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Everything posted by FractalXX

  1. BIG UPDATE! (2016/07/13): First test version is out! UPDATE (2016/07/14): Removed final boss from every map that accidentally had it, added new title and a basic titlepic (will have to change it, surely), added empty demos, so it doesn't crash in prBoom (thanks to Keyboard_Doomer). UPDATE (2016/07/25): Merged wad with cc4-tex.wad, so the loading order won't cause any more problems. UPDATE (2016/08/10): Added and rearranged some maps UPDATE (2016/10/10): Added and rearranged some maps (again). UPDATE (2016/10/14): Map updates, one new map. UPDATE (2016/11/06): A whole new map order which focuses on difficulty and theme as well. Thanks to Cyberia-mix. Also updated some maps. UPDATE (2017/05/28): Updated some maps, CWILVs. UPDATE (2017/06/15): V3! Added the final secret map (MAP31), revamped the whole look of the wad. Updated some maps. UPDATE (2017/06/20): V3.1: Music replacements, map updates, new title/intermission screens, lots of mess cleaned up. UPDATE (2017/08/18): V4: Replaced Careless Infection with Uninvited Quests. Vertex fixes. Download current test version: Welcome. Just out of the void, this idea has come out. I think it's not a really difficult restriction but it's also not so easy to make good maps with this in mind. The object is to create a map which has it's vertices on the 64 units grid (minimum). Format: Limit-Removing or Boom Textures: Doom 2, and the Community Chest 4 texture pack. You can get the pack here: Link It comes with CC4 itself so you must unpack it first and look for cc4-tex.wad in the files. Custom music allowed. Sky transfers allowed. Status: Testing compilation! So, here's the FINAL map order: ------- TECH ------- MAP01: Retrofit by Royal_Sir MAP02: Pillar64 by Cyanide MAP03: Overgrowth by Nevander MAP04: Stiff by Tactical_Stiffy MAP05: Europa Facility by Voltcom9 MAP06: Phantasm by FractalXX MAP07: Middleway by joe_ilya MAP08: Pinball by sudo459 MAP09: Survive! by Deadwing ----- STONE/MISC ----- MAP10: The Lost Tower by walter confalonieri MAP11: Old Town by Cyberia-mix MAP12: Nazi-Festung by GregLafitte MAP13: Marble Backlash by SassyPaddy MAP14: GothRock by Pinchy MAP15: Sheev Wheej by Pinchy MAP16: Castle of Atlantis by Ninehills42 ------- HELL ------- MAP17: Hellkeep by Empyre MAP18: Crimson Castle by TheNerdTurtle MAP19: Blood Lake Penitentiary by bioshockfan90 MAP20: IN PROGRESS by BeeWen MAP21: Through & Around by Soldier993 MAP22: Trials of Iniquity by Nevander MAP23: Blood Cathedral by doom2day MAP24: Temple of Despair by Martian Doomer MAP25: Exit Wound by BeeWen MAP26: Bladerunner by BeeWen MAP27: 64 ways 2 die by Saint_Guy MAP28: Tower of Hope by Ninehills42 MAP29: The show most go on by Ninehills42 MAP30: The Master by Beed28 MAP31: Monochrome Mood by Xabika2202 MAP32: Dinosaur Foot by Martian Doomer NOTE: The following list is just a raw one, it's not relevant since the release of the test wad. The above list is the official and the listed maps are all available in the test wad. OLD ROOSTER (not updated anymore) Any map will be accepted, It doesn't matter if it's short, long, etc. Feel free to use your freedom besides the 64 grid size restriction. One important thing to consider as we have a new boss coded by Beed28: NOTE: When you update your already posted map, edit the original post of it, too, since the links in this post are pointing at them. It's up to you whether you include screenshots or not but it's recommended. ALSO, from now on, when you make an update to the map's post, include the date of your update in it. Would be much of a help. Cheers.
  2. I'll update that, soon. I saw that, I just didn't have time to open up GZDB, yet. I'll fix that soon and thanks for the reminder. @Xabika2202: Thanks for the notification.
  3. Alright guys, I've done every fix that was mentioned (and which I've noticed), v4 is up. Added nojump, nocrouch to MAPINFO. Everyone should check their maps and see if there's any problem. Notify me if something's wrong.
  4. I'll add that to the MAPINFO and will also check the vertices.
  5. Nice! I'll update the wad until the weekend (hopefully).
  6. Of course, go ahead. Just keep in mind that it has to have a hellish theme to fit in the slot.
  7. Very well. I'll remove the map, then. In that case, we have to make a new map for that slot. Anyone?
  8. So, may I fix the problem myself? Or would you not like us to include the map at all?
  9. Alright then. Now, it seems every scheduled fix is done, except for Careless Infection's rogue vertices. If everything goes alright, the next update will be a "first release". @Gustavo6046 should fix it and we're good to go.
