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everennui

what are you working on? I wanna see your wads.

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Is it Doom cute? Or is it a startling safety record for UAC? (Wait, does OSHA even cover Martian moons?) Now I want to see what happens when a Revenant trips and falls.image.png.1c681586350a897664473332b7c3679b.png 

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Just finished testing the mini boss, Bubba!

 

He will be featured in Episode 5, Holiday Hell Hare!

Jazz Jackrabbit Doom!

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Posted (edited)

^haha, I like that!

I'm at the early stages of map25 in my megawad of maps made relatively quickly.

 

JVBuzfu.jpeg

Edit:using some textures I never use, especially the white rock wall. Will add more variety to those big cliff walls to break up the pattern a bit more, after everything else is finished.

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i was gonna post screenshots of this fight but it's way easier to just record me playing through it and posting that

p.s. the control sectors for this were a bitch

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How do you get people to pay attention to the control room you worked on so diligently to add personality to your cavern? Teleport some enemies there, I guess...

doom11.png

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1 hour ago, neubejiita said:

The number of sidedefs is red. Is this bad?

That means that you're exceeding the limit for the map format.  You're above 65535 sidedefs, which means that some sidedefs can no longer be indexed with a 16-bit value. Each linedef uses 16-bit numbers to keep track of which are its two sides.

 

Your map may still work, however, through a trick called sidedef compression. If two sidedefs (or more than two) have identical properties, then you can compress them as only one, which will then be "shared" by several lines. This trick allows maps to exceed the sidedef limit, which is otherwise the first limit reached. Each line has at least one side, so you'll always have at least as many sides as you have lines. Each line has two vertices, but these vertices are normally always shared with at least one other line, so you'll never have more vertices than lines. Likewise, each properly closed sector is made of at least three lines (technically three sides) as the minimal number of sides for a polygon is three. So you'll never have more sectors than lines. So basically sidedefs > linedefs > vertices > sectors.

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Damn, 341 pages.

 

That is VERY LOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNGGGGGGGGGGGGGGGG

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1 hour ago, Gez said:

 

Using this, Eviternity II map36 actually has 122837 sidedefs yet works within the format. After compression, this level uses every single sidedef (and linedef) allowed by the format.

 

But Sunder map15 incredibly squeezes even more sidedefs (though slightly fewer linedefs) out of its map15, which has 125346 sidedefs before compression. To my knowledge that's the largest there is in terms of sidedefs. One reason Sunder map15 compresses better is that it's built quite strictly on the grid, with many lines being the same multiple-of-64 length and thus needing fewer texture offsets, in turn meaning more lines are the exact same. However it doesn't make maximal use of sector merging, which would result in even more sidedefs sharing the same properties (including sector reference) which enables further sidedef compression.

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8 hours ago, Anonymus said:

Damn, 341 pages.

 

That is VERY LOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNGGGGGGGGGGGGGGGG

 

I'm quite surprised that such a long thread hasn't crashed the database or anything else though. I would be in favour of starting in 2025 with a new thread for that year alone and in 2026 with a new thread for that year, etc, etc, etc to keep these threads what smaller and clearer . . .

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1 minute ago, theisolinearchip said:

Hello, first post here! : D

Welcome!

 

Your map looks nice, very clean oldschool aesthetics. I'll have to give it a shot when you release it!

 

The broken switch is very cool.

 

 

:)

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9 minutes ago, theisolinearchip said:

Hello, first post here! : D

 

I've recently started tinkering with mapping and, after some testing / trial-and-error / tutorial ingestion, I'm close to finish and share a small first map! Still a work in progress, but wanted to share some screenshots here:

 

1.png.cc79da196751678b4408a12680d2c827.png

 

5.png.1087fc78b6c283369ad23c8a041a0329.png

 

7.png.7a66a248e4e5fbdfc4b89efb33b882f5.png

 

10.png.12deefb0f0c4f6fb7c321e84eb5175c0.png

 

8.png.c180fbebe325deac9fbda3b80b2021ac.png

 

11.png.d1432a41ddc2ae3b9b6d47a8c2a3d6f0.png

 

I'm using default Doom II textures in a somehow "classic tech base" map (or at least that's my intention, let's see how it goes...); hope you like it!

 

Nice!!! Upload them on ModDB or another server...

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12 minutes ago, Arrowhead said:

Welcome!

 

Your map looks nice, very clean oldschool aesthetics. I'll have to give it a shot when you release it!

 

The broken switch is very cool.

 

 

:)

 

Thank you!

 

I'll post around here once it's done! (still need a couple final touches + some external testing + small items / monsters balancing).

 

Also, glad you like the switch thing! At first wasn't sure about it and thought it may lead to the idea of a "regular switch but on the floor", but it seems it was a good choice...

 

 

5 minutes ago, Naarok0fkor said:

Nice!!! Upload them on ModDB or another server...

 

Thanks!

 

Yup, my idea is to upload it and post here all the proper info once its done! :D

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12 hours ago, theisolinearchip said:

Hello, first post here! : D

 

I've recently started tinkering with mapping and, after some testing / trial-and-error / tutorial ingestion, I'm close to finish and share a small first map! Still a work in progress, but wanted to share some screenshots here:

 

-snip!

 

I'm using default Doom II textures in a somehow "classic tech base" map (or at least that's my intention, let's see how it goes...); hope you like it!

 

 

Very nice! Welcome aboard the mapping train. Good luck with the project and any and all future ones! Hope to see more from you here :)

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41 minutes ago, Wo0p said:

 

Very nice! Welcome aboard the mapping train. Good luck with the project and any and all future ones! Hope to see more from you here :)

 

Thank you! :D

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