Walter confetti Posted November 8, 2016 Download Doom.wad, E4M1 Boom-compatible (cl 9) Made for the Battle of the bits doom mapping contest and after i've seen Jimmy posted his map, i was thinking that i could post mine too! The name of this map is given to the fact that uses for the most part wood textures. Aha. 0 Share this post Link to post
Armaetus Posted November 8, 2016 I tried rebuilding the nodes for the sake of some REJECT in it but it's just a marker lump. Is it because of the super-wide regions? 0 Share this post Link to post
scifista42 Posted November 8, 2016 The REJECT lump itself and REJECT lump building should be completely unrelated to the size of sectors. It's more likely that you've just used a node builder configuration that doesn't build REJECT at all. 0 Share this post Link to post
Walter confetti Posted November 9, 2016 So, yesterday I played my map after a quick node rebuild with zdbsp (I feel better with that nodebuilder) and on boom 2.02 on dosbox and... It crashed hardly at the start. Great. So, if you want to play this map, I suggest you to play it with prboom and prboom-plus and above ports. Anyway, did someone played this map? 0 Share this post Link to post
scifista42 Posted November 9, 2016 walter confalonieri said:node rebuild with zdbsp (I feel better with that nodebuilder) and on boom 2.02 on dosbox and... It crashed hardly at the start. If you use ZDBSP on maps that you want to be compatible with non-advanced ports, you need to use the "Normal (zero reject)" node builder configuration. 0 Share this post Link to post
baja blast rd. Posted November 9, 2016 walter confalonieri said:So, yesterday I played my map after a quick node rebuild with zdbsp (I feel better with that nodebuilder) and on boom 2.02 on dosbox and... It crashed hardly at the start. Great. So, if you want to play this map, I suggest you to play it with prboom and prboom-plus and above ports. Anyway, did someone played this map? Here is a max run in 2:13 Nice simple aesthetic. Some sections of the sky floor are damaging. Seems accidental, but not sure. Since the two pop up imps are revealed slowly, it's noticeable that the sides of the pit are untextured, which looks strange. 0 Share this post Link to post
Walter confetti Posted November 9, 2016 Thanks for the demo. The damaging sky parts are intended to be in that way, so you need to pay attention to the level parts with a different structure in it... 0 Share this post Link to post
Armaetus Posted November 9, 2016 Are the popup imps using a slower raise floor? If you want instant, try using linedef action 19. 0 Share this post Link to post
Walter confetti Posted November 10, 2016 Fixed the map with faster raise floor and added a secret part in the cave section. Link is the same. 0 Share this post Link to post
Paul977 Posted November 12, 2016 Nice map. Liked the wood-vine-void theme of this one :) 0 Share this post Link to post
Walter confetti Posted December 2, 2016 modified a pair of things and it's on the idgames archives, download link is in OP. 0 Share this post Link to post