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WindbagJacket

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About WindbagJacket

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    Green Marine

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  1. MTICC_v3.zip Fixed a texture bug and moved some ammo a little further away from a teleporter. I also noticed that some textures and flats that should be animated were static. They're all OTEX - the teleport pads and coloured arrows. If it helps, looking in SLADE at the latest version of the DMAX wad, it's these: Textures: OKQ_00_0 OKQ_02_0 OKQ_03_0 OKQ_04_0 In the OTEX wad these are: OWRNGC10 OWRNGC30 OWRNGC40 OWRNGC50 Flats (same name in the OTEX wad): OTLPTA11 OTLPTC00 OTLPTC10
  2. Update of my map with some fixes and visual improvements. Should be the final version. Thanks @Obsidian for running the project! MTICC_v2.zip
  3. @Biodegradable thanks so much for taking the time to play these maps. In mine you actually found a way to bypass the biggest fight in the level through a secret (but still missed the megasphere in that secret :D ). I'm making some changes/fixes and will upload a new version.
  4. Here is an initial version of my map, while there's still time to test it! Way bigger than originally intended so maybe a bit of a slog, but hopefully not. Some areas still need a clean-up/detail pass. Also still need to test in PrBoom or similar. It's name is inspired by the song from the awesome new Mastodon album, but also because I bit off way more than I could chew with the length of this thing! I will update closer to the deadline with the final version. Name: More Than I Could Chew Music: Hangar 7 by Jimmy, from the Revolution! MIDI Pack (included in wad) Format: Boom Tested in: GZDoom Custom textures: OTEX v1.1 Custom sky: OTEX v1.1 via sky transfer Difficulties: Implemented (without much thought) MTICC.zip Screenshots:
  5. WindbagJacket

    Cable/wire midtextures?

    I'll take a look at those, thanks! Forgot about SiD, love that wad
  6. WindbagJacket

    Cable/wire midtextures?

    Anyone know where I can find a good selection of transparent dangling cable/wire textures, or anything similar? Any good packs for these? I love that kind of thing, but I've only ever seen a couple, e.g. in CC4. Thanks!
  7. WindbagJacket

    Eagle Mapping Project - Final (Now on idgames)

    Thanks to everyone who contributed and thanks to @Aquila Chrysaetos for managing the project and pushing it over the line! One thing though - I'm credited as WingbagJacket on idgames and in the text file, instead of WindbagJacket.
  8. WindbagJacket

    Eagle Mapping Project - Final (Now on idgames)

    I meant I activated it before I got to that side of the wall. Basically I activated it at the beginning of the level... somehow. Maybe just a freak bug though - I didn't even know it was there the first time. Yeah thinking about it and playing through the rest, I don't know what other map I would put first instead, so forget I said that!
  9. WindbagJacket

    Eagle Mapping Project - Final (Now on idgames)

    Some feedback... First off, everyone's maps look great and well polished and given the wide range of play styles on display here, they all play well for the most part. I'm proud to have been a part of the project! I'm playing through on HMP unless otherwise stated - sorry if that's not how you intended for your map to be played! I made an effort to try and finish all the maps, and abused saves a lot in some cases. Unfortunately I didn't finish MAP11 or MAP12, mainly due to being worn out from the other maps. I've tried to point out any genuine issues I found but most of the maps didn't really have any problems so, it's just kind of like my opinions maaaaaan. MAP01 - The Old Way - Aquila Chrysaetos MAP02 - Turquoise Glow - DanielAlexander MAP03 - Reclaimed Facility - Bushpig2dope MAP04 - Overgrowth - MajorArlene MAP05 - Hidden Beyond the Mountains - DMPhobos MAP06 - Hellish Reverse - Obake MAP07 - Pacing Death's Trail - WindbagJacket My map. MAP08 - Alpha Centauri - Aquila Chrysaetos MAP09 - Winter's Reach - Pegleg MAP10 - Dream State - NoReason --- At this point I got a bit burnt out from playing so didn't really do the next 2 maps justice. Anyway... --- MAP11 - Ancient Splinters - BioRenegat MAP12 - Miraculous - NoReason Overall, I had fun. It's a very diverse map set. Good job everyone!
  10. WindbagJacket

    Eagle Mapping Project - Final (Now on idgames)

    Looks great, thanks!
  11. WindbagJacket

    Eagle Mapping Project - Final (Now on idgames)

    Oh, didn't realise orange was an option. Any chance I could change to that please? I'll try and play through them all over the weekend
  12. WindbagJacket

    Eagle Mapping Project - Final (Now on idgames)

    @Aquila Chrysaetos @BioRenegat Thanks for playing and for your feedback! Glad you enjoyed it. Here's a v2 with fixes for the stuff you mentioned, plus a few other bugfixes and minor tweaks. I wondered if it would be possible to get that soulsphere early! As you say, I don't think it's an issue. I thought about trapping the player for the end fight and decided against it initially (maybe just being lazy)... but the player is now trapped in on a timer. I watched your run @BioRenegat and I was also going to try and force you to move into the fight with the invul sphere, but kept it as it is in the end. It's a nice reward for the final fight if you can get through that with a spare. I had a play in prboom+ and noticed there are still weird lines in the sky. I thought they were just where brightnesses didn't match, but it seemed to be something else I couldn't fix - not visible in zdoom at least. @Aquila Chrysaetos I'll go for red for the text. Updated link: https://www.dropbox.com/s/0dedifky3wnf59e/eagle_pdt_34.wad?dl=0
  13. WindbagJacket

    Eagle Mapping Project - Final (Now on idgames)

    Here's the initial version of my map, feedback very welcome. A bit rushed and sloppy in the end but I'm more or less happy with it. For better or worse, I tried as much as possible to just use the new textures from the pack, with some rare exceptions (e.g. key indicators, lights). Name: Pacing Death's Trail Link: https://www.dropbox.com/s/0dedifky3wnf59e/eagle_pdt_34.wad?dl=0 Music: "Insurgence" from Jimmy's Harmony MIDI Pack Build time: ~1 month Difficulties: Implemented and tested very quickly Co-op: Added the co-op starts, but not balanced Tested in: zdoom and briefly in prboom+ Screenshots: See my earlier post:
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