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Grymmoire

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Everything posted by Grymmoire

  1. Grymmoire

    [Released] NeonDM

    I'm going to solely do collabs and detailing this time around. Already taken on work for a couple maps.
  2. Grymmoire

    AeonDM - Finished!

    Home stretch.
  3. Grymmoire

    AeonDM - Finished!

    Hunted 2: Stalked
  4. Grymmoire

    AeonDM - Finished!

    Decay threatened me at gunpoint to post screenshots of my map.
  5. Grymmoire

    2 maps - Decay's "Fusion" Maps

    Decay brought this thread to my attention so I thought I'd clear up some stuff. So yeah I did drop the ball with this project. Life got in the way and I got thrown into a hectic couple years. I didn't have the motivation to finish this project alongside other things that were going on. I'll post an updated alpha sometime soon that has a couple updated maps (though they're not finished but whatever better to get them out there) and then not touch anything for another couple weeks because some extra work came up that I have to deal with. Perhaps afterward, I'll bite the bullet and finish up my last maps, get stuff polished, and make a real release. I think FM02 was ShadesMaster's map. Can't recall if more than one was submitted, but FM02 was one that got accepted.
  6. Grymmoire

    The /newstuff Chronicles #381

    Well in my defense I had the map posted in a bunch of different places waiting for feedback but didn't really recieve any attention at all. I personally had no issue when playing through the map, and I played through it several times, but I played on HMP so UV was bound to be pretty unbalanced. I've made several maps since that map so expect better quality stuff in the future regardless.
  7. Grymmoire

    The /newstuff Chronicles #381

    I realize that the reviewer who reviewed Fusion Mapping didn't use GZDoom (like it specifies in the .txt). That would explain the misalignments mentioned (which are covered with 3d floors) and possibly some of the continuity issues mentioned.
  8. Grymmoire

    The /newstuff Chronicles #379

    EDIT: Eh, after being pointed in the right direction it seems that there's lots of similar sprites around, so I guess it wasn't that hard for me to confuse that sprite with another.
  9. A short while ago I came across an interesting concept and now I decided to build on it. Decided to post this here too in case some Doomworld only people seemed interested, although I didn't intend for this to be my first post here, heh. Essentially the concept is this: http://www.doomworld.com/idgames/index.php?id=12117/ The concept is to "fuse" two Classic DooM maps of your choosing and integrate them into something new. Like Nick Baker's map above takes E1M1 and mixes it up with Map01 (DooM 2) to create a rather interesting combination, the result is something new yet nostalgic. So without further ado, here are the guidelines: Gamplay GuidelinesJumping and crouching should not be required to complete your map Pistol start Custom textures are allowed Custom monsters are allowed (although try to use them well) No custom weaponsGeneral GuidelinesAny two map styles can be mixed together, Phobos Anomaly+Tower of Babel, Command Control+Underhalls, Spirit World+Entryway, etc. Map/Style combinations must be from classic iwad (Ult. Doom, Doom 2, Final Doom) State the maps you used with your submission As a general rule of thumb, try to not just strew together pieces of the two map styles, do not just retexture a copy of a classic map (not sure if that's even legal), and do not be TOO exact with the base layout (Try to deviate, create something new, while staying true to the original) Just because your map is based off E1M1 does not mean it has to be as hard as E1M1, as long as it's from pistol start the map should give the player an interesting time. You can have more than one submission Software renderer compatibility is not an issue. Feel free to use 3d floors and the latest zdoom features, or not, your choice. State whether your map is software friendly when submitting. UDMF map format is preferable, but any Boom-compatible map format is fine. You can post your submission here, or send it via PM if you wanna keep it a surprise or something Put some effort into the map, don't throw something together in 10 minutes with little regard to the fact that others are gonna have to play it, make it worth someone's time to play, make it interesting, just make a decent map as best as you can ;)EDIT: I've decided not to force pistol start with MAPINFO (But still make sure your map is pistol start friendly), therefore the whole project can now be Boom-compatible. But considering the allowance of custom monsters and new ZDooM features, state the compatibility of your submission, whether it's Boom-compatible, ZDooM specific, or uses OpenGL features as well. EDIT2: You can use Chex maps in your map fusions BUT it has to be a Chex map fused with a Doom/Heretic map done in Doom/Heretic style. The Chex style is just too "clean" for demons and blood and gore and general Doom stuff. If you aren't sure what to do, you can use Nick Baker's map linked above, or my map linked below, as a reference, but keep in mind that just because it's an E1M1 mix up doesn't mean it has to be as hard as E1M1 :P I think that pretty much sums up the gist of this project, now here is my submission: Download: http://www.mediafire.com/?hmmcc0o3pz771ah (Command Control , E1M4, and Underhalls, Map02-Doom 2) - (ZDooM 2.5.0, OpenGL required) Screenshots:
  10. Grymmoire

