Snakes Posted October 11, 2010 Actually a 32-map beta for playtesting isn't a bad idea, IMO. It would give a good consensus about what maps could be kept and discarded as the last 3 come in, if that were needed.Keeper of Jericho said:I'm working on another map for the moment, named "Walls of Jericho". If there haven't been 35 maps submitted yet by the time it's finished, and if Pcorf's fine with it, I'll submit it to this project. That is, if it's okay for me to make a third map. If not, no problem, I can still use it for my own. I have some screenshots of it. I'm using TNT to testplay, since its hellish sky is closer to this project's than Doom II's hellish sky is. Let me know if you're okay with another map from me, Pcorf. Interesting concept, but I'd suggest bordering the center piece in the second shot with MARBLE1... those skulls just look awkward when they're half-sunk in the floor like that. 0 Share this post Link to post
pcorf Posted October 13, 2010 Keeper of Jericho said:I'm working on another map for the moment, named "Walls of Jericho". If there haven't been 35 maps submitted yet by the time it's finished, and if Pcorf's fine with it, I'll submit it to this project. That is, if it's okay for me to make a third map. If not, no problem, I can still use it for my own. I have some screenshots of it. I'm using TNT to testplay, since its hellish sky is closer to this project's than Doom II's hellish sky is. It's a concept map, like my other two maps I've contributed. I was inspired by this picture, and now am trying to pour the idea of it into a Doom map. Basically, it's delivering battle against the demons atop a long wall. Think the Chinese Wall poured into Doom and demon-infested. ;) Let me know if you're okay with another map from me, Pcorf. Looks interesting. Looking forward to getting it. It may make me now reconsider using TNT's red sky for E3 because that sky loops vertically. 0 Share this post Link to post
DeathevokatioN Posted October 15, 2010 Well I'm seperated from my home computer right now, but in a few weeks as soon as I've gotten it back I'll be able to submit that map I talked about, that is influenced by the Map01's of MM, MM2 and Requiem. magicsofa said: Are you still working on this map magicsofa? It looks really nice and unique from that screenshot I see there, would be a pitty if you didn't finish it. 0 Share this post Link to post
valkiriforce Posted October 15, 2010 I had forgotten to mention that change I made on my MAP30 contribution (moving that last circular area 90 degrees because I forgot the Icon of Sin explosion always occurs south of it) I somehow missed on the marble flat misalignment (DEM1_1-4). So I was hoping you wouldn't mind my sending the map to you again? Or by simply flipping the sectors over so the flats are aligned correctly, either way works fine. 0 Share this post Link to post
pcorf Posted October 16, 2010 valkiriforce said:I had forgotten to mention that change I made on my MAP30 contribution (moving that last circular area 90 degrees because I forgot the Icon of Sin explosion always occurs south of it) I somehow missed on the marble flat misalignment (DEM1_1-4). So I was hoping you wouldn't mind my sending the map to you again? Or by simply flipping the sectors over so the flats are aligned correctly, either way works fine. I fixed the DEM1_x by rotating it. So no need to resubmit the map. 0 Share this post Link to post
Snarboo Posted October 16, 2010 Are there any free slots left? I think I'd like to make a map for this project. :) 0 Share this post Link to post
pcorf Posted October 16, 2010 Snarboo said:Are there any free slots left? I think I'd like to make a map for this project. :) You can make a map for this project no problem. 0 Share this post Link to post
magicsofa Posted October 16, 2010 DeathevokatioN said:Are you still working on this map magicsofa? It looks really nice and unique from that screenshot I see there, would be a pitty if you didn't finish it. Yes I am! I was meaning to update but anyway, when I saw it was approaching 32 maps I regained motivation :P I'm basically in play-testing mode right now 0 Share this post Link to post
Walter confetti Posted October 17, 2010 awesome! 4 maps remains (and 2 of them is on playtest work)! 0 Share this post Link to post
