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PepsiBepsi

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About PepsiBepsi

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  1. PepsiBepsi

    MAYhem 2018 - Purple Version!

    Yeah, texture alignment became a major concern of mine as I was drawing out all those angles. (I just noticed how awful the alignment of stardark looked in the second screenshot. I'm gonna mess with it a bit tomorrow.) I decided to go with this STONE9 texture that was included in the pack instead. Personally, I think this texture fits the aesthetic of the level better than the purple techgren did anyway. I might change the texture again later and mess around with it a bit, maybe when more textures are added to the pack, but I think this is an ok texture for now lol.
  2. PepsiBepsi

    MAYhem 2018 - Purple Version!

    Is this looking ok aesthetically so far? Any suggestions are welcome. (Keep in mind, I still have a lot left to do in terms of detailing.)
  3. PepsiBepsi

    MAYhem 2018 - Purple Version!

    Layout is basically finished. I hope I can do something with it lol.
  4. Rip. I would've loved to have contributed to this last session, but I was a bit busy over the weekend. I started something, but it was a bit too ambitious for the amount of time I gave myself lol. It was turning out to be a garbage map anyway. Nobody's missing out lmao.
  5. Name: Don't fall off lul Themes: silent teleporters (with some non-silent teleporters mixed in) Build time: 2 hrs Music: Praise by Sevendust Download: http://www.mediafire.com/file/3qazs068a8d43s8/Ass36Sub2Pepsi.wad
  6. PepsiBepsi

    The 65 prBooming 3DGEs (Community Project)

    Some nice suggestions. I completely forgot to check if that red key barrier actually prevented the player for walking across lol. I might make those hk pillars a secret with a bridge that can be raised to connect them, and have them lead to like a megasphere or something. Either that or I'll make it mandatory, and incorporate the blue key in lol
  7. PepsiBepsi

    The 65 prBooming 3DGEs (Community Project)

    I've just updated my map to make it a bit more challenging (basically took out the plasma rifle so the player doesn't get too OP from one level) download: http://www.mediafire.com/file/ft4f52z7atzr4b5/PepsiEdgeCp.wad
  8. Sounds good, I'll try to make it a bit more compact over the next couple of days. The walkway shouldn't be too difficult, however that big open area around the walkway might be a bit of a challenge, but I'm sure I can figure something out. Would I be able to keep that area in the center with the switch, or should I change that one too? It's too sexy to get rid of XD
  9. Finished. No visual bugs that I can see, however the space sky looks a little odd in Chocolate doom (You can see it in the first screenshot). The Egyptian one looks fine, so Idk what's going on there lol. Visplane explorer seems to think the map is fine aside from a few areas outside of the players reach. I put the whole texture pack in the wad because I was too lazy to look for the specific textures I used. If you want me to go back and pick them out for you, I can do that on Sunday. Name: Hell's vista Length: 2-5 minutes depending on difficulty (not including deaths) Difficulty settings: Yes Map used: Map 16(you can change it obviously, I just did that to see it with the proper sky for the episode.) Download: http://www.mediafire.com/file/d8j991186pclc0b/PepsiPredGLevel.wad Let me know if you find any bugs edit: I've just realized I forgot to add a midi. Once I do that, I'll update the link.
  10. Visplanes seem ok, but drawsegs is a bit of a problem. I have a bunch of unused lines from the arches to get rid of which should help. Than maybe I'll put in some walls to block the player's view a little bit. edit: edited version(most the red parts are inaccessible, so I'm not too worried. it seems to work fine in Chocolate doom now.)
  11. No, but I'll be sure to check them out. I deleted most of those arch-way things, and it no longer crashes. It is still having some trouble drawing everything on screen though in certain areas. You get a kind of smeared effect. Shouldn't be too hard to get 100% smooth
  12. Lol I just tested it in Chocolate doom, I turned around and the game instantly crashed. Time to get rid of some detailing lmao.
  13. PepsiBepsi

    Impromptu Minidido (Project Thread)

    I was so eager to try it, I downloaded zdoom onto a school computer and played the first 10 minutes of it. I finally got to play a bit more of it now. It turned out way better than I thought it would. The transitions were smooth and there's actually a sense of progression. I'm kind of glad I made some easier sections. They function nicely as little hidey holes when you're being chased down by an army of cacodemons lol. I think DMPhobos' section was a great opener to the map. Getting a view of sections to come was also pretty dope. In terms of bugs, I didn't see any in the parts I played, aside from the sky issue that you mentioned. I'll play through it more later and let you know if I find anything.
  14. PepsiBepsi

    Impromptu Minidido (Project Thread)

    Not all heroes wear capes.
  15. Sounds good , I'll get rid of those textures. And tbh, I forgot to take vanilla doom visplane limits into consideration lol, I'm used to mapping for limit removing source ports. However getting rid of the rock textures means I can get rid of all of the rocky details that I added which should help. I think I'm within visplane and drawseg limits at this point, but anymore detailing might be problematic lol.
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