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Misty

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Everything posted by Misty

  1. Nope, it's not too late, no worries!
  2. Introduction: You tried to escape from the biggest winter celebrations, but they still caught up with you in the [REDACTED] location. Now you need fight your way to get presents for your family and your beloved pet Daisy the Third. That won't be easy as a Snow Wave is sweeping globally in locations where snow shouldn't be. Will you manage to finish things in time? Project guidelines: +IWAD: Doom 2. +Format: Boom format (complevel 9). +Resources: Xmas Doom Sprites and 32in24-15_tex_v2 +Deadline: December 21th, 12 am(midnight) GMT 0. +Theme: snow x any other theme from resource pack. Additional information: +No slot reservation: there's no need to fill every slot in project. +2 maps can be submitted, collabs are allowed if you feel the need. +Map playthrough should last between 5 to 20 minutes. +If you feel that you won't manage to submit level in time, just talk to me, I might grant you extension depending how close you are to the finish line. +if you need some additional texture resources - talk with me first before adding them. +All maps must contain coop starts (4 players) and no softlocks. +Be sure to include difficulty settings. +As an alternative to midi music, you can use music modules, the best place to look at them is modarchive.org. +Be sure show to some effort. Submission template: Title: Author: Music:(title + author) Link to level: Difficulty settings: Comment: Additional credits(if textures from other packs used): Screenshots: Example with my first map for this project: If needed, here's my discord server link, it's pretty optional: There. If you have any questions and suggestions you can ping me here or on discord.
  3. Will include in compilation soon!
  4. Misty

    Doomworld Members' Sketchbook

    Yesterday's prompt was draw something what starts with letter e and I decided go with eggplants:
  5. We have 19 maps submitted for this project so far(includes couple submissions in discord server)! It's more than I ever could hope for when I was thinking to host this project. I'll wait rest of submissions until Sunday evening from those who asked for extension. Playable public release will come out soon as possible.
  6. @M4rsh I can't download your 3rd version of map update(it doesn't open up link), could you provide alt link for it? I'm compiling first alpha version of project. Otherwise, if anyone wants include different sky, just let me know, with mapinfo variations it won't be problem.
  7. I went with Egypt section then... I should give more playtest in later time.
  8. Those bars at the start of the map with egypt motives? Wait, does that mean that player start placement is depending on skill you pick up?
  9. It was really nice level, I don't have much of complains, at first I thought that these bars are blocking player, but I realised that they are not. I don't have complains about it that's for sure.
  10. This level gave me end map vibes, which is good. Good visuals, gameplay keeps one on their toes. I'd say giving invulnerability would be nice on lower skills as emergency measure and maybe slightly more ammo just allow few mistakes.
  11. I actually don't have much of complains about your level. I'd say place a bit more ammo and health for more forgivable gameplay on easier skills. I was playing it on HMP skill.
  12. I played your level and there are some things I noted during my playthrough: +It's really easy to miss ssg in software mode, maybe giving that place different textures would give better clue where it's placed. I was thinking that you placed no weapon at first(but that's maybe more on me) +It's easy to get stuck in this place where red fire textures placed, add some way to escape(make lift get up from this those sides(screenshot added) +I feel visually you could break some snow textures with some different colour rocks and liquids around, that would break up some monotonous looks. +This moving rock also needs different texture to distinguish it from others. Screenshots:
  13. @Skela Well, I can give you extention until Sunday, but I perfectly understand if you want to leave it as it is. Burnout and mapping block are real and I rather you feel better than pushing yourself too hard to finish.
  14. I played your level. Not going to lie - it was quite hard, there's list of things I think you should note: +I slid so fast and smashed my player avatar into wall and died at the start. I feel you should readjust speed of this and maybe give player alt way to get into main area at their own pace. + I feel giving player invulnerability in lower skill settings would make fights more manageable. +I'd give ssg earlier, but that's just me. More ammo also would appreciated on lower skills. +I feel you should give some visual clues how to get yellow key, because at first I've got confused about it. It's easy to miss locations. + Music was good choice - felt like hero taking down hordes.
  15. I gave a run of your map @NecrumWarrior. I feel this level could use more ammo and health on HMP skill, because I constantly ran out of ammo. My critique will be more on visual side: +I feel it would be good idea to separate rocks and wall vines with support or light textures. +I feel big tree area around could use more colours - like using different rock textures at some places(like reusing blue rock textures, waterfalls with pools, anything really). + Revenant areas could use some height differences at the big tree place - that would give more opportunities to avoid and fight them. There will be plenty of opportunity to improve level, no worries. Actually I don't have any complains about this level! I loved small references and doomcute. I won't spoil for others, because they deserve to experience it for themselves.
  16. Misty

    thoughts on The Doom Awards™

    I was really briefly in their server around may, there were so much hate boner for doomworld and zdoom forums and some community members. I have some logs saved, but I decided to leave it be. From the start I knew it will fail, because so much anger, hate and trying to show how they are better than cacowards and rest of people. At some point you as the person need to think if it's really worthy spend so much time and energy on people you dislike and focus on what's important. Of course, everything aged like milk, including promotional tweets from Agent Strange or how they are.
  17. Until sunday evening midnight.
  18. I'll go through submitted maps today and also there's still time to map and finish things. If you need extention to finish map, let me know. ~~time zones can be confusing~~
  19. I'll try get around the rest of submissions for today and tomorrow. Keep going, there's still time to submit maps, speedmapped or not.
  20. It's ok, take care of yourself. Will check out stand alone release no matter when it will come out.
  21. veryquickexample.zip There @Beubeu, it uses action 255. Left side offsets controls horizontal scroll and right offsets vertical. I used vertical offset on the right(you need to do that in texture selection menu- scroll speed depends on wall texture offset, higher value(positive or negative) faster it scrolls. I also suggest get boom reference map to learn more about boom tricks and uses.
  22. I could make quick example level if you need reference.
  23. About this one in spoilers: Now as I think harder, you can make lights scroll vertically up or down using scroll wall by offset action(can't remember full trigger name without looking at the builder). It's just I found horizontal light scroll weird in my eyes, it's not much of complain tho.
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