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Bob9001

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Everything posted by Bob9001

  1. Bob9001

    MAYhem 2018 - Purple Version!

    That's a new method for a secret, timed... hmm, ok I'll rush it and see if I can get it. Yeah sorry it is the plasma rifle, I thought it was BFG.
  2. Bob9001

    MAYhem 2018 - Purple Version!

    Sorry to bump an old topic, but I would like to know who made Map 06 and if they could give me some insight into how to get the Plasma Rifle secret, thanks.
  3. Nice demos xit, nice to see you back again making demos, I came along awhile after you stopped. Keep up the good work!
  4. MAYhem Purple Map 01 UV-Speed in 2:44 & Nomonsters in 0:57 m18p01-nomo & Uv-Speed.zip
  5. Bob9001

    Community Chest 64

    Steven are you updating the finished maps? I'll have another release on the weekend that address some things mentioned in the feedback given since last release. Is someone gonna help me with that pesky switch? So I can get it over and done with and fixed????
  6. Purple Map 01 UV-Max in 6:09 Misses 3 monsters as they don't teleport. 123/126 kills is possible. m18p01-609.zip
  7. Bob9001

    Community Chest 64

    Firstly thank you for going over my map again and picking out some things I'll give my answers below: 1. That's supposed to be the secret exit room, so yes I can add a few torches. 2. I designed that part on purpose as that is the route to the blue key in the middle of a mini castle area. Normally the cacos come in the other side where you pick up the SSG and press the switch to lower the key. But I'll leave that the way. 3. Ah this switch, I don't know if anyone reading this thread has seen but this is the only switch I've been having trouble with, in it's current state it plays the activation sound but it won't display the activated texture which is annoying me cause I can't seem to get it to work with both the sound and the texture changing dispite what I do, if I change any of the switch display it's just a black square lol. If someone can fix this for me and submit the method I'd be so happy. 4. To my knowledge and with playtesting they only float when viewed in the editor so it's weird that you have seen that happen while in DOOM64 ex. However going ingame myself they are not visable in the sky like in the editor so this is working as intended. 5. I had steps originally, but changed this because the textures wouldn't align and it didn't look as good as with the way this is now, so sorry but that's how it will be staying. 6a. You're not the first person to say that it crashed in that area, I have no clue as to why that is happening maybe something to do with ram and or a gfx card issue? I've never had it crash and my computer is pretty old (going on 6 years hardware age). 6b. Yes I know that happens but if I put monster blocks in people would say that they shouldn't be blocked in however I have an idea for this so I'll change it in the next release. 7. Yes I see, ok I'll have a play around with some designs and what not. The lighting is supposed to be giving the player the feel that they're in another dimension, so a purpley hue light fits the level well I feel. Yay someone got the reference ;). There's 3 secrets total plus the secret exit but I didn't mark that as a secret cause I've already ruined the surprise in this thread cause people stumble upon the secret exit and wonder why that room is empty haha. Anyway thank you for the feedback, as I mentioned in an earlier post this map is 90% done just needs some polish really and fixing that DARN switch and then it will be ready for release.
  8. Bob9001

    Community Chest 64

    I think its maybe a matter of having a december 3rd deadline and lack of mappers we have like 7-8 slots left to fill surely people out there would want to whip something up haha. I unfortunately don't have much time to finish the last 10% AND I'm still waiting for someone to do some more feedback so if you're reading this and you have nothing to do, just try play through my map, it's on page 13 or on the first page thanks.
  9. Bob9001

    Community Chest 64

    @StevenC21 Page 13, half way down the page. It's 90% finished just waiting on one more final playtest from someone and their feedback and gotta fix one switch and then it will be 100% complete.
  10. Bob9001

    Community Chest 64

    I should be ok for time, just waiting for someone to help me with the switch thats left and maybe some more feedback then it's pretty much a finished map. @Nevander you should finish Map32 though!!!! :D
  11. Bob9001

    Community Chest 64

    I kinda have a feeling that the deadline will be pushed out, as not all map slots are filled yet and only 1 map that is 100% submitted and mine which is 85-90% balanced and tested. Whatever you have done you should hold on to, because you may get to finish Map32. Don't hold me on that though, Steven may just cut it off at the deadline and that's that.
  12. Bob9001

