them, but I'd suggest doing one of the more empty levels like map 06 or 11 since they are basically a blank canvas, or you could always make a map for one of the maps that don't have a replacement yet. 2 Share this post Link to post
Babel Posted July 21, 2020 Okay, thanks, just one question more where is the latest version? Cant find it 0 Share this post Link to post
Roebloz Posted July 21, 2020 3 hours ago, RiviTheWarlock said: Did some texture work ;) NEGATIVEONE_v0.47.zip @Babel 1 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 We still have 11 days to make the rest of the maps, but to get it done we might need for the active mappers to make a level each to try to get to the 32 level mark. Ideally all the maps should be at least decent. 0 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 As much as I'd like to make a Sunlust themed map I don't think I can make that many linedefs and place that many monsters in 11 days. 0 Share this post Link to post
AtticTelephone Posted July 21, 2020 Alright, here's some lore. The credits call the protaginist the "son of our hero', which probably means the protagonist is Doomguy's son, so I'm going to name him James Blazkowicz, or Doomdude, I don't know. Anyway, Doomdude is also a space marine, but he works for Negative One, a rival company to the UAC. Negative One, being much smarter than the UAC, decided to copy the idea of teleporters, but instead used a different method to make the teleporters. The first prototype was made from a scrapped Quantum Accelerator (stolen) and pieces of a dead cyberdemon found in Doomguy's hometown (also stolen). The teleporter worked, and only caused mild headaches, which was good enough for Negative One's standards. A few more tests are done, which all seem to succeed, so Negative One produces a copy, with parts of a crushed spiderdemon found at a starport. The teleporter works faster, but something happens, the test subject seems to have changed appearance. Suddenly, he starts shooting green fire from his hands, injuring two scientists. The test subject then turns on the teleporter again, which then.. I don't have to explain this. The lab is overrun by demons and only Doomdude is alive. Doomdude was busy playing Plutonia 6 on his computer, until he hears a scream, which he goes out to investigate. He enters MAP01, and that's how the story begins. About Baphomet, he's an evil priest that wants to resurrect the Icon of Sin, and he hates Doomguy too. About that test subject, he can be a new enemy, he can shoot Baron projectiles and can look like Baphomet. @RiviTheWarlock Actually, we have until September 21st, and if it isn't done by then, it can be December 31st. 1 Share this post Link to post
Lone2401 Posted July 21, 2020 Added a possible foundation for MAP08, fixed a sequence break in MAP01, added a midi (Marathon- Fat Man) to MAP06, and moved MAP03's midi to MAP08. NEGATIVEONE_v0.48.zip 0 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 - Enhanced lighting on Map12, added the Super Shotgun to Map12 NEGATIVEONE_v0.49.rar 1 Share this post Link to post