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EPICALLL

[Community Project] VANITY

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Sorry all, been busy working and getting absorbed in certain games so I haven't had much time to make progress until today. I've copied and cropped MIDFENC1 to have the exact height I wanted (64 units) without the extra 8 pixels of mounting posts being drawn below ground as pictured. Christmas will afford me some time to make further additions!

 

dimensionalfence.png.5d640bd02a8d798c1fa0fd4e390f4b06.png

 

@EPICALLL: How do you feel about a voluntary chat room, e.g. Discord or the like, for any of the mappers to get together and share notes? 

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6 minutes ago, Garland said:

@EPICALLL: How do you feel about a voluntary chat room, e.g. Discord or the like, for any of the mappers to get together and share notes? 

if more than like three of us want one, I'll be down.

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5 minutes ago, EPICALLL said:

if more than like three of us want one, I'll be down.

 

I'm totally down, it allows much less occasional communication. :)

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I'm still working on MAP12, and it's probably gonna be my biggest map ever. It's possibly about to become my very first map to ever have more than 10 sector tags.

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2 hours ago, RileyXY1 said:

I'm still working on MAP12, and it's probably gonna be my biggest map ever. It's possibly about to become my very first map to ever have more than 10 sector tags.

that's a small amount of sector tags. I have maps with hundreds that are still far from my largest (they're puny)

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3 hours ago, EPICALLL said:

that's a small amount of sector tags. I have maps with hundreds that are still far from my largest (they're puny)

My maps are usually rather small anyways. This is set to be one of the largest maps I've ever made, if not the largest map I've ever made, and I'm currently proud of it all things considered. 

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6 hours ago, RileyXY1 said:

it's probably gonna be my biggest map ever. It's possibly about to become my very first map to ever have more than 10 sector tags.

My maps tend to have less than a hundred tagged sectors, but I have sometimes gone over a hundred. I think that the map that I submitted for this project might have a bit over 150 tagged sectors, and my map for SuperDoomTV might have reached over a hundred tagged sectors, but I'm not that sure about that one. Unlike VANITY (which is Boom compatible, and my map for it used a lot of trigger lines for the various sector effects), The SuperDoomTV wad was made to be limit-removing, so if I managed to get over a hundred tagged sectors for that project's map submission - then that would astound me. 

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Alright, another monthly 'progress report' is due roughly around this time, I guess. I've made lots of good progress since last update, and I've added way more enemies, and areas that all lead to the yellow door, which is basically where the map ends for the time being. I've even added a pesky cyberdemon who roams freely in the lava after crossing a certain linedef somewhere in the map after he appears. There's also this big scary teleporting area with a gimmick that I won't reveal yet but I'm sure whoever finds the time to play this map will figure it out. :)

 

Here's the updated file:

https://drive.google.com/file/d/1LFCBNsiJlOWMj4t-U14mRyXvLvyyIuov/view?usp=drive_link

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14 hours ago, wumbo said:

Alright, another monthly 'progress report' is due roughly around this time, I guess. I've made lots of good progress since last update, and I've added way more enemies, and areas that all lead to the yellow door, which is basically where the map ends for the time being. I've even added a pesky cyberdemon who roams freely in the lava after crossing a certain linedef somewhere in the map after he appears. There's also this big scary teleporting area with a gimmick that I won't reveal yet but I'm sure whoever finds the time to play this map will figure it out. :)

 

Here's the updated file:

https://drive.google.com/file/d/1LFCBNsiJlOWMj4t-U14mRyXvLvyyIuov/view?usp=drive_link

Looks great. Just one tiny problem, there is a stuck hell knight a straight shot from the red door. You'll probably want to fix that.

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4 hours ago, EPICALLL said:

Looks great. Just one tiny problem, there is a stuck hell knight a straight shot from the red door. You'll probably want to fix that.

 

fuck

 

ok I'm on it

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Hey there, mind if I take Map 20? I know the deadline is tight, but I have an idea for a volcanic arena-type map that should fit well in the episode.

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2 hours ago, stochastic said:

Hey there, mind if I take Map 20? I know the deadline is tight, but I have an idea for a volcanic arena-type map that should fit well in the episode.

Not to worry, because I won't be having the wad finished until all 32 maps are submitted, anyways.

Regardless of my rambling, you get the slot, knock yourself out.

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I updated my version of Slade and I need to test out its map editor. Can I make a short map for the Map 09 slot?

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7 hours ago, Ar_e_en said:

I updated my version of Slade and I need to test out its map editor. Can I make a short map for the Map 09 slot?

sure

 

2 hours ago, Engired said:

I wish to leave my slot, I just have no good ideas for it.

ok

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11 minutes ago, tsocheff said:

i wanna take map 14, saw the slot was open

ok

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Author(s): Ar_e_en
Difficulty Settings: Implemented (Tested on UV through Woof with complevel 9)
Map Name: Look Out, Lookout!
MIDI Used: None (couldn't find one that fit, project lead is allowed to choose for me)
Description: A lookout tower in the mountains and a locked bunker nearby. The key must be at the top!
Author's Comments: A short map that I made to test out Slade 3.2.4 and its map editor.