pcorf Posted October 18, 2010 A REMINDER WHEN YOU SUBMIT A MAP DO NOT SEND ME A PM WITH A LINK TO THE LEVEL. MOST WEBSITES ARE DODGEY AND ITS VERY DIFFICULT TO DOWNLOAD FROM THESE DODGEY WEBSITES. IT IS BEST TO EMAIL THE LEVEL TO ME IN A .ZIP FILE THAT CONTAINS THE .WAD AND .TXT FILE. Goto http://www.paulcorfiatis.com/contact.html and you'll find my email address. 0 Share this post Link to post
Dutch Doomer Posted October 18, 2010 What name is this project going to recieve, I seem to have missed that. 0 Share this post Link to post
magicsofa Posted October 18, 2010 hehe...I don't know who in their right mind would send a download link for a dodgy website >.> submitted my map the right way now... Is anyone making new level titles? I might be up for it, as well as writing some midis 0 Share this post Link to post
pcorf Posted October 18, 2010 magicsofa said:hehe...I don't know who in their right mind would send a download link for a dodgy website >.> submitted my map the right way now... Is anyone making new level titles? I might be up for it, as well as writing some midis I will make the level titles. Feel free to write some MIDI's. Also I got your map, thanks alot. Will play it tomorrow after skoolz. UPDATE 19 OCT 2010 MAPS RECEIVED (32) The Deceived by Philnemba Granite Base by Captain Toenail Roundabout by Krispavera Sacrificial Castle by aaglo Entryway on Earth by Walter "Daimon" Confalonieri Untitled (pmap4_d2.wad) by Pablo Dictter Loathsome Library by Captain Toenail Buried Eons by jerrysheppy Liquid Facility by Philnemba Shipwreck by aaglo At Hell's Gate X by Walter "Daimon" Confalonieri 4chan servers by Walter "Daimon" Confalonieri Simply Familiar by Philnemba (MAP07) Morgue Theft by ArmouredBlood (MAP32) Malle Brok by Cris Hansen Piss Factory by Chris 'purist' Bourke Substation by Dutch Devil NIGHT OF FAIL by Walter "Daimon" Confalonieri (MAP31) Malebolge by Snakes Demonic Caprice by jerrysheppy High Time for Death by Malinku Seven Dead Disciples by Keeper of Jericho A Vile Piece by darkreaver Lockdown by Phobus Iron Mike by Snakes Nukem by Captain Toenail untitled (name to be specified) by Pcorf (MAP15) Unforgiven by Valkiriforce (MAP30) Escape from Spirit World by Snakes and Captain Toenail Realm of Chaos by Valkiriforce The Express Elevator To Hell 2 by Keeper of Jericho Rift Quandry by Magicsofa SPECIAL SLOTS MAP07: Phinemba MAP15: Pcorf MAP30: Valkiriforce MAP31: Walter "Daimon" Confalonieri MAP32: ArmouredBlood 0 Share this post Link to post
Philnemba Posted October 18, 2010 pcorf said:UPDATE 19 OCT 2010 MAPS RECEIVED (32) Sweet! Took us long enough to reach 32 maps :) 0 Share this post Link to post
magicsofa Posted October 19, 2010 so what is the deal with playtesting...I figure we might as well get on it before the final submissions, to give plenty of time. 0 Share this post Link to post
valkiriforce Posted October 20, 2010 I hope it's not too late for me to make a request on the track of my city level, "Realm Of Chaos" (To whoever may do the music). Could you do something guitar-oriented? As I was making that level I really had that sort of music stuck in my head, and I feel it would be fitting for the level. It could be something like MAP22 of Memento Mori 2 or MAP26 of Eternal Doom. I hope that's not asking too much. 0 Share this post Link to post
Snarboo Posted October 20, 2010 Looks like I'll have to make a map for the second PCorf community project. :) 0 Share this post Link to post
DeathevokatioN Posted October 20, 2010 Snarboo said:Looks like I'll have to make a map for the second PCorf community project. :) Pcorf is holding it until he recieves 35 maps.. so you can still make your map for it. 0 Share this post Link to post
pcorf Posted October 20, 2010 DeathevokatioN said:Pcorf is holding it until he recieves 35 maps.. so you can still make your map for it. Correct. People who have uncompleted levels PLEASE DO NOT GIVE UP. I will accept all maps that are yet to be completed. 0 Share this post Link to post
Captain Toenail Posted October 20, 2010 Hmm, just noticed that a barrel crusher trap at the end of Nukem doesn't work in Eternity, but does in ZDoom. I have a chain reaction of barrel explosions that are triggered by one barrel being exploded by a crusher, any reason why this isn't working? Is there some obscure vanilla thing I've missed here or something? 0 Share this post Link to post
