sudo459 Posted July 8, 2017 On 6/18/2017 at 8:23 PM, Cyberia-Mix said: Pinball and Dinosaur Foot used to have custom songs that were cut off for copyright reasons. Don't sudo459 and Martian Doomer want to try picking other custom songs rather than using default ones? Well, I would like a midi version of that song used for my level, but good luck finding a good one, and I can't make one. If that's not possible, the default works for me tbh. 0 Share this post Link to post
mArt1And00m3r11339 Posted July 21, 2017 I tested level 3 and there is an issue with the sky texture. I know there is one other person who did a video on this. I played it with Complex Doom. 0 Share this post Link to post
BeeWen Posted July 30, 2017 (edited) Ready map20-new. The map CWILVs is in the WAD. Trek - Augen auf [XG] - ALhoRRo_GisheRamayReR_2.mid - revision my. Screens: Downloads: https://yadi.sk/d/EX89sgDX3LZV2x Question: why in MapInfo removed the ban on nojump and nocrouch? Edited August 2, 2017 by BeeWen 0 Share this post Link to post
FractalXX Posted August 2, 2017 On 2017. 07. 31. at 1:26 AM, BeeWen said: Ready map20-new. The map CWILVs is in the WAD. Trek - Augen auf [XG] - ALhoRRo_GisheRamayReR_2.mid - revision my. Screens: Downloads: https://yadi.sk/d/EX89sgDX3LZV2x Question: why in MapInfo removed the ban on nojump and nocrouch? Nice! I'll update the wad until the weekend (hopefully). 0 Share this post Link to post
Cyberia-Mix Posted August 3, 2017 (edited) On 31/07/2017 at 1:26 AM, BeeWen said: Ready map20-new. Downloads: https://yadi.sk/d/EX89sgDX3LZV2x I played it. It's good but it's harder than maps 21-24. ._. I also thought it looked really similar to Exit Wound. Small corridors, then bigger rooms, Spider boss, and Cyber boss at end. How do you get the invulnerability on the scrolling floor? On 31/07/2017 at 1:26 AM, BeeWen said: Question: why in MapInfo removed the ban on nojump and nocrouch? They were in the MAPINFO before? I can't find them in older versions. O_o They can be added as global settings at the beginning of the MAPINFO anyway. @FractalXX: there's also some vertex fixing to do on 64 Ways to Die. See my last post on p.21. Doesn't look like Saint_Guy is around. @mArt1And00m3r11339: did you use the latest version of the project? The missing sky was fixed in v31 (it's working for me). 0 Share this post Link to post
BeeWen Posted August 4, 2017 12 hours ago, Cyberia-Mix said: I played it. It's good but it's harder than maps 21-24. ._. I also thought it looked really similar to Exit Wound. Small corridors, then bigger rooms, Spider boss, and Cyber boss at end. "Exit Wound" must not be a number 25. In this map of hell is identified only one location. Planned gradual reduction of the player in the final episode. It was originally number 20. The new map also has a similar idea. 12 hours ago, Cyberia-Mix said: How do you get the invulnerability on the scrolling floor? Sorry for the mistake with the capture of invulnerability scrolless on the floor, please take the updated WAD old link. 12 hours ago, Cyberia-Mix said: They were in the MAPINFO before? I can't find them in older versions. O_o They can be added as global settings at the beginning of the MAPINFO anyway. In this condition the project is the limit removing, there are no such functions of the player. Therefore, it is proper to add in MapInfo those two rows to each maps. 12 hours ago, Cyberia-Mix said: 0 Share this post Link to post
FractalXX Posted August 7, 2017 On 2017. 08. 03. at 11:51 PM, Cyberia-Mix said: I played it. It's good but it's harder than maps 21-24. ._. I also thought it looked really similar to Exit Wound. Small corridors, then bigger rooms, Spider boss, and Cyber boss at end. How do you get the invulnerability on the scrolling floor? They were in the MAPINFO before? I can't find them in older versions. O_o They can be added as global settings at the beginning of the MAPINFO anyway. @FractalXX: there's also some vertex fixing to do on 64 Ways to Die. See my last post on p.21. Doesn't look like Saint_Guy is around. @mArt1And00m3r11339: did you use the latest version of the project? The missing sky was fixed in v31 (it's working for me). I'll add that to the MAPINFO and will also check the vertices. 0 Share this post Link to post
