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meapineapple

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About meapineapple

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  1. meapineapple

    NaNoWADMo 2018 (it begins!)

    Map #20 strays pretty far from my usual habits and preferences regarding how to design combat. It takes more inspiration from @Suitepee's recent Hell Revealed 2 streaming than anything else. I guess I'll have to see how people end up liking it
  2. meapineapple

    NaNoWADMo 2018 (it begins!)

    Here's map #19, destined for the MAP32 slot
  3. meapineapple

    Dumb question about file upload limits

    I have a paid Dropbox account that I use for sync and backup and all my Doomworld links still died when they stopped supporting the Public folder. I have very little confidence in the garbled "share" URLs that Dropbox produces, after that.
  4. When I started being active in the forum again recently I already had to replace every map and image I'd ever uploaded over the past few years because the dropbox links had been broken in the intervening time. And image hosts too seem notorious for dropping images after only a couple of years. So I re-uploaded everything to Doomworld, since I figure that as long as the posts still exist the files ought to be accessible too. I was just posting some screenshots of my most recent map, and I realized that I couldn't - I was within a few hundred kilobytes of my upload limit. It turns out I've nearly met my 50mb limit for uploads. If I was posting joke images or memes I would just delete them, but almost everything I've uploaded is my maps and screenshots of them. I've been removing a few of the images and replacing them with lower-resolution versions, but this isn't really gaining me much. There's so little there that I'd feel comfortable removing, or images I'd feel comfortable downsizing any further. How is the upload limit determined? Is there any way to have it increased? I can always upload the files to other hosts, of course, but then after I take another break from Doom modding my links will probably all break again... It would be really great for posters who are releasing lots of maps and mods (not only me!) to not be bound to such a low limit, to help make sure the links stay up.
  5. meapineapple

    NaNoWADMo 2018 (it begins!)

    Really pleased with how #18 turned out. Can you believe that over 200 monsters are crammed into this relatively small map? Tiny screenshot because my upload limit is almost reached and idek what to do about this
  6. meapineapple

    I'm Also Looking to Play and Record Your Maps

    Hmm, I'll have to test map #2 a bit more. Can you say which closet that was of the three? And hey I really appreciate your playtesting and your videos! These maps are definitely going to be more rough than those of mine you played before, since they haven't been tested or polished as thoroughly yet as my maps normally are before I release them out into the wild. Your playtesting gives me a chance to see what's good about or wrong with the maps that were a little more experimental or outside my normal style, and it's also quite motivating to watch somebody play the parts that worked out well. About map #8: Thank you for playing! I'm glad you had so much fun with this one. I think this one took about 4 hours. Maybe 5? I haven't been keeping track really. It gave me much joy around 3:30 when you were lulled into a false sense of security by the lack of an immediate response for grabbing the key. I'm a little bit disappointed in you for not getting the green armor secret, though!
  7. meapineapple

    I'm Also Looking to Play and Record Your Maps

    Yeah, that whole map was supposed to go a lot differently than it did. What port were you playing in? It looks like the map's "teleport to line with same tag" linedefs might not have been working. I've been mapping in Boom format, but most of the maps have only been tested in Zandronum so far. But then, I used the same trick in the Wolfenstein map and all the SS guys seemed to teleport in like they were supposed to..? Edit: I have no idea when or how, but it looks like a linedef that was needed to make the teleports work correctly got removed sometime between my testing this map and sending it to you. Here's a fixed version in case you're interested: meapineapple nanowadmo map02 fix.zip
  8. meapineapple

    NaNoWADMo 2018 (it begins!)

    map #17 is mostly subterranean. it has lots of imps and zombiemen. not much to look at, just a lot of rock textures, but I think the gameplay is pretty good.
  9. meapineapple

    NaNoWADMo 2018 (it begins!)

    Just finished map #16, I think this is one of the better linear layouts I've done, actually This puts me at halfway finished with the monthly megawad!
  10. meapineapple

    NaNoWADMo 2018 (it begins!)

    Aaaand there goes map #15. This one is an arena where you hit a switch and then try to survive long enough for the exit to become accessible, with a new wave of monsters being released every 30 or so seconds...
  11. meapineapple

    NaNoWADMo 2018 (it begins!)

    Just finished map #14
  12. meapineapple

    I'm Also Looking to Play and Record Your Maps

    Ok, here are three more maps. The file name number for each map (map02.wad, map08.wad, map11.wad) is just the order in which I've made them, not the order that they're likely to appear in the megawad. Map #2 is a short city themed map with a ton of former humans and chaingun combat. Map #8 is a sort of nonlinear maze in a crates area. Describing it that way makes it sound unappealing I think, but it was one of my favorite to playtest. Map #11 is a small techbase map and the theme is "hahaha fuck you, wrong door. try another". meapineapple nanowadmo prerelease 18-11-11.zip
  13. meapineapple

    I'm Also Looking to Play and Record Your Maps

    @HAK3180 It was a lot of fun to watch my minions join the party from other rooms and sometimes sneak up on you. I designed the map in such a way that you'd probably have to try a couple of times to find a route before the concluding fight that visits areas with more ammo before visiting the areas with more monsters. I feel so bad for you that you triggered the big rev encounter before you found even one proper ammo or weapon cache. And it hurt seeing you try to tackle the short maze area without getting the plasma gun and all those cells first. I can see how that ended up frustrating for you, so I may try to redistribute the ammo a bit. I'm also actually not sure how you ended up with so little ammo in that last room. I never had a problem with that during playtesting, and I tested ammo balance without any secrets. I did notice a fair number of misses with the chaingun...? I'm astonished by your playthrough time. An hour! I was expecting a normal playthrough to take only about half that long, or less. Thanks for taking the time to power through it. 8:30 - WHY DID YOU SAVE OVER YOUR PREVIOUS SAVE IN THE MIDDLE OF THE FIGHT AT ZERO AMMO AND 25% HEALTH WHAT THE HECK DUDE? Ahem. Thank you for playing! How do you feel about testing more nanowadmo maps? I've got 13 done so far, and I intend to have a full 32-map megawad before December.
  14. meapineapple

    NaNoWADMo 2018 (it begins!)

    lucky map #13. it has a secret exit, meaning it's destined for the map15 slot. probably the highest difficulty of any of the maps so far. I may have gone just a little bit overboard on the archviles and hitscans here. I also played around with a concrete + wood texturing scheme I don't think I've used before.
  15. meapineapple

    NaNoWADMo 2018 (it begins!)

    I had a lot of fun testing map #12. this one is all about not killing yourself with rockets
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