Snarboo Posted September 12, 2009 That's looking really nice, Walter. I like how you've taken the underlying textures and themes and incorporated them into your map. It's very true to the original while looking much better. :) 0 Share this post Link to post
Snarboo Posted September 16, 2009 To keep this from dying, I going to start asking participants for weekly updates. If a participant does not post their status within a week, they will be marked. If they accumulate 3 marks and do not post an update within the following week, they will be dropped. If you are currently busy with school, work or another activity, please let me know within a reasonable time so I do not mark you. I'm trying to keep this as lenient as possible while still keeping this project updated. I admit I haven't worked on a map in a while or really thought about this project, but I want development to continue. 0 Share this post Link to post
40oz Posted September 16, 2009 Oh yeah, i still gotta touch up my map. 0 Share this post Link to post
Snarboo Posted September 16, 2009 So do I. I haven't even opened an editor in about a month, but I have been itching to make a map recently. 0 Share this post Link to post
printz Posted September 16, 2009 I'll be mapping over two weeks, Snarboo. Shame on me, because I could have finished the map in a few days, but I guess exams were live back then. 0 Share this post Link to post
Snarboo Posted September 16, 2009 This is more to keep the project from dying or slipping for a months at a time and to keep interest going, so no need to feel shame. I understand a lot of people are busy with school and work, and that's a situation I'm willing to excuse. That said, I'm glad to hear you'll be working on a map! :) 0 Share this post Link to post
pavera Posted September 16, 2009 I do realize I still have Sweet.wad and I haven't passed it back to Mr. Freeze yet. I've had absolutely no time to work on it, but I'll eventually get to it, I promise. Either way I already have a map in. :> 0 Share this post Link to post
ptoing Posted September 16, 2009 This is a nice project you have going here. Just played both the Elements levels. Nice changes there. @ArmouredBlood: I have a small suggestion for that. In the room with the ssg you have loads of small floor detail (which does look fancy). Tho when enemies die on floor like that they slide around forever in all Boom ports it seems (if objects do not fall under own weight is set to yes which is default). This can be fixed with the fake floor/ceiling lineaction. All you have to do is make a sector where the floor and ceiling are that of the lowered detail and raise the one in the actual room to be level with the floor (make sure you keep your lower textures tho) and then just transfer the heights from the dummy to the to be lowered sector. Now it looks lower, but behaves like it was flat. 0 Share this post Link to post
ArmouredBlood Posted September 16, 2009 Ptoing said:Problem with sliding bodies This can be fixed with the fake floor/ceiling lineaction. explanation Huh, I've never worked with those before, and remember more or less running through my prboom runs. I'll look into this, thanks for pointing it out. 0 Share this post Link to post
ptoing Posted September 16, 2009 Well, usually they are used to make the deep water stuff. I recently experimented with them to find non deep water usages. 0 Share this post Link to post
Walter confetti Posted September 17, 2009 My map is near to be complete for a first beta 0 Share this post Link to post
Super Mighty G Posted September 19, 2009 Um, I'm still new to mapping, but I'd like to take a stab at being a part of this if I can. 0 Share this post Link to post
Snarboo Posted September 19, 2009 Unfortunately, all the map slots are taken, but I'll keep you in mind in case anyone drops out from the project. 0 Share this post Link to post
Super Mighty G Posted September 19, 2009 I always seem to be late to parties. :\ Well thanks anyway. 0 Share this post Link to post
GreyGhost Posted September 19, 2009 Wouldn't do any harm to grab a map that hasn't been claimed and start working on it, that way you'll have a head-start if someone drops out. 0 Share this post Link to post
Snarboo Posted September 20, 2009 That's a good idea! I might include any extra maps in a "runoff" wad in case we do get more than 32 submissions. 0 Share this post Link to post
Super Mighty G Posted September 20, 2009 I guess I could do that. I think all the levels in the first post are taken though. I guess I could search through the archives but I doubt I could contact any of the original authors so I'd have to find one that already allows alteration. 0 Share this post Link to post
ArmouredBlood Posted September 20, 2009 In the original post didn't you say taking a map someone else has already is fine? Could be interesting to see how different people mod a map. Just have to make sure it's not the exact same thing ;) 0 Share this post Link to post
