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FractalXX

[RELEASED] Gridlock - A community project (maps aligned to the 64 units grid)

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Empyre said:

It turns out that the map name Hell Keep is already taken by Doom's E3M1. I need ideas for another name. How about Nether Hold? Devil's Deep?


How about Devil's Keep?

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I've decided to stay with Hellkeep (one word), even though it is only slightly different from Id's Hell Keep (two words).

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Empyre said:

I've decided to stay with Hellkeep (one word), even though it is only slightly different from Id's Hell Keep (two words).


Hell Fort(ress)?

Hell Barracks?

Hell Castle?

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FractalXX said:

Downloaded.


All levels of this project ready? If Yes, then will be collected when the release is?

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BeeWen said:

All levels of this project ready? If Yes, then will be collected when the release is?


It's been a while since I did anything to the project due to the holiday, but I think everything is ready, except if someone still wants to update their map(s).
Also, if I remember correctly, we still need some title patches.

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FractalXX said:

Also, if I remember correctly, we still need some title patches.

If you can hook me up with the finalized list of map names and authors I can bang them out.

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Nevander said:

If you can hook me up with the finalized list of map names and authors I can bang them out.

Please note that the name of my map is a single word: Hellkeep. Also, thank you for making title patches.

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Nevander said:

If you can hook me up with the finalized list of map names and authors I can bang them out.


I think I'll make a secret map to replace Trouble on the Bridge, because it doesn't fit in (IMO).
Also, someone will have to make a secret exit on their map.
After that, I'll update the list in the OP and that will be the finalized list.

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Hello. :)

FractalXX said:

Also, someone will have to make a secret exit on their map.

I previously suggested an area in Pinchy's Sheev Wheev for that:

Cyberia-Mix said:

I think the large secret area near the beginning that opens when getting the plasma rifle would be a pretty good candidate for the secret exit to Map31.
Players can guess the area must have some purpose but they don't know how to open it. And by the time it's open they may have forgotten about it and miss it, since the entrance is not really in view.
All of that makes a great combo for a secret exit.

Pinchy said:

I'll leave this update here for now until the secret exit is decided.

V0.97

Dunno if he's still up for it though.

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On 11/03/2017 at 7:56 AM, Pinchy said:

V0.97

Secret exit added in the middle east secret area.

Great news! Interestingly, putting it in the open has made this secret area easier to notice now.

 

Unless it's intentional, you might be interested in fixing the texture floor here also (just need to flip the trigger line).

 

Sorry for talking so much about this map, it's my favorite from the project.

Really had a lot of fun trying in every way. It looks good, it gives a lot of freedom, it's hard yet cleverly balanced, and the song gets stuck in my head. :P

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On 3/24/2017 at 4:33 AM, Pinchy said:

I fixed that line and also a sector missing it's damaging effect.

 

V0.98

Great news! I'll update everything in the project, soon.
We'll still need a proper secret map, though.

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Good news here.

 

I finally managed to get lots of free time so I can focus on the rest of the project.

We also have someone for the secret map. Hopefully, he will write here, soon.

 

I've also updated some maps I could find updates for, including mine (a new room at the end, fixed some bugs, etc.)

(hopefully) I've added the missing CWILVs properly (thanks to BeeWen).

 

Link in the OP.

 

EDIT: Another bug found: I forgot to update the MAPINFO for zDoom with the "secretnext" attribute for Sheev Wheej. Will be included in the next update.

Also, I think it would make some things easier if we split up the 3 themes between at least 3 people to test, so the testers only have to focus on their own "area".

Edited by FractalXX

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On 28.05.2017 at 5:03 PM, FractalXX said:

FractalXX

You disappeared for a long time, you might think that this project is closed. I collected during this time a lump in a playable form, but there may be some inaccuracies.

https://yadi.sk/d/yChORte93HBVCK

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Alright, I was the one who applied for the 'job', also, I just made an account here, so to inform you about my progress and to get feedback from you later.

 

This will be my second published map, and the first to be made Boom-compatible. This will also be my first contribution to a greater project, there is a lot I'll ask after I'm done with the building of the map. For example, the music for it, but mostly the integration of said map into the megawad.

 

I kindly ask you to help with these matters.

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3 hours ago, Xabika2202 said:

Alright, I was the one who applied for the 'job', also, I just made an account here, so to inform you about my progress and to get feedback from you later.

 

This will be my second published map, and the first to be made Boom-compatible. This will also be my first contribution to a greater project, there is a lot I'll ask after I'm done with the building of the map. For example, the music for it, but mostly the integration of said map into the megawad.