  10. Included. Also, should I change your name in the WAD to your current forum display name? You're named differently in the project. Fixed the skies.
  11. Sadly, I couldn't find any midis for it. However, if you find a good midi for your level, I'll include it.
  12. You mean that MAP09 should have sky1 and MAP08 should have sky2, right? I used Zandronum because it was pretty easy to take screenshots in its spectator mode. You can also shoot through the windows in Retrofit. That's because Boom's translucent line special won't make it block everything. Also, Boom doesn't have this flag (Block Everything), just Impassable and Block Monsters. I'll look into that, although I haven't found anything, yet.
  13. I would do that if it would be that simple. MP3/OGG to MIDI conversion can't be done directly. Although there are tools for that, they produce horrible midis that wouldn't even be similar to the original song. Playing it (or, should I say, remake it in MIDI) would be better but I'm not a musician, sadly. What's the title of the song? Maybe I could get an original MIDI for it. Meanwhile, new titlepic. It contains levelshots for all maps in the wad. The two secret maps will also pop up in place of the credits screen, in the 64 by 64 blocks. EDIT: V3.1 is up. Cleaned up the wad a little bit, especially MAPINFO. I also fixed the duplicate DEHACKED lump problem. Changes regarding MAPINFO: Since it's not going to be a zDoom specific wad, we won't need any zDoom features, just the basics which have to be included for it to run in zDoom properly. (removed unnecessary attributes) Made map definitions consistent. Added a little green shade to the HUD as it was a little bit monochromatic. New title/intermission screens with screens from all levels. Updated maps, especially mine. Considered Cyberia-mix's suggestions about the last room and the yellow key being unnecessary at the end (I don't even know why I did this, honestly).
  14. Thanks about the songs. :) Actually, I might change the font on the HUD as I had problems with the scale. The font size is basically the same as it is on the vanilla HUD but it scales differently for some reason. I guess I'll never be satisfied with the title screens. :D Will change them too. The Interpic has to be changed as well. The CWILVs weren't made by me, so they will have to be updated by the authors. I totally forgot about the cluster attribute, I'll fix it soon. I didn't know about the duplicate DEHACKED. Mainly because I use SLADE3 and it only shows the new one for me. To be honest I don't really like XWE. About the songs: idgames has a rule that copyrighted MP3s and OGGs can't be included. This rule doesn't apply for MIDIs, or any format that's based on that + impulse tracker songs are also allowed, but in any port below zDoom (compatibility, or feature-wise) only MIDIs/MUSs can be played. I'll include it.
  15. Included. Thanks. EDIT: I also changed Overgrowth's sky to sky1, since it would use that anyway in prBoom and we shouldn't include any Doom textures in the wad, so we can't use UD_SKY1.
  16. Nice. I'll include it in the next update. EDIT: I looked at it. I guess the link is wrong, since the rogue vertices are all still there.
  17. In the meantime, V3 is out. It's only testing now (hopefully) + fixing rogue vertices.
  18. New HUD and other graphics are coming in V3.
  19. Thanks! Will be included in the next update. The author's will have to fix them. If someone goes missing or won't have time, I may fix them later.
  20. Of course it's not dead. We're doing the last works right now.
  21. For me, Gridlock seems the best. Here's an M_DOOM graphic for it: Also in the OP and updated the topic with the new name. No problem.
  22. Thanks for the notification Cyberia-Mix. I've fixed the problems you mentioned. Sadly, I don't think I'd change the map order any further. :( It's a really tedious work and last time I did this, a lot of bugs emerged from that. Also, I think the current order is good as it is. I updated every map to their current version, hopefully. We're working on some graphics (new title, intermission, HUD, etc.) and hopefully it will be done soon. I'll upload the next update during the week if those things will be completed. Edit: Another thing: I guess we should make up a "real" name for the project. Any ideas?
  23. Nice! I included it in the wad. Now we can test everything when I put up the next update. We only need a CWILV for that map (Monochrome Mood - Xabika2202) and we're off to test.
  24. It's possible with the sky transfer line special. Did you test it with the cc4-tex skies or the vanilla ones? I'm asking because the cc4 skies fit well for almost every theme. I'll include the map in the next update as we still need to fix some bugs/have the others approve for the fixes by BeeWen.
  25. Oh, I see now. Actually, MAP06 is mine and I updated it since then. Those bugs are fixed now. I didn't know about the others but thanks for the fixes. We'll need the approvement of the authors of these maps though.