AD_79 Posted November 1, 2014 So, I felt like doing this to mark keydoors, since we can't use DOORRED or any other texture like that. https://dl.dropboxusercontent.com/u/106557511/50sogt_keydoors.png 0 Share this post Link to post
scifista42 Posted November 1, 2014 @AD_79: I hope your map is going to have a generally inserious mood, then I'd see it fitting to use keycards like this, otherwise not really. Bottoms of candelabra's would suffice for the job, maybe, perhaps more of them at once and/or in combination with candles (candles often mark secrets or something special in a map). EDIT @Quakis: Awesome architecture design, shapes and lighting, even the texturing doesn't suck balls as I'd expect. Gameplay is disappointing, though, it's an easy-ish continual shootage with some tedious-to-kill ammo sponge monsters on the way and no powerful weapons. That could use an improvement, like Marcaek suggested. It alse needs new music and custom sky. Overally a good map, that's for sure. It felt like a mix of Quake 2 style with style of the Doom mapper Travers. :) 0 Share this post Link to post
Marcaek Posted November 1, 2014 I think the default meteor sky from the beta works best with the map, myself. AD_79: I'm not toooooooo bothered by keys used like that but if you can find another way to go about it that'd be cool. At least make the nooks look more interesting than squares perhaps. 0 Share this post Link to post
Gez Posted November 1, 2014 Other than keys (skulls and cards alike), there aren't any decorative item that exist in red, yellow, and blue in vanilla Doom. Torches are red, green, blue instead. Though you could do something with sunken burning barrels for yellow, and sunken torches for red and blue. 0 Share this post Link to post
AD_79 Posted November 1, 2014 Yeah, gonna have to change that, I could use torches or something :P 0 Share this post Link to post
Breezeep Posted November 1, 2014 Early WIP from me. Started this yesterday. 0 Share this post Link to post
scifista42 Posted November 1, 2014 Ha. Not bad. Light work will probably be the saviour of this project. 0 Share this post Link to post
Guest DILDOMASTER666 Posted November 2, 2014 I can't believe this exists It's amazing 0 Share this post Link to post
scifista42 Posted November 2, 2014 TimeOfDeath said:I'm making a small one. http://timeofdeath.wrvids.com/doom/50sogTOD.jpg I can see at least 2 non-sky flats being used, or am I wrong? If I'm wrong, how did you make the red star on the ceiling? 0 Share this post Link to post
scifista42 Posted November 2, 2014 If it was a sky on the ceiling, the upper black textures wouldn't display at all, as far as I know. 0 Share this post Link to post
Gez Posted November 2, 2014 scifista42 said:If it was a sky on the ceiling, the upper black textures wouldn't display at all, as far as I know. The sky hack is only if the ceiling textures on both sides of the line are skies, then the upper texture is hidden. You can perfectly well do a funky, absurd-looking contraption where the sky is bordered by higher non-sky ceilings and the upper textures will be shown. It'll look weird, but the engine won't care. 0 Share this post Link to post
scifista42 Posted November 2, 2014 Interesting, I didn't know this, all right then. 0 Share this post Link to post
Breezeep Posted November 2, 2014 TimeOfDeath said:I'm making a small one. http://timeofdeath.wrvids.com/doom/50sogTOD.jpg Will there be lots of revenants in it? 0 Share this post Link to post
Marcaek Posted November 2, 2014 Looks cool ToD, but I hope that the multiple flats are indeed using sky transfer abuse. If they're not they easily could without altering anything. 0 Share this post Link to post
TimeOfDeath Posted November 2, 2014 Yeah, I'm using CEIL5_1 and F_SKY1, and the rest are sky transfers. 0 Share this post Link to post
gggmork Posted November 5, 2014 Ha ha, nice anatomically correct ending, and HOM rocket launcher. Hmm, it needs to use decorate to make an imp with a blonde wig, then when you push one in front of the statue somehow, it grows a boner and you have to use the boner as a bridge to cross.. 0 Share this post Link to post
