Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
FractalXX

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

Recommended Posts

rdwpa said:

Many of those are custom -- i.e., made by the map author or something -- and not intended for the general public's use.

The permissions of cchest4.txt says "Authors may NOT use the contents of this file as a base for modification or reuse." The next paragraph says "You MAY distribute this file... I have received permission from the original authors of any modified or included content in this file to allow further distribution." This seems to indicate that you can't use the contents of the file, but you can distribute the entire file. Okay.

lupinx-Kassman added about 400 textures and flats to cchest4.wad. In his original CC4 map posts, he says most of his textures came from Dark Forces and Strife, but he created some.
https://www.doomworld.com/vb/post/805333
https://www.doomworld.com/vb/post/891687

I identified about 125 of the textures/flats by their numbers pulled directly from a Dark Forces texture wad (darkftex.zip) at Afterglow's site http://www.doomworld.com/afterglow/textures.shtml , whose author does allow re-distribution (there is also a darkftex.zip at Realm667, but it's different and has less textures). Maybe other textures were re-named versions. I didn't check closely. Credit is given in cchest4.txt to Rogue Entertainment and LucasArts, but the original texture locations are not given.

So, my understanding of this is: you can't use the Dark Forces textures from cchest4.wad, but you can use them from darkftex.wad, if you made the effort to track them down.

Isn't this like saying "I found some cool things, which I have permission to use, but I'm not letting you use them and I'm not telling you where they came from"? Or am I understanding the cchest4 permissions wrongly?

And it still doesn't address my original question. It looks like the only way to access all the textures used in cchest4 is to rip the custom ones from cchest4.wad and add them to cc4-tex.wad, if that's even allowable.

So I guess Ninehills42 could keep the custom textures if he makes sure they are from darkftex and not ones that lupinx-Kassman created.

If custom textures are being allowed.

Share this post


Link to post
EffinghamHuffnagel said:

The permissions of cchest4.txt says "Authors may NOT use the contents of this file as a base for modification or reuse." The next paragraph says "You MAY distribute this file... I have received permission from the original authors of any modified or included content in this file to allow further distribution." This seems to indicate that you can't use the contents of the file, but you can distribute the entire file. Okay.

lupinx-Kassman added about 400 textures and flats to cchest4.wad. In his original CC4 map posts, he says most of his textures came from Dark Forces and Strife, but he created some.
https://www.doomworld.com/vb/post/805333
https://www.doomworld.com/vb/post/891687

I identified about 125 of the textures/flats by their numbers pulled directly from a Dark Forces texture wad (darkftex.zip) at Afterglow's site http://www.doomworld.com/afterglow/textures.shtml , whose author does allow re-distribution (there is also a darkftex.zip at Realm667, but it's different and has less textures). Maybe other textures were re-named versions. I didn't check closely. Credit is given in cchest4.txt to Rogue Entertainment and LucasArts, but the original texture locations are not given.

So, my understanding of this is: you can't use the Dark Forces textures from cchest4.wad, but you can use them from darkftex.wad, if you made the effort to track them down.

Isn't this like saying "I found some cool things, which I have permission to use, but I'm not letting you use them and I'm not telling you where they came from"? Or am I understanding the cchest4 permissions wrongly?

And it still doesn't address my original question. It looks like the only way to access all the textures used in cchest4 is to rip the custom ones from cchest4.wad and add them to cc4-tex.wad, if that's even allowable.

So I guess Ninehills42 could keep the custom textures if he makes sure they are from darkftex and not ones that lupinx-Kassman created.

If custom textures are being allowed.


I understand you actually but that's not an option now.
We're sticking strictly to cc4-tex.wad.

Ninehills42 said:

http://www.mediafire.com/download/6f55l01zvgy2di7/Tower_of_Hope%281.2.3%29.wad
Here's the v1.2 of this map, with fixed textures.

And I desinged this map to be hard, I really love making slaughterfest levels, and I think every megawad should have at least a few hard levels in them :)
But dont worry, this will probably be the UV difficulty :D

Edit: Also I've just done it with only one resurrection used. So it should be possible :)


Include the update in the maps' original post, too (as seen in the OP).
My map turned out to be hard, too, but if I managed to get through it at least once without resurrection then it won't be a problem for more skilled players.

Share this post


Link to post
FractalXX said:

Alright, here's my own entry: Phantasm.
It's not done yet, just an early test version, since I want to improve balance which is not the best at the moment. (quite hard, so be cautious)
I didn't even test prBoom compatibility, yet, so it's better to try in zDoom for the time being.
Feedback would be appreciated.
Textures: only vanilla Doom 2.

https://www.sendspace.com/file/904knp

http://postimg.org/image/sw6q9wcl5/
http://postimg.org/image/ui46t10p3/

Edit: Did some minor tweaking, finalized prBoom compatibility.