Screenshots:

Spoiler

Woof0004.png.bb798a78ae848962467af760e067562e.png

 

Map file: AR_E_EN_map09_(Look_Out_Lookout).zip

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57 minutes ago, Ar_e_en said:

MIDI Used: None (couldn't find one that fit, project lead is allowed to choose for me)

I could make a MIDI for you if you'd like! I just gotta play through the map and see the general vibe of it, then I'll get back to you once I complete it. Sound good?

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10 hours ago, wumbo said:

I could make a MIDI for you if you'd like! I just gotta play through the map and see the general vibe of it, then I'll get back to you once I complete it. Sound good?

Sure!

It's a very short map, so the MIDI doesn't have to be long (a minute or a bit more might be alright).

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14 hours ago, Ar_e_en said:

Author(s): Ar_e_en
Difficulty Settings: Implemented (Tested on UV through Woof with complevel 9)
Map Name: Look Out, Lookout!
MIDI Used: None (couldn't find one that fit, project lead is allowed to choose for me)
Description: A lookout tower in the mountains and a locked bunker nearby. The key must be at the top!
Author's Comments: A short map that I made to test out Slade 3.2.4 and its map editor.

Screenshots:

  Reveal hidden contents

Woof0004.png.bb798a78ae848962467af760e067562e.png

 

Map file: AR_E_EN_map09_(Look_Out_Lookout).zip

I'll check it out when I get home (5 hours from now)

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21 hours ago, Ar_e_en said:

Author(s): Ar_e_en
Difficulty Settings: Implemented (Tested on UV through Woof with complevel 9)
Map Name: Look Out, Lookout!
MIDI Used: None (couldn't find one that fit, project lead is allowed to choose for me)
Description: A lookout tower in the mountains and a locked bunker nearby. The key must be at the top!
Author's Comments: A short map that I made to test out Slade 3.2.4 and its map editor.

Screenshots:

  Reveal hidden contents

Woof0004.png.bb798a78ae848962467af760e067562e.png

 

Map file: AR_E_EN_map09_(Look_Out_Lookout).zip

Good map. One thing you should fix, however is that there is a noticeable lack of monster blocking linedefs on the cliffs, which makes it rather easy to knock them off of the cliffs and get them semi-stuck on one of the smaller ledges below.

Also, in the visuals department, this is the least detailed map I've seen from you... With that being said, it's still one of the most detailed maps I've seen so far this year.

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19 hours ago, EPICALLL said:

Good map. One thing you should fix, however is that there is a noticeable lack of monster blocking linedefs on the cliffs, which makes it rather easy to knock them off of the cliffs and get them semi-stuck on one of the smaller ledges below.

Also, in the visuals department, this is the least detailed map I've seen from you... With that being said, it's still one of the most detailed maps I've seen so far this year.

Okay, I'll make another version with more blocking lines on the cliffs. As for details - I'm not sure what to add to the visuals of the map, I mean - I could add a few more details, but it would probably not be that noticeable in the next version. 

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Hey, sorry for not reaching out sooner. A few months ago, I signed up for map 8 but the last couple of months have been very busy for me. This caused me to forget about my role in this project. I've taken on quite the workload and I've not been that active in the Doom community as a result. There has some progress on the map but its very minimal, mostly just various polishes adhering to your suggestions. I understand this is pretty last-minute considering the deadline but I'm not sure if I will be able to increase "visual fidelity of my map" in 3 weeks, especially considering its been a long time since I've last made a Doom map and I have a lot of other stuff I have to do. Unfortunately, you may have to re-open the slot for someone else because I don't have a lot of time to work on it anymore and I'm not really confident in my current skills.

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4 minutes ago, BlazedMaps said:

Hey, sorry for not reaching out sooner. A few months ago, I signed up for map 8 but the last couple of months have been very busy for me. This caused me to forget about my role in this project. I've taken on quite the workload and I've not been that active in the Doom community as a result. There has some progress on the map but its very minimal, mostly just various polishes adhering to your suggestions. I understand this is pretty last-minute considering the deadline but I'm not sure if I will be able to increase "visual fidelity of my map" in 3 weeks, especially considering its been a long time since I've last made a Doom map and I have a lot of other stuff I have to do. Unfortunately, you may have to re-open the slot for someone else because I don't have a lot of time to work on it anymore and I'm not really confident in my current skills.

Bit of a shame because I modeled the beginning of my map 09 on the ending of your map 08. Maybe you could post your map here and if I have the time - I could finish up your map. Sound good?

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5 hours ago, Ar_e_en said:

Okay, I'll make another version with more blocking lines on the cliffs. As for details - I'm not sure what to add to the visuals of the map, I mean - I could add a few more details, but it would probably not be that noticeable in the next version. 

No, don't worry about the details, that was a compliment. Your map looks amazing.

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Updated version: N/A

It includes a MIDI by @wumbo called "Between Realities"!

Edited by Ar_e_en

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