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Posts posted by Obsidian

  1. 7 hours ago, MObreck said:


    I'm almost finished with the structural aspects of my map. Getting close to enemy placement. Was there any MEDB monsters/objects you wanted me to keep for in your map ideas besides?:


    - Nightmare Imp

    - Zombie Marine

    - Watcher

    - Wargrin

    - D64 Arachnotron

    - Tech wall "torches"


    I was thinking of using the Grell for my second submission, so go ahead and toss that one in. 👍

  2. Damn good stuff! Has some really nice visuals and I appreciate the way that it opens up ways back to previous parts of the map, helps with exploration.



    I will say that the lack of any sort of big finale threw me off: I was expecting a few cybs to teleport in on the way to the exit door and the fact that absolutely nothing happens after the pair of chaingunners was a bit bewildering.


  3. Liking what I'm seeing! :D Also wasn't aware that slopes worked as intended now, gonna have to explore that sometime later.


    Also! The resource pack has received an update: nothing groundbreaking, just a couple of additional textures and a bit of graphical work that needed attending to. Massive thanks to @Dragonfly for the M_DOOM graphic, I'd be lost without ya. :P Link in the OP has been updated.

  4. 9 hours ago, MObreck said:

    Progress on my map is coming along nicely. I should have some preview shots by the weekend.


    I'm getting a lot of usage out of the portal system and enternity's sloped surface system.


    EDIT: My map will be using two simple custom textures for a special effect.


    Good stuff! Just remember that Eternity's slopes currently aren't traversable in the traditional sense, so it's best to use them for detail that the player can't reach.

  5. 4 hours ago, baja blast rd. said:

    Inmost Dens is the last universal common ancestor of maps. Every map since is modeled either closely or loosely after Inmost Dens.


    I'm reminded of Rob Zombie saying that every metal song since Black Sabbath is just a variant of one of their tracks, heh.

  6. Just now, BeefyBoi said:

    Thank you! I really don't want to get into trouble.


    No worries, it's pretty clear that there wasn't any ill intent involved. I'd recommend checking this out, could be pretty helpful for you. :)

  7. Links in the OP have been removed.


    As for your question @BeefyBoi, it's actually quite simple: if your wad file has just the altered sprites included (between the appropriate markers of course), then they'll replace the stock ones when the wad is loaded alongside DOOM2.wad. Try taking a look at some of the wads other folks have released and seeing how they go about their business.

  8. 6 hours ago, Axuris said:

    One question: is there a limit on the amount of custom textures we can add?


    There's no specific number, but I'd ask people simply to use their judgement when it comes to adding custom content: the textures you decide to include should compliment what is already in the resource pack in some way and as such the quantity shouldn't be overly excessive.

  9. 7 minutes ago, Razza said:

    Hypocrites? Did I miss something


    From what I understand it has something to do with an unrelated incident elsewhere in the forum: I can't recall any interactions I've had with Mr. IcarusOfDaggers that have ended poorly, so I have to assume that his words weren't directed at me specifically. Either way, I'll remove his name from the list as requested.

  10. 11 hours ago, MObreck said:


    Alright. One correction though: the new monsters are mbf21 based, not edf based. So they work on any sourceport that supports mbf21 (about 9 sourceports that i have successfully tested).


    Indeed, I did notice that. I will still insist on them being exclusive to those mapping for Eternity though: part of that is admittedly a bit of enticement, but the other part is that the project as a whole does not really need custom monsters. They aren't the central focus, nor is the project built to accommodate them: it's neat to have them, don't get me wrong, but a fine line has to be walked with their inclusion to make sure they don't make the finished product feel too busy or complicated.

  11. On 5/6/2023 at 7:47 AM, MObreck said:

    So was that thumbs up reaction a go ahead to use my monsters in my stage? Sorry, first time I've taken part in a project like this. Instructions unclear.


    Hey, sorry for the delay in getting back to you! Head like a sieve sometimes, I swear.


    In regards to the custom monsters, I'm fine with their inclusion but I'll ask that you use them sparingly: considering they're Eternity-exclusive and not the primary focus of the project, it would be a good idea to place them judiciously when it comes to your submission. I'll add a link to them in the OP for those who'd be interested in using them in their maps.

  12. 4 minutes ago, Caiuz said:

    obsidian : I realized that the topic was posted by you on MY BIRTHDAY.


    Haha, you're very welcome!


    On 5/1/2023 at 8:52 AM, TJG1289 said:

    also, I didn't do this before when I mentioned it, but MyHouse should be in contention for the Dootaward too. Jimmy's disintegrating version of "Running From Evil" is cool and jarring, but Essel's ambient piece is otherworldly. It seriously is a contender for my favorite song of the year. I can't think of that many instrumental pieces that evoke the same feeling of sadness yet peace like that one does.


    Seconding this nomination. And I suppose a more general nomination of MyHouse.pk3, as superfluous as it may be at this point. :P

  13. 5 minutes ago, RonnieJamesDiner said:

    Forgive my ignorance here (and double forgive me if I'm blind and missed an explanation in the OP), I'm just curious how the release is being handled in terms of format / compatibility. For the maps made using the EE (UDMF) format, and featuring things like portals, are those maps basically exclusive to the Eternity Engine? (I'm thinking 'Heartland', sort of thing). If that's the case, is the whole project intended to be an EE release, or will it be divided into two distinct "compatibility" releases?



    The plan was indeed to make the finished product for the Eternity Engine, apologies for not being clear in the OP. I likely won't be making separate compilations in accordance with format unless there's sufficient demand.