    DooM Fusion Mapping - Scrapped

    Purely depends on if someone capable actually wanted to work on it. I already know who was working on a map for this and their maps didn't get very far, as far as I know. Pretty much everyone who would be pretty capable is busy with other projects, if someone really wanted to lead this, they would have to come to me, because I don't know anyone who isn't busy with other stuff. I wasn't really planning on a huge megawad, at least 6 maps. Either most mappers were too busy with other projects or were just not interested. I don't know. (I would have done some more maps myself, and had one in progress, but I became too busy to finish it) Even though I plan on finishing this off now, I can't until I get a fixed link from CodeRed about his E3M2_MAP08 fusion, seeing as I don't have it anymore and I can't upload what's done if I don't have everything. Chances are I won't get anything back from him for at least a day or two so that leaves enough time for someone to step up if they *really* wanted to. Though I'd say good luck getting any maps :P
  11. Grymmoire

    DooM Fusion Mapping - Scrapped

    Well this thread has been sitting around for a long while, and managed to get bumped down quite a ways. I'm too busy on other maps and projects to get this done anytime soon, and normally I'd wait and do it someday in the future except it doesn't seem that it interests anyone either. (See first line) So I'll be uploading the current maps (that is, 2) to /idgames and that'll be that. Just thought I'd bump this to let the people who may have started a map for this to just drop it. If it didn't get done by now since this was announced it probably wasn't gonna get done anyway With this out of my worries I'll just focus more on Hacx 2.0
  12. Grymmoire

    DooM Fusion Mapping - Scrapped

    Well, since the Doom 2 iwad is the primary iwad that this project is gonna be released for in the end, I'd have to say it depends what port you're aiming for. Dunno if those examples you listed are Boom-compatible (as in, doesn't need ZDoom), but if they're not, then I would just make the map for ZDoom. Those effects aren't necessary just because the map is Heretic themed. If I made a Duke 3d themed map (not for this) that doesn't necessarily mean it had to have all the features that Duke 3d has in it just because it's themed after Duke 3d. The same concept applies here, it's just Heretic themed, the amount of features you can include in the map is up to the mapper. Note: When this gets released, chances are it will be broken up into a couple different files. Depending on how many non-Zdoom entries I get I may just include those maps in a separate .wad file from the .pk3 that will probably have whatever (G)ZDoom maps I'd get. So as long as the map is Boom-compatible AT LEAST, then there's no issue with features, the maps will be separated accordingly.
  13. Grymmoire

