Za Warudo Posted April 5, 2017 Well we could open map07 from freedoom and find out 0 Share this post Link to post
Teivman Posted April 5, 2017 (edited) 11 hours ago, StraightGib'nEm said: MrD!zone your maps not too shabby. If I could make a suggestion I would swap the imp and former human locations in the blue room to give access to their ammo drops. Found myself short on ammo. Had to go fisticuffs with a demon. Playing on mobile so that's probably affecting my accuracy. But nonetheless good map Ok. Hows this? EDIT: fixed some stuff and added some stuff. TheEntryway.zip Edited April 6, 2017 by MrD!zone 0 Share this post Link to post
riderr3 Posted April 5, 2017 (edited) I'm in. Should say the Aztec (Plutonia MAP03) is one of my favourite maps so I will try recreating this in Boom format. @MrD!zone Not bad, but may be you add more decorations and secrets at the starting point? And map have one stucked candelabra. Also better upload on mediafire or something. Edited April 6, 2017 by riderr3 1 Share this post Link to post
Voros Posted April 6, 2017 4 hours ago, Za Warudo said: Well we could open map07 from freedoom and find out I warn you, you won't find it in the latest iteration of Freedoom. Here's the old version that has slopes 0 Share this post Link to post
printz Posted April 6, 2017 I'm dropping out of this project. Not because I'm not confident, but I'd like to take this map idea with me and make it in Eternity, not Boom. The port needs more maps, especially individual map releases. 1 Share this post Link to post
HyperLuke Posted April 7, 2017 Can I do a fusion of E1M8 and Doom 2 Map 07? Also when is it due? Thanks. 0 Share this post Link to post
Teivman Posted April 7, 2017 (edited) Should we change rsky1 for the whole wad? we could use one of the unused doom skies. Also here is my last build of the entryway with some tweaks and texture fixes. This is the one you should use in the final WAD TheEntryway.zip Edited April 7, 2017 by MrD!zone 1 Share this post Link to post
NecrumWarrior Posted April 7, 2017 4 minutes ago, MrD!zone said: Should i change the sky in my wad or remove it completely. *it replaces rsky1* You should be able to do a Boom sky replacement. Action 271. Just place the sky as a texture on an upper area of a sector that is surrounded by another sector. 0 Share this post Link to post
Teivman Posted April 7, 2017 (edited) 20 minutes ago, NecrumWarrior said: You should be able to do a Boom sky replacement. Action 271. Just place the sky as a texture on an upper area of a sector that is surrounded by another sector. oh i edited my post. its not just for my wad. *But it sorta is* 0 Share this post Link to post
NecrumWarrior Posted April 7, 2017 3 minutes ago, MrD!zone said: oh i edited my post. its not just for my wad. *But it sorta is* Mmmmmm I personally think changing the sky for the whole WAD would be unfair to creators that might want to use the original skies. The Boom Replacement style would be a better fit for people that want to use the custom skies. I need to go track down the Doom 2016 skyboxes and try to make a sky... 2 Share this post Link to post
Za Warudo Posted April 7, 2017 10 hours ago, HyperLuke said: Can I do a fusion of E1M8 and Doom 2 Map 07? Also when is it due? Thanks. You can 0 Share this post Link to post
Za Warudo Posted April 7, 2017 @MrD!zone Nice map and great for the firt map of this wad 0 Share this post Link to post
RjY Posted April 7, 2017 16 hours ago, MrD!zone said: Also here is my last build of the entryway with some tweaks and texture fixes. This is the one you should use in the final WAD Bug report: the teleporter behind the blue door is inside out (must walk onto pad then off it again to activate) and untagged (so only works by chance, as there is exactly one teleport destination in the map). 0 Share this post Link to post
Teivman Posted April 7, 2017 1 hour ago, RjY said: Bug report: the teleporter behind the blue door is inside out (must walk onto pad then off it again to activate) and untagged (so only works by chance, as there is exactly one teleport destination in the map). Its supposed to work like that. 0 Share this post Link to post