FractalXX Posted August 18, 2017 (edited) Alright guys, I've done every fix that was mentioned (and which I've noticed), v4 is up. Added nojump, nocrouch to MAPINFO. Everyone should check their maps and see if there's any problem. Notify me if something's wrong. 2 Share this post Link to post
Royal_Sir Posted August 23, 2017 I feel more embarrassed each time I upload an updated version of my small map. Like these are the kind of things I should have caught on a long time ago and fixed in only like 4 versions. Oh well, here's V7 of Retrofit. https://www.dropbox.com/s/378mh15rv5eoo4c/Retrofitv7.wad?dl=0 -Fixed the secret door. An adjcacent sector mistakenly had the same sector tag so they both opened. -Proper aligned textures for the courtyard and by the exit door. -Fixed a ceiling texture that displayed the default ceiling. 0 Share this post Link to post
Cyberia-Mix Posted August 24, 2017 There's one thing I noticed just now too in Map 32: pic Also allows to walk through the gap. @FractalXX: Xabika started a post higher on this page for errors he spotted. You might want to fix what he found in your map. ;) 0 Share this post Link to post
mArt1And00m3r11339 Posted August 25, 2017 21 hours ago, Cyberia-Mix said: There's one thing I noticed just now too in Map 32: pic Also allows to walk through the gap. @FractalXX: Xabika started a post higher on this page for errors he spotted. You might want to fix what he found in your map. ;) I fixed it. Version 3 is up. Change since the last version is that I moved a couple of lamps to a size so that a player wouldn't be tempted to walk through the gaps (and not to mention, I put some Doom 3 sound effects, a Brutal Doom sound effect for grabbing orbs, and a pickup sound effect from Ancient Aliens into the wad). http://www.mediafire.com/file/rnb3n90248999by/Dinosaur_Foot_v3.wad 0 Share this post Link to post
Empyre Posted August 26, 2017 I looked my my map again, and I see a couple small tweaks I could make over the weekend, if it would be OK to do so now. 0 Share this post Link to post
Empyre Posted August 27, 2017 (edited) Double post, but 23 hours apart. Here's the updated version of my map: hkeepv6.zip changes in hkeepv6.wad: - Changed the flat on the lifts on the walls and towers to one that looks better on diagonal lifts. - Changed the two switches that open the balcony windows and the door to the throne room into one switch that opens both. Edited August 27, 2017 by Empyre 0 Share this post Link to post
FractalXX Posted September 1, 2017 On 2017. 08. 23. at 11:11 PM, Royal_Sir said: I feel more embarrassed each time I upload an updated version of my small map. Like these are the kind of things I should have caught on a long time ago and fixed in only like 4 versions. Oh well, here's V7 of Retrofit. https://www.dropbox.com/s/378mh15rv5eoo4c/Retrofitv7.wad?dl=0 -Fixed the secret door. An adjcacent sector mistakenly had the same sector tag so they both opened. -Proper aligned textures for the courtyard and by the exit door. -Fixed a ceiling texture that displayed the default ceiling. I'll update that, soon. On 2017. 08. 24. at 10:19 PM, Cyberia-Mix said: There's one thing I noticed just now too in Map 32: pic Also allows to walk through the gap. @FractalXX: Xabika started a post higher on this page for errors he spotted. You might want to fix what he found in your map. ;) I saw that, I just didn't have time to open up GZDB, yet. I'll fix that soon and thanks for the reminder. @Xabika2202: Thanks for the notification. 0 Share this post Link to post
BeeWen Posted September 1, 2017 Fixed in мар20 place to be stuck behind the torch at the wall in the lava lake. https://yadi.sk/d/EX89sgDX3LZV2x 0 Share this post Link to post
LoadedCannible Posted December 6, 2017 This sounds and looks very interesting! I'd l like take part in this. Not too sure if my map design skills meet up to your standards, but I'd love to try. I just need to know if you approve of this, and ill get started right away! Thanks. 0 Share this post Link to post
Walter confetti Posted December 6, 2017 26 minutes ago, Voltcom9 said: Is this project officially dead now? It's been compiled with all the maps for quite a long while now so I'm just wondering if it's been abandoned. I hope not! 0 Share this post Link to post
