MarketAnarchy Posted March 15, 2017 @dobu gabu maru I'd recommend you post further recommendations here: so that we don't go off topic on this thread. 0 Share this post Link to post
Scotty Posted March 17, 2017 (edited) Blood Eagle Tyson map (mostly) with under 60 monsters. Doesn't take long to complete. Enjoy. Thoughts and FDAs always welcome and useful. Midi is "Unearth" by Alfonzo. DOWNLOAD (requires Nova III texture pack) 1 Share this post Link to post
SArais Posted March 18, 2017 1 hour ago, Scotty said: Blood Eagle Bueno 0 Share this post Link to post
NecrumWarrior Posted March 23, 2017 A couple images of a new room I added to Cannibal Holocaust. Also I got someone making some custom music for my map now so yay! 0 Share this post Link to post
ZALGO Posted March 31, 2017 Sorry I haven't given out much if at all updates for the map, I've had some problems with school that I had to get sorted straightaway. But all of it is done, I've survived the quarter and I will finally be able to continue my map. 1 Share this post Link to post
NecrumWarrior Posted April 6, 2017 A proper homage to Cannibal Holocaust. 1 Share this post Link to post
Scotty Posted April 20, 2017 @AD_79 what's goin on mate? Starting to fear for this project a bit if i'm completely honest. 0 Share this post Link to post
AD_79 Posted April 20, 2017 School kicking my shit in is what's going on o/ I feel bad for letting it sit on the sidelines for so long, though, so I'm gonna try to get an alpha up this Sunday (and this time I mean it :I ). Apologies for taking so long! 0 Share this post Link to post
NecrumWarrior Posted April 20, 2017 My map is coming along slowly but surely. It's been hard to find time to map lately with my mom moving and easter bringing more business to work. 0 Share this post Link to post
Albertoni Posted April 20, 2017 I've lost some of the mapping urge for my second map, specially with my GPU dying and GZDoom Builder growing kinda slow with that. It will still be done, but it's on the backburner right now. 0 Share this post Link to post
SArais Posted April 20, 2017 I may start to work on a Hub for the Meggido; leaving a variety of blank areas for matching up to respective people's areas. I'll think of something, but in the meantime, have a gander through some of my maps and see if there's a theme you'd like for me to go with, individual bits are also applicable to this. 0 Share this post Link to post
NecrumWarrior Posted April 20, 2017 Given that Meggido will basically take place right in the middle of the jungle theme, maybe it should be like a mystical gateway to other dimensions, thus keeping it reasonably sane instead of just having something that seems really out of place there. 0 Share this post Link to post
Albertoni Posted April 22, 2017 Depending on how many people will enter on it, you can make 6 areas, each one grabbing a key, then a door locked with a 6 key lock. Then maybe two or three grates where you have to finish another area to open, if we get more than 6 persons willing. I'd personally be up for a mystical-gateway thing, so we can have a bit more of freedom. I know I love to switch themes middle-map and include some surrealism. Anyway, almost done with the entry area for my second map. That corridor to the very north will teleport you into some tech hell weird thingy, I'm still planning that. 1 Share this post Link to post
SOSU Posted April 22, 2017 (edited) Can i join this project?If yes then does my map need to be ready right now or can i start when i join? 1 Share this post Link to post
AD_79 Posted April 22, 2017 Of course you can join! There's no deadline on maps as of now. Take your time. 0 Share this post Link to post
AD_79 Posted April 24, 2017 It's still Sunday here! Here's the updated alpha. CURRENT MAPLIST (important: no work has gone into ordering yet): Spoiler 01: untitled by Tactical Stiffy 02: Calm the Fire by AnonimVio 03: Crimson Hollow by MFG38 04: Behemoth by scotty 05: Blood Eagle by scotty 06: The Crow Comes Last by Angry Saint 07: A Partner of the 49th Day by Kurashiki 12: Dregs of a Bitter Cup by obake (btw uh I'd much prefer if you'd use a MIDI, I didn't include the OGG) 13: untitled by dt_ 14: untitled by sincity2100 15: Khmeer Aqul Tan by CWolfRu 16: El Dorado by Albertoni 21: Mare Crisium by Benjogami 22: Lunatic Dais by Finakala 23: Beta Three by dt_ 24: untitled by Ethanh59 Anyways, it's late, so if I accidentally missed something, please let me know. 2 Share this post Link to post
Spectre01 Posted April 24, 2017 (edited) Been working on a Moon map taking place in a giant crater. Screenshots: Also, given MarketAnarchy's map not fitting the project due to size and intensity, is there a general monster count/map length/difficulty guideline for this? 1 Share this post Link to post
SArais Posted April 24, 2017 (edited) will repost on request but it's kind of bad Edited April 29, 2017 by SArais : void hall with mock line horizons 1 Share this post Link to post
Albertoni Posted April 24, 2017 7 hours ago, Spectre01 said: is there a general monster count/map length/difficulty guideline for this? I'd say anything goes as long as one can reasonably finish it in less than half an hour? The problem with that map was that after 40 minutes you're not even halfway through. 0 Share this post Link to post
Albertoni Posted April 26, 2017 Really liking how this effect ended up. The textures on the left of the first pic are far from final, but this mix of techbase and demon tech is pleasing me: 5 Share this post Link to post
Scotty Posted May 8, 2017 Having played the latest alpha again and after considerable thought, i'm gonna withdraw Behemoth from this and release it standalone, in hindsight think the map would work better presented that way rather than in a megawad. 0 Share this post Link to post
Spectre01 Posted May 11, 2017 Hey, got a question about the red energy field texture. I see lots of frames for it like in the cc4-tex pack but it doesn't animate when I use it. Am I loading something wrong or what's the deal with that? 0 Share this post Link to post
AD_79 Posted May 11, 2017 Hmm, looks like an entry for FFIELDR* doesn't actually exist in the ANIMATED. Thanks for pointing that out. Alright Scotty, I'll be sure to remove Behemoth from the next compilation. A shame though, as it's a pretty damn cool map. 0 Share this post Link to post
Albertoni Posted May 11, 2017 No Sector_SetLink to make multi-sector elevators? No problem, Albertoni got you covered! Nobody is making the middle sector raise separately like this! 0 Share this post Link to post
obake Posted May 13, 2017 On 4/24/2017 at 0:55 AM, AD_79 said: Dregs of a Bitter Cup by obake (btw uh I'd much prefer if you'd use a MIDI, I didn't include the OGG) I'll see if I can find an atmospheric MIDI, then. 0 Share this post Link to post
P1NKAC1D Posted May 15, 2017 Here are some screenshots of my map I'm working right now. Basically it's the same map I started a while ago, but this time for the "Moon" episode. About 1/2 was freshly done from scratch, the other half has been "converted" from my jungle map - see last post in the old thread to compare with the old screens: https://www.doomworld.com/forum/topic/85532-nova-iii-link-to-new-thread-in-op/?page=17 3 Share this post Link to post
kildeth Posted May 15, 2017 The new screenshots are looking really good. Each NOVA looks to be a step up in quality from the last. I should get around to setting up my let's play channel on YouTube so I can go through them all and share my thoughts with everyone. 2 Share this post Link to post