    DooM Fusion Mapping - Scrapped

    And if that can be delivered then that's all I ask for. So now I am led to believe the restrictions are loose enough to accommodate newer mappers, and the concept could still be built upon enough for a more experienced mapper to consider a challenge, and if fusing two maps just seems too easy and boring, you could always try more. I don't think I could manage fusing more than just two maps together in a good fashion though, before it started to look a bit thrown together, but, I'm merely try to appeal to those who may think this is too easy to bother submitting to, or considering. EDIT: Some progress on a planned submission, just to show that there is in fact progress going on. It's a Heretic map fusion of E1M1 and E2M7. http://blazingphoenix.sepwich.com/Screenshot_Doom_20100921_202121.png EDIT2: I didn't state that Heretic does count as a classic iwad in the first post. Rather unorthodox, maybe, but technically it's a "classic" iwad, and is pretty vanilla as far as I know, compared to Hexen and Strife. With that in mind you could in theory consider fusing DooM and Heretic maps together as well, or like the above example Heretic on Heretic. But as I implied above, beyond heretic is kind of out of bounds.
  14. Grymmoire

    DooM Fusion Mapping - Scrapped

    Well the restrictions are pretty flexible now that I've revised them multiple times, so now I guess I'll have to see if it makes a difference. And yes, I can see how it might be easier to emulate two maps, but it's not just stringing together pieces of the maps though, so it's not as easy as one would think... I had to be a bit creative when I combined Underhalls with command Control, recreating certain rooms that had similar architecture between the maps. It's not rocket science but it isn't as simple as copying exactly what one would see in an editor. Just thought I'd clarify.
  15. Grymmoire

    DooM Fusion Mapping - Scrapped

    That's true, and newer mappers can gain much needed experience too. As long as the map wasn't thrown together in 10 minutes it should be pretty acceptable. I'll revise the restrictions to something that asks for effort, in that case.
  16. Grymmoire

    DooM Fusion Mapping - Scrapped

    The reason I wanted to exclude first-time mappers is because I didn't really feel like turning this into a "here's how you can improve your first map" type thread. If you have experience with DooM Builder/other map editor and can understand the basic rules of what makes a decent DooM map, but haven't actually ever released a map, then that's fine. It's not about how many maps you've released, it's about if you know how to actually make one. I'm sure there's plenty of people here who've opened up DooM Builder and tried their hand at mapping before. Simply put, if it's a good map then it doesn't matter how many you've made/released, but I'm not gonna point you in the direction of some detail guide. :|
  17. Grymmoire

    DooM Fusion Mapping - Scrapped

    I dumped the whole "Needz latest ZDooM" stuff in the first post :P All extra stuff is pretty much optional, really. If you made a Boom-Compatible (Or any limit-removing source port, but I think for the sake of consistency it should be just Boom-Compatible) map using ONLY stock resources it would have just as good a chance of being used as a GZDoom map with tons of new features. In the end I'll have a way of separating maps of different compatibility in a way that someone could load this up and play it with Boom, even if some ZDooM maps were included. So all that's left is some maps. No ZDooM specific stuff required. At all.
  18. Grymmoire

    DooM Fusion Mapping - Scrapped

    Eh, I'll give it some more time if no people bite I'll loosen the restrictions I guess. Or just release my submission as a standalone map and abandon the idea.
  19. Grymmoire

    DooM Fusion Mapping - Scrapped

    And that's why I'm not really worried about forcing pistol start anymore, but submissions should at least be made with pistol start in mind. Now that this issue is put behind and over with, is anyone actually interested in this project? Did I set the bar too high, or is it just not a good concept?
  20. Grymmoire

    DooM Fusion Mapping - Scrapped

    Which was why I wanted to force it, because there's always people who will play through ignoring pistol start and messing up balance. But if it's such a huge limitation on mapping, well, then it can be ignored.
  21. Grymmoire

    DooM Fusion Mapping - Scrapped

    I forgot about stating that I wanted the maps in UDMF format... The reason for that is because I wanted all of the maps to be the same format, and easier to manage. If it must be so, then I suppose I'll remove the limitation due to MAPINFO.
  22. Grymmoire

    DooM Fusion Mapping - Scrapped

    Whether or whether not you use the features doesn't really bother me, but I do understand your complaint, and they are all valid points. If you don't want to utilize the mapinfo pistol start then I suppose you don't have to. The project is meant to be run under ZDooM you could make a Boom-compatible map and it would still run just fine.
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