TimeOfDeath Posted November 5, 2014 haha a boner bridge is genius, shouldn't be too hard for someone to make either. btw, I did a max for my map in 6:44. btw again, is there a mirror for the wad in the OP? I can't download from dropbox. 0 Share this post Link to post
scifista42 Posted November 5, 2014 TimeOfDeath said:I can't download from dropbox. Have you tried various browsers? For me, it surprisingly worked when I started using Opera. 0 Share this post Link to post
Katamori Posted November 5, 2014 Goddamn sick idea! I should join I guess. 0 Share this post Link to post
Marcaek Posted November 5, 2014 ToD: looks wikkid, will play in a little while. I'll work on mirroring the original 3 maps very soon as well. Katamori: I'll allow a submission from you, but I'm going to take the opportunity to say that I'm ready to close the window for new submissions very soon. I'm aiming for around 16 maps give or take as appropriate. 50 shades is not something that would benefit from being a full megawad IMO. On another note: has anyone considered abusing certain Boom features like alternate colormaps? It'd be cool if done well but could probably ruin an otherwise good map if done poorly I imagine. 0 Share this post Link to post
TimeOfDeath Posted November 5, 2014 scifista42 said:Have you tried various browsers? For me, it surprisingly worked when I started using Opera. Thanks, it did work in Opera (for the past several months dropbox and certain other websites like Twitter etc stopped working on my old computer with Chrome and IE, I googled and figured it was their newer SSL certificates that weren't compatible anymore below xp sp3). Who made map03 in the beta? It was really fun! 0 Share this post Link to post
quakis Posted November 5, 2014 Adjusted the combat based off Marcaek's suggestions, which actually do work out a lot better. Pain Elementals and Revenants replacements especially. Feels like there is more 'bite' than before, but nothing near as punishing as ToD's entry! I'm happy with this map being low key though, perhaps more suitable as an early map. Removed the Hellknights entirely across all difficulties and a couple of pinkies, felt too spongy for this map. Download Update: Here 0 Share this post Link to post
ezormer Posted November 5, 2014 Updated my map a bit, added some detail (for better or worse) and changed the enemy placement. 0 Share this post Link to post
scifista42 Posted November 5, 2014 TimeOfDeath said:for the past several months dropbox and certain other websites like Twitter etc stopped working on my old computer with Chrome and IE, I googled and figured it was their newer SSL certificates that weren't compatible anymore below xp sp3).Ha! I've recently created a thread where I asked why did some websites stop working in IE just recently, and nobody told me about this! (sorry for the short off topic) 0 Share this post Link to post
Marcaek Posted November 6, 2014 ToD: This is hard. Really hard. I like it. I'll probably have to do something unusual regarding placement though, current plan is aiming for 16-ish maps so it'll probably be in the 31 slot as a "pick your challenge" end to whatever's in map15. If you want to provide a midi that'd be cool, and if there's no difficulty settings yet I'd at least like to see some halfassed in if nothing else :P It's a keeper in any case. ezormer: nice, this is still an easier map but it's fun despite that. Good job with the visuals in that secret :P Quakis: perfect. I'd call this a release-candidate worthy map. It could use a midi too though, but if you can't find one to fit I can probably look around. I'm going to update the OP shortly with links to the current maps and mention of the allowance for non-visible switch textures and multiple skies as was requested. 0 Share this post Link to post
Megalyth Posted November 6, 2014 TimeOfDeath said:Who made map03 in the beta? It was really fun! That would be me. Glad you liked it. :) P.S. Your map is damn cool too. Way too difficult for the likes of my lame ass though, heh. 0 Share this post Link to post
gggmork Posted November 6, 2014 So may I, like, put some monsters and gameplay and stuff in my map without it ending up being "rejected", Mr. leaderfag, sir? 0 Share this post Link to post