EarthQuake Posted November 24, 2006 Can I have map15? Okay, I have a problem. I have an door that leads to a 64-wide ledge. Obviously something goes here, like a plasma rifle or a BFG. Toke often puts BFG 9000's in his maps, especially in scenarios like I described. Would it be bad to fill in the gaps? 0 Share this post Link to post
fraggle Posted November 25, 2006 EarthQuake said:Can I have map15? Ok, assigned :-) Okay, I have a problem. I have an door that leads to a 64-wide ledge. Obviously something goes here, like a plasma rifle or a BFG. Toke often puts BFG 9000's in his maps, especially in scenarios like I described. Would it be bad to fill in the gaps? In MAP15, the only weapons are super shotguns. The impression I get is that he intended this to be a shotguns-only map. Therefore it's probably best to leave the ledge empty. 0 Share this post Link to post
Scet Posted November 25, 2006 OK here is MAP09. I tested it in Doom95 and Chocolate Doom and it should work. 0 Share this post Link to post
fraggle Posted November 25, 2006 Scet said:OK here is MAP09. I tested it in Doom95 and Chocolate Doom and it should work. Thanks! There is a small texturing issue on one side of the door, though. Can you fix it? 0 Share this post Link to post
Scet Posted November 25, 2006 Fixed, just re-download. Also can I have MAP20? 0 Share this post Link to post
EarthQuake Posted November 25, 2006 http://www.doomvault.com/map15.zip Works in vanilla and is ready to go. Tell me what you think! 0 Share this post Link to post
Scet Posted November 25, 2006 Looks good, except there seems to be a problem with the lift. Only the outer rim(sector 14) rises, but you can still stand on the lift as though the other two sectors(50,51) had risen. I fixed this by removing sector 50, but that changes the heights(not by enough to really change the behaviour though). 0 Share this post Link to post
EarthQuake Posted November 26, 2006 Scet said:Looks good, except there seems to be a problem with the lift. Only the outer rim(sector 14) rises, but you can still stand on the lift as though the other two sectors(50,51) had risen. I fixed this by removing sector 50, but that changes the heights(not by enough to really change the behaviour though). Heh, that's intentional. The lift is meant to not look solid on the inner part. But if this is a problem for anyone, then innermost 8 linedefs on the lift that form a square can simply be deleted to make the whole thing look solid. EDIT: Link updated. Made a few changes and made the lift solid in appearance. 0 Share this post Link to post
fraggle Posted November 26, 2006 EarthQuake said:http://www.doomvault.com/map15.zip Works in vanilla and is ready to go. Tell me what you think! Looks good. My only beef is that down in the slime, there are some little insets in the wall that it's possible to catch on if you're running past at speed. Normally you could just add an impassible linedef over the top but you have to be able to jump off the ledge, so that's not possible. Is there another solution to this? Perhaps invisible floors inside the gaps? There's a similar issue with the inset lights on the wall on the opposite platform, although it's less of a problem. 0 Share this post Link to post
EarthQuake Posted November 26, 2006 Fixed. http://www.doomvault.com/map15.zip 0 Share this post Link to post
fraggle Posted November 27, 2006 Scet said:Fixed, just re-download. Also can I have MAP20? Done. Thanks. EarthQuake said:Fixed. http://www.doomvault.com/map15.zip Thanks. 0 Share this post Link to post
fraggle Posted November 27, 2006 I've been thinking about what to do for the title screen/interpic. As artwork seems yet to be forthcoming, I put this together with the gimp. It's MAP17 blended between the old and new versions. If someone else wants to have a go at doing something similar and can do it better, that'd be great. 0 Share this post Link to post
EarthQuake Posted November 28, 2006 That's a really great idea, although that image in particular seems too subtle. 0 Share this post Link to post
Ed Posted November 29, 2006 I can help. What maps are avalable? I'll take 18, or anything that's avalable for that matter 0 Share this post Link to post
fraggle Posted November 29, 2006 Ed said:I can help. What maps are avalable? I'll take 18, or anything that's avalable for that matter Assigned. Thanks. 0 Share this post Link to post
fraggle Posted November 29, 2006 I've put up a new test wad. This has the titlepic above and the latest versions of all the levels so far. Where there are blanks I've filled them in with the original levels. 0 Share this post Link to post
Ed Posted December 1, 2006 Almost done, I tried to get an idea of what Toke was intending for the original wad. Trying to get an old-school Doom 2 base feel.. hopefully upload it tomarrow. 0 Share this post Link to post
Ed Posted December 5, 2006 http://www.pregnantwithworms.com/misc/tokemp18.wad 0 Share this post Link to post
fraggle Posted December 5, 2006 Ed said:http://www.pregnantwithworms.com/misc/tokemp18.wad Very nice, thanks! 0 Share this post Link to post
fraggle Posted December 14, 2006 Megalyth said:Is map04 still open? Not now that you've done it. Thanks for your submission :-) 0 Share this post Link to post
fraggle Posted December 14, 2006 I put up a screenshots page comparing the original versions with the completed ones. It's pretty impressive. Not all the levels have screenshots yet, but I'll try to get them up. 0 Share this post Link to post
LexiMax Posted December 14, 2006 Sorry about taking so long, I've been busy and lazy and honestly, map02 is a pretty freaking hard map to retexture with all the odd angles it uses. 0 Share this post Link to post
Megalyth Posted December 14, 2006 Mind if I do map06 as well? I kinda already started anyway :) 0 Share this post Link to post
fraggle Posted December 14, 2006 Megalyth said:Mind if I do map06 as well? I kinda already started anyway :) Ok, assigned. AlexMax said:Sorry about taking so long, I've been busy and lazy and honestly, map02 is a pretty freaking hard map to retexture with all the odd angles it uses. Ok, as long as it gets finished :-) I need to chase up some of the other assignments.. 0 Share this post Link to post
fraggle Posted December 15, 2006 sargebaldy said:I'll take map21. Assigned, thanks. 0 Share this post Link to post
fraggle Posted December 19, 2006 Lazer said:ya go freedoom! Thanks, but this is nothing to do with Freedoom. Please read the thread. 0 Share this post Link to post
kristus Posted January 5, 2007 fraggle said:At a minimum, a titlepic and interpic. Mapname graphics aren't really that important - these maps don't have names and I don't think it would be right to name them. Well, I can fix that. 0 Share this post Link to post