I just played your level, and i found 2 bugs. The first bug is that the 2 arachnatrons are stuck at the switch which brings down the blue key.
The 2nd bug is that there is no getting-up after you go down into the red key's hole.

Also I have 2 suggestion:
The Cyberdemon has no impact. Its just sitting in the hole, not even bothering you :) . I think you should replace it to do other side of the switch.
Then, I think you give way too much ammo. Basicly you end up finishing the level killing zombiemen with plasmagun, and still finishing the level with full ammo. I think you should reduce the amount of rockets and cells on your map.

Otherwise, i enjoyed playing your level, the music is nice, the design is nice.

Edit: Also, there's a switch which is facing the wrong direction. :)

Share this post


Link to post

Did a little update. Thanks for pointing the bugs out.

FractalXX said:

Update2: Reduced the number of cells, fixed the stuck arachnotrons, removed cyberdemon from the slime pool, and fixed a switch which looked at the wrong side.


Actually, you can get out of the red key's pit, there's a lift. (which - I guess - is easily noticable).

The amount of rockets is good as it is, the cells were too much. On UV, ammo can still get a little bit tight.

Share this post


Link to post
FractalXX said:

Did a little update. Thanks for pointing the bugs out.

Actually, you can get out of the red key's pit, there's a lift. (which - I guess - is easily noticable).

The amount of rockets is good as it is, the cells were too much. On UV, ammo can still get a little bit tight.


You use the lift, but then how do you get up from there?

Share this post


Link to post
Cyanide said:

Better late than never

http://www.mediafire.com/download/a9ap4nhoq64dar1/pillar64.wad

Haven't thought of a name yet.
Uses Doom2.wad and cc4-tex.wad textures.
No custom music.
Tested witd GZDoom.

Would like feedback.


So I played your level, and i find it a very quality map. Nice design, good music, well balanced map.
I have only one thing: There is not enought ammo. I ran out of it after killing the cyberdemon, i had nothing but fist left for the 5 cacodemons and the hell knights :)
Otherwise your map is very-very good.

Share this post


Link to post
Ninehills42 said:

So I played your level, and i find it a very quality map. Nice design, good music, well balanced map.
I have only one thing: There is not enought ammo. I ran out of it after killing the cyberdemon, i had nothing but fist left for the 5 cacodemons and the hell knights :)
Otherwise your map is very-very good.


Thanks! Stuffing in more ammo atm.

EDIT: Wait, what? Music? I didn't add any music?

Share this post


Link to post
Cyanide said:

Thanks! Stuffing in more ammo atm.

EDIT: Wait, what? Music? I didn't add any music?


I have no idea xD I just liked it... It might be original Doom music.

Share this post


Link to post

Hey, fixed my wad. Now it only needs Doom 2 and CC4Tex to work. (Textures not included in the wad).

-Textures now consolidated under CC-4 Tex
-Fixed a monster closet
-Added a secret to the map
-Made a red key door a little more obvious it needs a red key
-Small fixes

Retrofit

Share this post


Link to post
Cyanide said:

Better late than never

http://www.mediafire.com/download/a9ap4nhoq64dar1/pillar64.wad

Haven't thought of a name yet.
Uses Doom2.wad and cc4-tex.wad textures.
No custom music.
Tested witd GZDoom.

Would like feedback.

Lifts don't work in prboom+ making the map unfinishable. HoM on the skybox by the cyberdemon. The project's stated aim is limit removing/boom compatibility, so if you ask people to test your map please at least run it quickly in prboom+ so people are actually helping you test your map's gameplay and not doing the grunt work of verifying compatibility.

It was a fun map until that bit anyway.

Share this post


Link to post
vadrig4r said:

Lifts don't work in prboom+ making the map unfinishable. HoM on the skybox by the cyberdemon. The project's stated aim is limit removing/boom compatibility, so if you ask people to test your map please at least run it quickly in prboom+ so people are actually helping you test your map's gameplay and not doing the grunt work of verifying compatibility.

It was a fun map until that bit anyway.


Oops. My bad. Thought I could run it with any limit-removing source port. Guess I learn something new every day. :)

New version up (this time tested with prboom+).
Link: http://www.mediafire.com/download/dl321alxlqum9g9/pillar64_final.wad

Share this post


Link to post

If the deadline is still as it says in the opening post, I'd like to drop an attempt.

Title is Fatal if Swallowed. Going to be a nuke-plant-base with influences from The Crusher if I can manage.

