mouldy Posted January 3, 2015 Impboy4 said:-Replaced all unknown/missing textures with stock Don't worry about changing the missing textures if they are in the nova texture pack, I just forgot to run that with your map so i saw HOMS instead. 0 Share this post Link to post
Breezeep Posted January 3, 2015 Remember when I said I lost interest in this little project? No? Well, I've decided to pick up an unfinished limit removing map of mine and finish it for this project. The blue sky is only a placeholder because I don't really like doom 2's brown sky. Map name - "Hop 2 It!" Build time - originally started a year ago, picked up and finished in around 2 - 3 days. MIDI - "Pistons" by James "Jimmy" Paddock Download Feedback appreciated. 0 Share this post Link to post
dobu gabu maru Posted January 3, 2015 Good stuff Breezeep. I was sad to see it was so short, although it gave me the idea that perhaps we could finish each episode with a death exit, as this map is a really nice E2 opener from pistol start. Also good work messing around with vertical diversity in the map too. Only thing I felt was bad was the HK that instantly pops up past the BK door--the HK is pretty ineffective solo and I think it's best to avoid the instant popup whenever you can. Replacing him with a rev that teleports in as soon as the door is raised would be a bit more dynamic (and maybe two sergeants by his side?) 0 Share this post Link to post
scifista42 Posted January 3, 2015 Breezeep said:Map name - "Hop 2 It!" Download Feedback appreciated. FDA - notice the vertically misplaced shellbox near the BK lift switch. Short, but nice classic-style map, it seems to be your comfortable style, isn't it? Impressive, keep it up! There wasn't really anything I did mind, aside from the shellbox bug of course. 0 Share this post Link to post
Breezeep Posted January 4, 2015 Thanks for the feedback guys! I kinda feel comfortable making short and sweet maps like this. Anyways, here's a revision of Hop 2 it: Click Me 0 Share this post Link to post
Dave The Daring Posted January 4, 2015 Just a quick update on the status of my map.. It's been nearly a week since I started. As you can see, there's a lot more work to do, but I'm making progress. Hopefully I'll have something playable soon.. 0 Share this post Link to post
tourniquet Posted January 4, 2015 Cool map Breezeep i only wish it would be a bit bigger but i like Dobu's idea to use this as an E2 opener in combination with a death exit. @Dave: Good good, interesting layout so far. 0 Share this post Link to post
mouldy Posted January 4, 2015 Breezeep said:Map name - "Hop 2 It!" Build time - originally started a year ago, picked up and finished in around 2 - 3 days. MIDI - "Pistons" by James "Jimmy" Paddock Download Feedback appreciated. Heh, that was a cute little map. Heres a FDA I recorded: http://www.mediafire.com/download/8c1h77pybjdt71a/hop2it-mouldy.lmp That teleporting rev gave me a surprise, I'm not sure where it went either, maybe one of the other monsters killed it. Nice short skirmish for weapons, would work well in a map01 slot . Visuals look weirdly flat thanks to the low sky, but not a big deal. I just noticed you posted an update so here's a demo for that: http://www.mediafire.com/download/sl9a7aj9q360u9y/hop2it_a-mouldy.lmp featuring some terrible infighting. I'd agree with the others that it really needs to be a pistol starter. 0 Share this post Link to post
Breezeep Posted January 4, 2015 dobu gabu maru said:Good stuff Breezeep. I was sad to see it was so short, although it gave me the idea that perhaps we could finish each episode with a death exit, as this map is a really nice E2 opener from pistol start. Also good work messing around with vertical diversity in the map too. Do you want me to put a death exit at the end of the level or will another level have the death exit? 0 Share this post Link to post
tourniquet Posted January 4, 2015 The death exit will be in the previous level. 0 Share this post Link to post
Pinchy Posted January 5, 2015 I've been thinking about this project for a while as it has been mentioned to me by several people when I stream or am watching some runs. My main concern was that there are a lot more mappers listed than map slots. I can't tell who has a work in progress and just hasn't posted yet and also what classifies as an experienced mapper. Is it the skill level of your work or how much varied content you have that is part of public projects? So far I have one map for The 2014 Mega Project, one small map for Speedmapping Session #2 and some other work that is not public yet. 0 Share this post Link to post
jmickle66666666 Posted January 5, 2015 If you make a map, it will get in. Go for it pinchy I want to see some more stuff from you :) 0 Share this post Link to post
dobu gabu maru Posted January 5, 2015 Pinchy said:My main concern was that there are a lot more mappers listed than map slots. This is something that really isn't an issue until we get close to the end of development; you can see that most of the names on the list haven't popped up again with a finished map. I'll probably work on throwing up a new thread today just so we can keep current with our developments and clear up some of the confusion. As per your other questions, the criteria on what makes a mapper fit for the project is really loose. Generally, if you think or feel that you are a "newbie" mapper, you can contribute to the megawad. There may be technical issues with this, like if you have >15 maps already published on the archives (thus nulling your "newbieness"), but otherwise it's fair game. 0 Share this post Link to post
DELETE-THIS-ACCOUNT Posted January 13, 2015 Hello, is there still slots open for this project? 0 Share this post Link to post
AD_79 Posted January 13, 2015 Fuzzyfireball said:Hello, is there still slots open for this project? Yes, it is, but you should post your map in the newer Nova II thread: http://www.doomworld.com/vb/wads-mods/71344-nova-ii-new-amateur-mappers-wanted/ 0 Share this post Link to post