Higo Doragon Posted July 21, 2020 1 minute ago, waciej said: 2 Balance (I played map 02 on UV and its nearly impossible, becasuse you didnt have ammo to do something) i can't play that level too, plutonia at last gives you ammo! -.=.-", is that revenant + arch-vile trap 0 Share this post Link to post
Higo Doragon Posted July 21, 2020 ok... i will make the base of map32! just the final room with nazis and Romero's head on a machine 0 Share this post Link to post
Rosh Fragger Posted July 21, 2020 I'm working on MAP12, please do not edit that map right now. 3 Share this post Link to post
Surreily Posted July 21, 2020 NEGATIVEONE_V0.61.zip Add a bit of detail to MAP09 (gone for a wood/metal/water theme). Not bothering with a screenie because I couldn't get a good one. 0 Share this post Link to post
Higo Doragon Posted July 21, 2020 2 minutes ago, Surreily said: NEGATIVEONE_V0.61.zip Add a bit of detail to MAP09 (gone for a wood/metal/water theme). Not bothering with a screenie because I couldn't get a good one. just MAP09? 0 Share this post Link to post
Higo Doragon Posted July 21, 2020 - updated the MAP01 finale, now is a machine of flesh and metal! - fixed unconnected lines on MAP01... the signatures are now they are in rooms. - added 2 new quit messages! i will add more stuff, i uploaded sooner to others update more easily NEGATIVEONE_V0.62.zip 0 Share this post Link to post
Rosh Fragger Posted July 21, 2020 (edited) Expanded MAP12 further: NEGATIVEONE_V0.63.zip Edited July 21, 2020 by Rosh Fragger 1 Share this post Link to post
waciej Posted July 21, 2020 First teleport didnt work (im trying to fix that) 0 Share this post Link to post
Higo Doragon Posted July 21, 2020 3 minutes ago, waciej said: First teleport didnt work (im trying to fix that) where? 0 Share this post Link to post
Surreily Posted July 21, 2020 1 hour ago, dragon's influence said: just MAP09? Yep. 0 Share this post Link to post
Higo Doragon Posted July 21, 2020 teleports works like this: - you add a sector with a tag, the sector where the player will teleport - in that sector you add a TFOG "the teleport entity", where the player will directly teleport - then you put a linedef with the tag of the sector and a "teleport" line special, i recommend "WR teleport" then the player passes the line he will teleport to the teleport entity. 0 Share this post Link to post
Rosh Fragger Posted July 21, 2020 17 minutes ago, waciej said: First teleport didnt work (im trying to fix that) Well, all the teleports seem to working fine for me though. I am confused. Also, why does this latest version give me an error of "Could not find MAP01" ?? 0 Share this post Link to post
waciej Posted July 21, 2020 Okey Teleport works only on "hard" mode (UV and Nightmare) Thats why on lower setups didnt work bRuH moment 0 Share this post Link to post
Rosh Fragger Posted July 21, 2020 1 minute ago, waciej said: Okey Teleport works only on "hard" mode (UV and Nightmare) Thats why on lower setups didnt work bRuH moment Gosh... you are right. I just tested the map in ITYTD... Would like to have a word with the person who added those key rooms in the starting section :P Jokes aside, I really wish 2 out of 3 key rooms were not put in the starting area of the map. Would have loved to add some of them in the later parts of this gigantic map. 0 Share this post Link to post
Higo Doragon Posted July 21, 2020 1 minute ago, Rosh Fragger said: why does this latest version give me an error of "Could not find MAP01" ?? with what sourceport you play? lzdoom works fine! 0 Share this post Link to post
Rosh Fragger Posted July 21, 2020 3 minutes ago, dragon's influence said: with what sourceport you play? lzdoom works fine! ZDaemon. Fixed the teleport bug: NEGATIVEONE_V0.63b.zip 1 Share this post Link to post
RiviTheWarlock Posted July 21, 2020 - Updated the lighting in Rosh Fragger's new portion of MAP12 to match the rest of the map. NEGATIVEONE_V0.64.zip 1 Share this post Link to post
Roebloz Posted July 21, 2020 I'm making an edit so wait until I'm done thank you. 0 Share this post Link to post
Roebloz Posted July 21, 2020 v.65! -Added new sounds and graphics for Keen who now is my SMW OC. -Added MAP21 aka Opening to Revenant. Not easy. NEGATIVEONE_V0.65.zip 0 Share this post Link to post
magicsofa Posted July 21, 2020 Is this boom format or something now? Doesn't seem to work in Chocolate Doom. I get the error R_FlatNumForName: (ascii square) not found 1 Share this post Link to post
RiviTheWarlock Posted July 22, 2020 @magicsofa It was always meant to be BOOM format. 1 Share this post Link to post
magicsofa Posted July 22, 2020 32 minutes ago, RiviTheWarlock said: @magicsofa It was always meant to be BOOM format. I suppose so but it was a little unclear: On 7/18/2020 at 12:30 AM, AtticTelephone said: It's supposed to be mostly vanilla, so no slopes or heavily modified stuff. Custom monsters, music, text and textures are fine, but it should work for most source ports, like Boom and ZDoom ports. Anyway, starting map10 1 Share this post Link to post
Higo Doragon Posted July 22, 2020 im finishing my 3.5 hour work here... wait my post 1 Share this post Link to post
Higo Doragon Posted July 22, 2020 - fixed map01, i think. - A TUN of changes to MAP02... i made the level more fun now! NEGATIVEONE_V0.66.zip 0 Share this post Link to post
AtticTelephone Posted July 22, 2020 1 hour ago, Roebloz said: -Added new sounds and graphics for Keen who now is my SMW OC. Uh, what? 0 Share this post Link to post
AtticTelephone Posted July 22, 2020 (edited) I’m not exactly ok with the idea of making it only Boom compatible, the WAD actually worked best in Crispy Doom. I wanted this project to be available to all ports. However, if vanilla compatibility is added back, along with compatibility to other WADs, I will set the deadline to February 1st, 2021. 0 Share this post Link to post
Roebloz Posted July 22, 2020 41 minutes ago, AtticTelephone said: Uh, what? 0 Share this post Link to post
RiviTheWarlock Posted July 22, 2020 19 minutes ago, Roebloz said: NO THEY"VE HUNG LUIGI 0 Share this post Link to post