Snarboo Posted September 20, 2009 ArmouredBlood said:In the original post didn't you say taking a map someone else has already is fine? Could be interesting to see how different people mod a map. Just have to make sure it's not the exact same thing ;) Yep, that's it. :) You can take any map you want as long as it meets the criteria laid out in the first post, even if someone else has already taken the map. 0 Share this post Link to post
Super Mighty G Posted September 20, 2009 Nevermind, it's cool. I just happened to find a map with a lot of potential that allows editing. http://www.doomworld.com/idgames/index.php?id=594 0 Share this post Link to post
AveryMaurice Posted September 20, 2009 U.O.D. can have my slot, my computer got a hardware virus and I had to buy a new one, so I dont have my WAD anymore :(. 0 Share this post Link to post
Super Mighty G Posted September 20, 2009 Awesome (not about the virus I mean). I'll be working on that map then. 0 Share this post Link to post
Malinku Posted September 20, 2009 well I found a map that I would like to work on from my D!zone Gold cd. http://www.doomworld.com/idgames/index.php?id=1191 I just bearly makes it as it was released on the last day of 94. 0 Share this post Link to post
traversd Posted September 21, 2009 Hi Guys, Still working on LEDGES.WAD Learning BOOM stuff while doing it. Time for editing has been a bit scarce since returning to work. I'm hoping to present the map to the player as an empty dm arena, but then cause some moderate changes to the map at a certain point and have them fighting a horde to get out. As I'm sure most mappers can relate to - it looks, sounds and plays well in my head ;) just now making it work in the editor is the challenge. Cheers Travers 0 Share this post Link to post
Walter confetti Posted September 23, 2009 As promised few posts ago, here it is the first version of nefarious chateau remake. Feedback please. http://www.speedyshare.com/222649225.html (V0) Enjoy. 0 Share this post Link to post
masayan Posted September 24, 2009 I am late, but am a little. I am sorry not to be able to catch up with all. I end except object by the afternoon . 0 Share this post Link to post
Malinku Posted September 24, 2009 I couldn't view any of the images masayan I get Referral Denied You don't have permission to access on screen instead of the image. 0 Share this post Link to post
Snarboo Posted September 24, 2009 walter confalonieri said:As promised few posts ago, here it is the first version of nefarious chateau remake. Feedback please. I just did a play through of your map in ZDoom and I have one word: EPIC. It's a really great map, the gameplay is pretty tight, and visuals are good without impeding movement. That said, there were a few things I noted:A couple of textures are missing, namely SKY4. I have no idea if this is because of ZDoom, the texture pack I'm using or a problem with the map. Edit: it's a problem with the texture pack. One of the missing textures, SP_DUDES, is missing, as is SKY4. I'm not sure how to fix this. Would you mind uploading your version of the texture pack so I can compare, Walter? ZDoom reports that there are 0-length lines and unused sidedefs in the map. These are normally cleaned up by your level editor or node builder. It's possible to get stuck behind the two thrones in the yellow key throne room. The demons that spawn in after collecting the yellow key get stuck in a nearby wall. Try moving the teleporter location a little further out. A couple of visual bugs. I'll try and take screenshots of these soon. Health was a little sparse at the start. As a result, I died early in my first two attempts. Adding a couple of health packs might help, but you don't have to go overboard. The third attempt was successful after I got a feeling for the map.I still need to do a run through in PrBoom and the original map for comparison, but I love your map. It's exactly what I was hoping for with this project and it's really inspiring. :) Edit: I'm getting the same problem, Masayan. Edit 2: I did a run through of the original NEFCAT.WAD. You've done a great job of updating the original without compromising the layout. The influence is very obvious. Great job, dude. :) 0 Share this post Link to post
masayan Posted September 24, 2009 There may be a problem for server I summarized it in Blog.(sorry , japanese only) http://d00masayan.blog120.fc2.com/blog-entry-422.html http://d00masayan.blog120.fc2.com/blog-entry-347.html http://d00masayan.blog120.fc2.com/blog-entry-338.html http://d00masayan.blog120.fc2.com/blog-entry-333.html When it cannot look ,I look for the method . 0 Share this post Link to post
Snarboo Posted September 24, 2009 That's looking like nice, Masayan. Keep us updated. :) 0 Share this post Link to post