Fletcher` Posted May 19, 2017 If anyone needs more custom textures, let me know too. I submitted many to marcaek and plan to make more from boo's mansion. 0 Share this post Link to post
Marcaek Posted May 20, 2017 Reminder that although I'm adhering to deadlines, if you do have a legit excuse to request an extension PM me. Bear in mind I will not budge on whatever extra time I allot you though: this is mostly because I understand real life gets in the way sometimes heh 0 Share this post Link to post
Combinebobnt Posted May 20, 2017 marc can i get 5 extra years to align some textures 3 Share this post Link to post
Mosshopper Posted May 20, 2017 Probably not going to make a full map, but here's something I did with the resources. They don't fire too often if you stand still, but maybe that's just my luck. CacoPlants.wad.zip 7 Share this post Link to post
SleepyVelvet Posted May 20, 2017 10 minutes ago, Mosshopper said: ...here's something I did with the resources... Kinda disappointed that they don't go up-and-down. But this really made my day. 0 Share this post Link to post
Mosshopper Posted May 21, 2017 12 minutes ago, NoisyVelvet said: Kinda disappointed that they don't go up-and-down. You could probably get them to do that through some extensive voodoo doll scripting and the such. 1 Share this post Link to post
Scotty Posted May 21, 2017 (edited) Ha that is awesome. I just messed around trying to replicate the plant movement from Mario but because Cacos fly, it's a pain in the ass to implement cause you have to manipulate ceilings as well as floors to stop them just floating at the top of the sector and i don't have the brain power for that on a Saturday night. It is definitely doable though - will investigate further tomorrow! (this is awesome expect a contribution from me) Edited May 21, 2017 by Scotty 0 Share this post Link to post
Marcaek Posted May 21, 2017 Boom has some kind of elevator special, so perhaps that + voodoo doll conveyors? 0 Share this post Link to post
Impie Posted May 21, 2017 Threw a little something together based on an old Egypt-style map I thought up years ago. Download heer. 1 Share this post Link to post
Marcaek Posted May 21, 2017 (edited) Cool map Impie, but I would suggest breaking up the longer brick walls with something. It's also likely that the player can run out of ammo before they realize the shootable switches. To be honest I'd probably also not have the bridge revenants active before you cross since chaingun tapping them down before you can cross is more irritating than fun. The ending fight is pretty lackluster, perhaps add a few monsters(lost souls?) to make dodging the vile more dangerous. Ending pillar could stand to be marked as such too: perhaps put a pipe in the middle of the room instead? That midi needs to be edited to loop as well. Playing this reminded me I'm going to have to shuffle one of the greens in the palette due to the automap issue so I'll get on that asap. I have a gimmick planned that will need a redundant item so anyone who has used the Red Keycard remind me who you are. Edited May 22, 2017 by Marcaek 0 Share this post Link to post
Dragonfly Posted May 21, 2017 Can we get an example of what the decorations and items will become? I need key-markers and the textures don't fit the bill all too well, so I'm assuming you will be modifying the torches into something suitable to use as key indicators? :) 0 Share this post Link to post
Impie Posted May 21, 2017 3 hours ago, Marcaek said: Cool map Impie, but I would suggest breaking up the longer brick walls with something. It's also likely that the player can run out of ammo before they realize the shootable switches. To be honest I'd probably also not have the bridge revenants active before you cross since chaingun tapping them down before you can cross is more irritating than fun. The ending fight is pretty lackluster, perhaps add a few monsters(lost souls?) to make dodging the vile more dangerous. Ending pillar could stand to be marked as such too: perhaps put a pipe in the middle of the room instead? That midi needs to be edited to loop as well. Playing this reminded me I'm going to have to shuffle one of the greens in the palette due to the automap issue so I'll get on that asap. I have a gimmick planned that will need a redundant item so anyone who has used the Red skullkey remind me who you are. Thanks for the feedback marcaek. It's tough doing ammo balance with a 250 thing limit, though, so I'll have to figure out an ammo/opposition balance that works best. 0 Share this post Link to post
Fletcher` Posted May 21, 2017 1 hour ago, Dragonfly said: Can we get an example of what the decorations and items will become? I need key-markers and the textures don't fit the bill all too well, so I'm assuming you will be modifying the torches into something suitable to use as key indicators? :) Key marker textures have been included in the latest version. 1 Share this post Link to post
Impie Posted May 21, 2017 I updated my map. Hopefully fixed some of the issues brought up. Final room is slightly improved I think...certainly looks better... 0 Share this post Link to post
Dragonfly Posted May 21, 2017 2 hours ago, rf` said: Key marker textures have been included in the latest version. So they have. I must have missed those somehow. Still, I am excited to know what the decoration replacements, if any, will be. :) 0 Share this post Link to post
Fletcher` Posted May 21, 2017 There are already several. Trees, mushrooms, some plants and some new torches. 0 Share this post Link to post