 

I kindly ask you to help with these matters.

You don't have to worry about the "integration" part. I'll do that.
What you'll have to care about:

- Use vanilla Doom2 textures, or the CC4-tex resource wad.

- Follow the grid restriction rule for vertexes (64 units, things don't matter, they can be on any grid)
- You may include your own music (in .midi or .MUS format of course) but if you don't want to, I'll pick one (I have several gigs of .midi files to choose from lol)

Since you'll be doing the secret map, you're free to choose any theme for it, there's no rule for it. It doesn't even have to be serious, but it should be a map of full value.
 

3 hours ago, BeeWen said:

Um... I apologize for being dumb, but what's that exactly? What do you mean you collected a lump in playable form?

 

Great news Fractal! I was hoping this project was still active.


I wouldn't ever abandon this project even if it lasted for several years. We're also near completion so we must not give up.

 

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17 hours ago, FractalXX said:

 

Um... I apologize for being dumb, but what's that exactly? What do you mean you collected a lump in playable form?

 

levels 2,7,16 and 29 have error lines. Card 3 no the texture of the sky. 6 there is no tag on the sector, giving access to switch out. 1 and 28 extra texture.  In my version it is fixed.

 

 

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4 hours ago, BeeWen said:

 

Oh, I see now.
Actually, MAP06 is mine and I updated it since then. Those bugs are fixed now.

I didn't know about the others but thanks for the fixes.

We'll need the approvement of the authors of these maps though.

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Good news: I'm already done with the map.

Funny thing is, I didn't want it to become a slaughtermap but it ended up being one anyway.

On 2017. 05. 30. at 4:54 PM, FractalXX said:

You don't have to worry about the "integration" part. I'll do that.
What you'll have to care about:

- Use vanilla Doom2 textures, or the CC4-tex resource wad.

- Follow the grid restriction rule for vertexes (64 units, things don't matter, they can be on any grid)
- You may include your own music (in .midi or .MUS format of course) but if you don't want to, I'll pick one (I have several gigs of .midi files to choose from lol)

Since you'll be doing the secret map, you're free to choose any theme for it, there's no rule for it. It doesn't even have to be serious, but it should be a map of full value.

Okay, then I'll leave the music up to your choosing.

Also, there's some weird stuff happening between ZDoom and PrBoom+:

With ZDoom, the map uses SKY1 as sky, which is ideal, but PrBoom+ uses SKY3. The map should use SKY1 as sky at all times. I mean, is it possible to do that in Boom?

When I was testing (with ZDoom), I spotted something odd: The normal exit also takes the player to MAP32, what's up with that? I made 2 separate exits, one of which is a secret exit, so I don't want that to happen. (...) Tested it with PrBoom+ as well, and there, it works as I wanted.

Anyway, here's the map: https://www.dropbox.com/s/2w9mu4xb2m5wa1v/map31 - Monochrome Mood.wad?dl=0

Edited by Xabika2202

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On 2017. 06. 01. at 0:36 PM, Xabika2202 said:

Good news: I'm already done with the map.

Funny thing is, I didn't want it to become a slaughtermap but it ended up being one anyway.

Okay, then I'll leave the music up to your choosing.

Also, there's some weird stuff happening between ZDoom and PrBoom+:

With ZDoom, the map uses SKY1 as sky, which is ideal, but PrBoom+ uses SKY3. The map should use SKY1 as sky at all times. I mean, is it possible to do that in Boom?

When I was testing (with ZDoom), I spotted something odd: The normal exit also takes the player to MAP32, what's up with that? I made 2 separate exits, one of which is a secret exit, so I don't want that to happen. (...) Tested it with PrBoom+ as well, and there, it works as I wanted.

Anyway, here's the map: https://www.dropbox.com/s/2w9mu4xb2m5wa1v/map31 - Monochrome Mood.wad?dl=0

It's possible with the sky transfer line special.
Did you test it with the cc4-tex skies or the vanilla ones? I'm asking because the cc4 skies fit well for almost every theme.
I'll include the map in the next update as we still need to fix some bugs/have the others approve for the fixes by BeeWen.

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17 hours ago, FractalXX said:

Did you test it with the cc4-tex skies or the vanilla ones? I'm asking because the cc4 skies fit well for almost every theme.

I tested it with cc4-tex, but to fit the nature of the map, I'd like it to be a white sky.

Nevermind, I used the skytransfer as you suggested.

Here's the updated version.

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