I'm more posting now so I force myself to finish. The map's already WiP, but it's extremely unfinished right now.

Share this post


Link to post
Cyanide said:

Oops. My bad. Thought I could run it with any limit-removing source port. Guess I learn something new every day. :)

New version up (this time tested with prboom+).
Link: http://www.mediafire.com/download/ealeqfo1m1m2qn6/pillar64.wad


Could you update it in the maps' original post, too? We need some order so the links in the OP are always pointing at the original posts of the maps.

Doom14 said:

If the deadline is still as it says in the opening post, I'd like to drop an attempt.

Title is Fatal if Swallowed. Going to be a nuke-plant-base with influences from The Crusher if I can manage.

I'm more posting now so I force myself to finish. The map's already WiP, but it's extremely unfinished right now.

http://i.imgur.com/KHIXEWP.jpg


Looking nice so far. When you finish it, you should include it in this post since you have the description and the screenshot already. Just notify us.

Little update to the OP:

ALSO, from now on, when you make an update to the map's post, include the date of your update in it. Would be much of a help.

Share this post


Link to post
Cyanide said:

Oops. My bad. Thought I could run it with any limit-removing source port. Guess I learn something new every day. :)

New version up (this time tested with prboom+).
Link: http://www.mediafire.com/download/ealeqfo1m1m2qn6/pillar64.wad

Nice one, thanks man. Now that I can play it I really appreciate this map. The titular pillars are a lot of fun and there's immense variety given the size of the level. Really like the look and feel overall and the gameplay is very good. I felt the crate room was a bit gratuitous/finicky if you're going for 100% kills and ammo was a bit tight towards the end with the Cacodemons.

Overall I was really impressed by the map's scope and fluidity.

Share this post


Link to post
FractalXX said:

Could you update it in the maps' original post, too? We need some order so the links in the OP are always pointing at the original posts of the maps.


It should already be updated in the first post i link to the DL. Or do you mean the very first post i made in this thread?

vadrig4r said:

Nice one, thanks man. Now that I can play it I really appreciate this map. The titular pillars are a lot of fun and there's immense variety given the size of the level. Really like the look and feel overall and the gameplay is very good. I felt the crate room was a bit gratuitous/finicky if you're going for 100% kills and ammo was a bit tight towards the end with the Cacodemons.

Overall I was really impressed by the map's scope and fluidity.


Yeah, the crate room isn't really that good is it? I'll see about redesigning it. Will add additional ammo also.

Thanks!

Share this post


Link to post
Cyanide said:

It should already be updated in the first post i link to the DL. Or do you mean the very first post i made in this thread?

Yeah, the crate room isn't really that good is it? I'll see about redesigning it. Will add additional ammo also.

Thanks!


By that, I mean the first post where you showed us the map. (Link in the OP)

Share this post


Link to post
Superluigieth1 said:

This might've been answered, but can thing placements by on the 32 grid?

FractalXX said:

Things don't matter. Place them wherever you like.
The rule is about the vertices.

Go wild.

Share this post


Link to post

Some progress. I name the map "Through and Around"



UPDATE:
10. 4. 2016 (or 4. 10. 2016 for you Americans)

It's done!

https://www.dropbox.com/s/ca2blpnmvjbzpbf/Through%20%26%20Around.rar?dl=0

Check my latest post for details!
Enjoy.

UPDATE! 22. 6. 2016 (6. 22. 2016)

- Based on criticism I received, I've changed most of the stuff. Thanks, rdwpa!

- Enemy & item replacement
- Wormholes are faster

Share this post


Link to post

Hi everyone!
I have completed my 2nd level, called Castle of Atlantis (v2.2).
Here's the link: http://www.mediafire.com/download/jww71aqkjymo0us/Castle_of_Atlantis%28v2.2%29.wad
Custom music: no
Difficulty settings: I'll add them later
Textures: cc4 and Doom2
Its a bit easier than my last map, but still entertaining enough :)
Screenshots:


Latest version: Changed teleport destination of some revenants, archis, also I added a few chaingunners and archis (+ammo and health)

Share this post


Link to post
Ninehills42 said:

Hi everyone!
I have completed my 2nd level, called Castle of Atlantis (v1.1).
Here's the link: http://www.mediafire.com/download/2l4rat7ljqdh0d4/Castle_of_Atlantisv%281.1%29.wad
Custom music: no
Difficulty settings: I'll add them later
Textures: cc4 and Doom2
Its a bit easier than my last map, but still entertaining enough :)
Screenshots:
http://i.imgur.com/JM370Dj.pnghttp://i.imgur.com/nNavBis.png


Added. Well done!
Will test when I'll have time.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×