Dragonfly Posted May 22, 2017 I just noticed that the grass remains in the air if the floor underneath it lowers: And while I'm here, have an update to my map. :) 7 Share this post Link to post
Marcaek Posted May 22, 2017 looks gr8 Props to rf for preemptively including a few decorations heh if there are any more coming I'm gonna have to look at what's left and what spritesheets I have again. Will add gravity to certain things via DEH so if your stuff is hovering expect a fix in the next resource. 2 Share this post Link to post
Crunchynut44 Posted May 22, 2017 Layout complete, the map looks very mish mashy at places, overall giving it a bit of a crappy feel. Maybe that's just because i'm never happy with my own work. Going to wait until the final resource pack is uploaded before I start doing more detailing though. Also wrote a pretty catchy midi for it :) 5 Share this post Link to post
Marcaek Posted May 22, 2017 I have just realized I got the keys backward in an earlier post, so I'll rephrase: anyone who has used keycards please use Skullkeys instead. I have something planned for the keycard actors. 1 Share this post Link to post
Memfis Posted May 23, 2017 Maybe this should come with new sprites? At least recolored or something. The iwad ones will look way too weird in a such outlandish setting. Would be okay for a secret map of a megawad maybe, but for the whole thing? I think green imps and blue demons or whatever could really help. Sorry if this was suggested already, I didn't read everything. 0 Share this post Link to post
Fletcher` Posted May 23, 2017 4 hours ago, Memfis said: Maybe this should come with new sprites? At least recolored or something. The iwad ones will look way too weird in a such outlandish setting. Would be okay for a secret map of a megawad maybe, but for the whole thing? I think green imps and blue demons or whatever could really help. Sorry if this was suggested already, I didn't read everything. There are already several decorativte replacements in the resource pack. You didn't read the thread at all. 1 Share this post Link to post
Impie Posted May 23, 2017 4 hours ago, Memfis said: I think green imps and blue demons or whatever could really help. Problem solved! 3 Share this post Link to post
Impie Posted May 24, 2017 (edited) Updated my map again. New music track, a bit of object rearranging, and other stuff I already can't remember. Shit, double-posted. I need to go to bed I guess. 0 Share this post Link to post
Dragonfly Posted May 24, 2017 So very nearly finished - just a lot of thing placement tweaking, ammo balance etc. :D 2 Share this post Link to post
Dragonfly Posted May 24, 2017 Bump - sorry for the double post but the mp is finished! I'd really appreciate some feedback and/or FDA demos. Difficulty settings have been implemented and the limitations have been adhered to. There's 260 things in the map, 4 of them are 'proper player starts (1 - 4). The voodoo doll player starts I've counted in the thing count. Enjoy! https://www.dropbox.com/s/oxl3tkar5pfwo4h/DFMAYH17.wad?dl=1 https://www.dropbox.com/s/s5y0dov9nbab1c1/mayhem17res_a5-DragonflyEdition.wad?dl=1 P.S. I have made a few red coloured versions of other textures/flats, and merged them into the main resource wad (a5 version). These use the letters DF as a prefix to prevent conflicts. Ensure you play my map using this resource version! :) 1 Share this post Link to post
Crunchynut44 Posted May 24, 2017 37 minutes ago, Dragonfly said: Bump - sorry for the double post but the mp is finished! I'd really appreciate some feedback and/or FDA demos. Difficulty settings have been implemented and the limitations have been adhered to. There's 260 things in the map, 4 of them are 'proper player starts (1 - 4). The voodoo doll player starts I've counted in the thing count. Enjoy! https://www.dropbox.com/s/oxl3tkar5pfwo4h/DFMAYH17.wad?dl=1 https://www.dropbox.com/s/s5y0dov9nbab1c1/mayhem17res_a5-DragonflyEdition.wad?dl=1 P.S. I have made a few red coloured versions of other textures/flats, and merged them into the main resource wad (a5 version). These use the letters DF as a prefix to prevent conflicts. Ensure you play my map using this resource version! :) https://www.dropbox.com/s/dra9lyai23wroat/Crunchynut_DF_MH17 FDA1.lmp?dl=0 Super boring FDA, I was very passive with my approach as I only use Pr Boom for recording and the controls are slightly clunkier to Zandronum, so I avoid being aggressive. Very neat and attractive map, the leafy greens I feel will be a staple in this compilation and it's easy to see why. I see this map being somewhere in the introductory levels as it is quite easy, the archie fight being the only real (and very unexpected) threat, but with all the cover and extensive amounts of ammo it's pretty easily handled. Everything plays very smooth and nothing stood out to me as particularly bad, if you are however looking for something to improve on I would adjust the ammo balancing as I had more than enough to breeze through the level with any weapon on choice robbing me of any tactical decision making. This is minor though, certainly don't over do it. The fights were well thought out, though the first two key fights were very easy, I would chuck in a more beefy enemy just to make things more chaotic, or better yet move the existing PE to one where his attack can be better utilized. Otherwise I liked the map, everything is fantastic in the looks department, really good use of the limitations and texture pack and though it got a tad confusing (simply because of me not being used to the textures) the level wonderfully weaves in and out of itself which I am a sucker for. Nice one! 1 Share this post Link to post