Katamori Posted October 20, 2010 Paul, I have a question: Previously I started my megaWAD called Evil Reality, but I don't finished yet and since I started another project. I one completed level in the WAD. A not detailed, although a playable, little, easy map. May I send for the project this map? I don't want to continue this megaWAD in the future, so the other ideas are dead. 0 Share this post Link to post
Death Egg Posted October 21, 2010 Snarboo said:Looks like I'll have to make a map for the second PCorf community project. :) If there is a sequel, I'm working on an Icon of Sin level that should be good for that. (I doubt two Icon of Sin stages would be good for one mod) 0 Share this post Link to post
pcorf Posted October 21, 2010 Captain Toenail said:Hmm, just noticed that a barrel crusher trap at the end of Nukem doesn't work in Eternity, but does in ZDoom. I have a chain reaction of barrel explosions that are triggered by one barrel being exploded by a crusher, any reason why this isn't working? Is there some obscure vanilla thing I've missed here or something? Leave it as it is. Its a problem with Eternity and I never use Eternity. 0 Share this post Link to post
esselfortium Posted October 21, 2010 pcorf said:Leave it as it is. Its a problem with Eternity and I never use Eternity. Does it work in PrBoom or PrBoom-Plus? MBF? SMMU? Boom itself? This sort of thing differs much more often in ZDoom from Boom ports than it does among different Boom ports; unless Captain Toenail has discovered an esoteric bug in EE (in which case please report it to Quasar!), chances are this is a ZDoomism that'll break the map in a lot of other ports, as well. 0 Share this post Link to post
traversd Posted October 21, 2010 Not sure if it is the same thing capt toenail, but to get a barrel chain happening I had to both crush with a floor raise and a ceiling lower to get the chain to occur between prboom+ and gzdoom. The map in question is the tune-up of 'execute' for the 1994 project --> http://www.doomworld.com/vb/showthread.php?s=&postid=904558#post904558 EDIT: Looking at my map again what I found was that the ceiling crush in prboom would not start a chain. A floor raise with crush would, however the flip-side is that gzdoom would not crush the barrels using the floor raise w/crush (it would get stopped by the barrel height. So I have the floor raise w/ crush go first and then the ceiling crush to make sure of it. Travers 0 Share this post Link to post
Keeper of Jericho Posted October 21, 2010 Update on the progress of my "Walls of Jericho" map: it's coming along, a bit slower than my maps SDD or TEETH2 for this project, bbut it shouldn't take too much time to finish. I'm certain I can do it before the last maps are rounded up (if Pcorf keeps to his earlier statement of waiting 2 months for unfinished maps to be finished once 32 maps have been received). My biggest problem with this map is that I know what I want concept-wise, difficulty-wise and game-play wise, but I'm still undecided length-wise. I can't seem to decide how long and big I want this map to be. My previous two maps were long ones, so should this one be too, or should it be different? Can't seem to decide. Oh well, I'll manage, somehow. Here's a screenshot showing how the Walls of Jericho look so far: 0 Share this post Link to post
Captain Toenail Posted October 21, 2010 I tried testing it with Legacy and PRBoom but I simply can't get these ports to work. I'm guessing it's an Eternity problem because I've managed to get this kind of thing to work with Doom95 in the past. Also cool wall, but the multicoloured torches looks a bit cheesy :P 0 Share this post Link to post
esselfortium Posted October 21, 2010 Captain Toenail said:I tried testing it with Legacy and PRBoom but I simply can't get these ports to work. I'm guessing it's an Eternity problem because I've managed to get this kind of thing to work with Doom95 in the past. Also cool wall, but the multicoloured torches looks a bit cheesy :P Chances are you're running into http://doom.wikia.com/wiki/Barrel#Demo this Doom glitch. 0 Share this post Link to post
darkreaver Posted October 21, 2010 @Keeper: so simple, so nice! Gives me that good classic feeling! Ahhhh! The multi-colored torches rules :) 0 Share this post Link to post