Nevander Posted December 6, 2017 5 hours ago, Voltcom9 said: Is this project officially dead now? Probably. :S 0 Share this post Link to post
mArt1And00m3r11339 Posted December 6, 2017 I'm severely disappointed now. 0 Share this post Link to post
BeeWen Posted December 7, 2017 9 hours ago, mArt1And00m3r11339 said: I'm severely disappointed now. This project has a complete set of levels. But the curator was gone again, this time for good. The official announcement of the completion of the project was not. 0 Share this post Link to post
Pegleg Posted December 7, 2017 7 hours ago, BeeWen said: This project has a complete set of levels. But the curator was gone again, this time for good. The official announcement of the completion of the project was not. Why not just have someone new take over the final compilation of the project? Is there a Doomworld rule (written or unwritten) that I'm unaware of where projects can only be handed off if the original/current curator agrees to do so? 0 Share this post Link to post
Bauul Posted December 7, 2017 25 minutes ago, Pegleg said: Why not just have someone new take over the final compilation of the project? Is there a Doomworld rule (written or unwritten) that I'm unaware of where projects can only be handed off if the original/current curator agrees to do so? It's generally frowned upon to "take over" a project from someone hasn't officially left it. It'd be like coming home from a long vacation and found someone had moved into your house. However, if the OP has stated he has permanently gone (I don't know the background here), then yes someone else can take it over. 2 Share this post Link to post
Pegleg Posted December 7, 2017 (edited) 27 minutes ago, Bauul said: It's generally frowned upon to "take over" a project from someone hasn't officially left it. It'd be like coming home from a long vacation and found someone had moved into your house. However, if the OP has stated he has permanently gone (I don't know the background here), then yes someone else can take it over. I completely agree that if the person overseeing the project (whether it's the originator or someone else who took the reins of the project) is still around and can be reached, then absolutely that person should be consulted first. My response was driven by @BeeWen's statement that @FractalXX (I assume he/she was still the curator) was "gone for good," implying that person had left the Doomworld community for whatever reason and was not returning, at least not in a reasonable time. I'm not advocating for users commandeering other people's projects just because they think they're taking too long or they don't like the direction they're headed. 0 Share this post Link to post
BeeWen Posted December 10, 2017 I would like to see this project has been completed, otherwise a lot of work went in vain. What is the idle time of the curator is considered reasonable? 3 Share this post Link to post
Cyberia-Mix Posted December 13, 2017 The latest version is pretty much complete save for minor updates in a few maps. I can reup it if needed. All maps work fine (for me at least), though it would be nice to have more reviewers for the newer maps. 0 Share this post Link to post
Walter confetti Posted December 14, 2017 Yeah, I was thinking about to release a new map pack from this project with the few new maps... 0 Share this post Link to post
BeeWen Posted December 15, 2017 23 hours ago, Walter confetti said: Yeah, I was thinking about to release a new map pack from this project with the few new maps... Wait a little time after the new year, let's try to put what is in one collection for yourself. 0 Share this post Link to post
FractalXX Posted December 22, 2017 On 2017. 12. 07. at 10:30 AM, BeeWen said: This project has a complete set of levels. But the curator was gone again, this time for good. The official announcement of the completion of the project was not. I'd officially announce it, if the project was discontinued. It's not. I'm still here, even though my free time is just a few. Actually, I was waiting if anyone wants to change anything in their maps, or if there was anything that had to be fixed. I think it's time to release the project, officially. 4 Share this post Link to post