    Community Chest 64

    Very nice to see! @GoatLord I'll give your map a play soon as I can. Only 9 maps left to be filled then we can start pulling this together. I'm getting excited :D I'm a bit disappointed that @Nevander gave up Map32 cause I was looking forward to playing Go 64 It :(
  13. Bob9001

    Community Chest 64

    Very enjoyable and overall a fun map, I just had a quick speedrunish through it. One thing I should mention is you can get stuck at the start in that yellow light square. Very promising and solid map and I love the macro with the crushers I'll call them, that you have to wait and fight!!
  14. Bob9001

    Community Chest 64

    Hey all just wondering if anyone has any other feedback for my map, because I feel as of now it's in a good place. I've still been trying to get that pesky switch to display properly so someone might have to fix it for me as I've tried everything and followed the instructions from some people in here but it still displays as a black square but it does play the activation sound. I found a few little things that I should of fixed (one door was set to only open once). Apart from that everything seems to go well and I'm proud of how it turned out. I'm a little disappointed that nobody picked up the ending area is from Map31 of TNT. I paid homage to that map as it's my favourite doom map that I've ever played.
  15. Bob9001

    Level Progress Diagrams – PDF POSTER READY

    Hmm, very interesting plotting you've done here! But i have to ask why do you class a map like Map17 as nonlinear, but then say a map like map 20 is linear? Am I missing something or?
  16. Bob9001

    Eternal demos [-complevel 2]

    Hmm that's a funny looking tyson demo :thinking:
  17. Bob9001

    Moonblood demos [-complevel 9]

    I was half joking but that's alright you earned the records :)
  18. Bob9001

    Moonblood demos [-complevel 9]

    I can't keep records for any map can I? :/
  19. Bob9001

    Community Chest 64

    I like the atmosphere already is this a tech base or something along those lines?
  20. Bob9001

    Community Chest 64

    Thanks for feedback! That sound you hear is not the spawner room doors opening it's the castle gate infront of you opening when you grab the blue key. Why are people thinking they can hear the doors open, that room is floor lower to lowest to spawn the monsters haha. I did swap the textures and display but it just goes as a black square so I don't know. Ok, I will add indictators to that. I'll leave the invisability sphere there. Ah, alright then. I don't know if I should bother to do anything about that optical illusion. Oh you still think there's too much health? I literally starved the area on purpose hah. Yeah that is supposed to be an extra for that area. I just made it ambush type event. You can just leave it's designed with that in mind. Well if you want, but I'm happy to leave it as it is. Oh right I never thought of that, I will raise the tombs a bit higher than. Yeah that ambush is from one of my favourite maps in the doom 2 game, I'm surprised nobody has picked up that the last area and the exit are from another map that I love to play. There is supposed to be nothing cause the exit is out there. Oh I reckon they look as close to a lift texture as the resources we are using have in them, I'll leave them as is. On that note, all the people that are gonna mention the lava pit not having a teleport this is on purpose because I've had to play maps where that is part of that not being able to escape. So I decided I'd like to do that. Overall: I don't know how much more needs to be done, someone else may have to go for a final tweak over my map when the due date is more near because I'm pretty happy with the way it is and I appreciate the feedback but some suggests don't fit the theme or what I had in mind for the map.
  21. Bob9001

    Community Chest 64

    Right, I've gone and made some changes if anyone wants to run through my map again. Updated in my post for MAP31 on page 13 of this thread. Regarding the Lava pit not having a teleport, I made it like this cause I've seen that done in the past and I wanted to have that effect. Ammo & Health has been reduced and lighting has been darkened in indoor areas to just name a few improvements. Check the Changelog if you want to see all that was changed. One issue that I couldn't seem to fix was the switch above the yellow key, it will play the sound when it's pressed but will not change to the pressed texture like all the other switches in this map. But anyway, Hope this is a step in the right direction :)
  22. Bob9001

    Community Chest 64

    Just a quick update, I'm slowly getting through the lighting. Should have an updated map in the next few days.
  23. Bob9001

    Community Chest 64

    Oh ok, hopefully we get a full 32 wad.
  24. Bob9001

    Community Chest 64

    @StevenC21 How many maps are left to be filled? You haven't been updating the list :P
  25. Bob9001

    Community Chest 64

    Alrightly, I got all the switches working :D Now working on the lighting a bit and then we should be almost post feedback finished :) Thanks for all the help antee with the switches.
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