HyperLuke Posted April 8, 2017 12 hours ago, Za Warudo said: You can Alright, that is what I will do then. 0 Share this post Link to post
stonedbaroness Posted April 8, 2017 (edited) May I do Map 02 of Doom 2? 0 Share this post Link to post
bonnie Posted April 8, 2017 11 minutes ago, UAC-Janitor said: May I do Map 02 of Doom 2? dude the project leader man is literally already doing that map it's in the map list and he even posted pictures ya frickin noodle 0 Share this post Link to post
NecrumWarrior Posted April 8, 2017 22 minutes ago, bonnie said: ya frickin noodle That might be the best insult I've ever seen. 0 Share this post Link to post
RjY Posted April 8, 2017 11 hours ago, MrD!zone said: Its supposed to work like that. Hmm, okay. May I ask why? 0 Share this post Link to post
Bauul Posted April 8, 2017 Given remaking Doom 3 maps is in scope, has there been any consideration for being able to use Hidfan and Mr Rocket's Doom 3 Texture Pack? Although if Boom only perhaps this isn't the right place for a D3 map, given lighting and fog is so important. 1 Share this post Link to post
Za Warudo Posted April 8, 2017 2 hours ago, Bauul said: Given remaking Doom 3 maps is in scope, has there been any consideration for being able to use Hidfan and Mr Rocket's Doom 3 Texture Pack? Although if Boom only perhaps this isn't the right place for a D3 map, given lighting and fog is so important. Oh i did not know this texture pack existed,use it if you want to really You can recreate doom 3 maps in boom if you really take your time and invest in sector lighting 0 Share this post Link to post
Za Warudo Posted April 10, 2017 It seems that this is dead so the project is just going to be a 12 map mappack. 0 Share this post Link to post
NecrumWarrior Posted April 10, 2017 (edited) 58 minutes ago, Za Warudo said: It seems that this is dead so the project is just going to be a 12 map mappack. Give it time, from what I've seen a lot of projects take a long time to finish so people may come along later. Also you don't seem to have counted that I am making Retro Titan's Realm Edited April 10, 2017 by NecrumWarrior 0 Share this post Link to post
BigDickBzzrak Posted April 10, 2017 You expect to have a 32-level megaWAD in 9 days? Seriously? Give it time. Let the people On 8.4.2017. at 8:05 PM, Za Warudo said: really take *their* time and invest in sector lighting. 0 Share this post Link to post
Quantum Dranger Posted April 10, 2017 (edited) I'm working on an E1M1 remake with Doom 2 textures. It should be up later today. EDIT: http://www.mediafire.com/file/zu3666c3630d2nv/VehicleHangar2.wad Here it is! In the full wad, use the unused gold sky, it looks pretty cool. The hangar music remix by MrVile on youtube. Edited April 10, 2017 by Quantum Dranger 0 Share this post Link to post
Za Warudo Posted April 10, 2017 I do not mean that i think that everyone forgot about making a map for this but i think that this is going to get buried under the newer threads and that less and less people will join this 0 Share this post Link to post
Za Warudo Posted April 10, 2017 @Fonze .../>:O Just because of you i am thinking of adding 68 other levels into this project and make it a 100 map gigawad 1 Share this post Link to post
Fonze Posted April 10, 2017 The ironic thing is I'd like to see you improve as a mapper so that, after you have a firm hold of mapping, you can gift us with some fun maps to play. 0 Share this post Link to post
Za Warudo Posted April 11, 2017 2 hours ago, Fonze said: The ironic thing is I'd like to see you improve as a mapper so that, after you have a firm hold of mapping, you can gift us with some fun maps to play. Well from what Jimmy told me in his Joy of mapping discord server i seem to make pretty tightmaps but i detail floors and celings a bit too much kinda like Tormentor 667 1 Share this post Link to post