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BassSlapper89

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Status Updates posted by BassSlapper89

  1. Update 11/8

     

    I got more comfortable with detail in level designing, I decided to go back, start designing from scratch on the levels that needed minor touch ups or serious attention.

     

    What I have redesigned/completed levels:

    • MAP03: DIAMONDUS AGAIN?
    • MAP04: TUBELECTRIC
    • MAP06: LETNI FACILITY
    • MAP07: BEACHIN' BUNNY

     

    Minor touch ups:

    • MAP01: JAZZ PAD - Changed the platform area behind the house. Now it has easy to jump sectors to get back to where the player started. You now have the choice to take the platforming path behind the house, or, once the switch is flipped to open gate, a hidden area nearby will open up to a teleporter that will take you to the gate.
    • MAP02: CARROTUS HQ - Changed the exit sector.
    • MAP05: MEDIVO CASTLE - Changed the exit area, fixed unpegged textures or misaligned textures.
    • MAP08: WATER DEPTHS - Added a hidden path to secret level, removed any errors through F4 on Doom Builder 2.
    • MAP13: COLONIAL CATASTROPHE - Changed a certain texture; to avoid any confusion to the player when exiting the level.
    • MAP14: SLEEPLESS NIGHT - Brought the brightness up. Too dark.

     

    Work in progress/TBA:

    • MAP09: CORRIDORS OF FANOLINT - ***WORK IN PROGRESS***
    • MAP10: TANKS - *TBA*
    • MAP11: CRYSILIS MINES - *TBA*
    • MAP21 (SECRET LEVEL) - DOOMBALL ***ON HOLD, MOSTLY FINISHED***

    Leaving As Is:

    • MAPS 12,15-20 - This was around the time my level designing improved. I'm still planning on going back and look for any touch ups.

     

    Besides the levels, I also tweaked with the enemies attacks and features, redesigned a few of the Turtle Gunner sprites... now they have more detail. I removed a few of the weapons Jazz uses. Added a new enemy, which is a Flower for level MAP09. I am doing my best when it comes to balancing the weapons. Added new textures to match the levels themes.

     

    Y'all have a great weekend coming up.

  2. Sorry I haven't kept everyone updated. It's been a busy month for me.

     

    I played a last minute gig with my band, DIOXIS, this past Saturday. Had a gig yesterday, opening up for Mushroomhead... that was a blast. Now I have one more gig for the month, which is this Saturday.

     

    I did a little bit of editing and updating when I did get the chance. I decided to add Spring Pad sprites, instead of using Sectors, scripted a linedef to play a sound once crossed. Looked through examples of scripting to get the idea. Touched up MAP01, MAP02, MAP05.

     

    MAP07: Beachin' Bunny is on hold until all Spring Pads are replaced through out all 21 levels. It shouldn't take long though.

     

    72041768_402203127346938_3797828194447392768_n.jpg.1d275d003782c57d86d4973c64395795.jpg72890526_405354170365167_3642398516325646336_n.jpg.ecafeb05a9624039cb2ce3c79c5f7c5c.jpg71810066_395360648031186_5365720424057405440_o.jpg.be9e0c9c94bb3e846c5ba0983805f9ff.jpg

  3. Not sure if anyone saw my update, but I got a lot done this week when it comes

    to updates for Jazz Jackrabbit Doom:

    • The sprites are complete for the Turtle Gunners. Definitely better detail than before.
    • I added an additional ramp and a few bumpers to fill in the empty space on the Pinball machine level.
    • The enemies will be the vanilla Doom enemies. Projectile based.
    • I am trying to add Intermission Text in MAPINFO, but another set of Intermission Text is popping up instead, which has nothing to do with what your next task is. I'm sure it involves the Clusters but I will figure it out.

    What took the longest was obviously the sprites for the Turtle gunners. Photoshop was a big help. My next set of goals will be a breeze:

    • Sketch out the level layout with pen and paper. Easier for me that way.
    • Redesign Maps 03, 10 and 11 on Doom Builder 2.
    • Finish setting up the Cluster numbers for Intermission Text.

    This is all I have for now. I'm sure more will pop up later on. Until then, I'll keep y'all posted. Have a great weekend everybody!

  4. Update 8/30

     

    I made my first attempt on Polyobjects! Wow! Such a killer feature!

     

    As y'all have seen, I decided last minute to design a secret level for Jazz Jackrabbit Doom, cause why not???

     

    The concept of the secret level Map 21: DoomBall is a giant, functioning, Pinball machine. I got the idea from 90's retro game, Epic Pinball! Another childhood favorite of mine.

     

    • I added friction to the majority of the arena, so it seems like you a ball in a Pinball machine.
    • I added Polyobjects (Swing Door) to the flippers. Got one to work properly, but the other is going backwards... Gonna get that fixed this weekend.
    • I added linedefs with the Thrust Thing action to the Bumpers near the flippers and at the top. To give that Pinball feel.
    • Gonna add more thrust thing linedefs around the arena.
    • I am gonna add a tunnel that will thrust the player back to where you started. As if you are the next ball to play. In case the player moves past the flippers.
    • I added Table Art that is Doom themed. Not finished yet. I added Doom Guy, but will add a Cacodemon and a Lost Soul into the art.
    • I added 2 ramps that will lead you to higher locations to reach for weapons, items, secrets, etc.
    • Gonna add a separate sector that will be inside an arcade, which will teleport you into the Doom Pinball machine.

     

    I'll keep y'all updated. Have a great weekend!

  5. So I am currently working on a secret level that will take place in a Pinball Machine.

     

    I got the idea from another Epic Games project that I'm sure you all are familiar with, Epic Pinball.

     

    I'll keep y'all updated. Have a great rest of the week.

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    1553665678_JJDoom-v2.1(editarea)at2019_08.2719-20-30.076R2787.jpg.b84cb603665e0936719ecaa9c5326600.jpg

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  6. Hey everyone,

     

    Sorry I haven't stayed up to date with anyone on my Jazz Jackrabbit Doom TC. Just got back from vacation with the family. Planning on updating a few things, extending some levels that were short in my opinion and some other small features.

     

    How is everyone liking the the Jazz Doom TC v2.1?

  7. Jazz Jackrabbit Doom v2.1

     

    Download Link:

    http://www.mediafire.com/file/8y6b9gc6q1aiczy/JJDoom_-_v2.1.wad/file

     

    Source Port: GzDoom Only

    IWAD: Doom 2

    Levels: 20 (1-20)

    Crouch, Jump, Freelook

     

    There's still more for me to take care, but in the meantime. Enjoy!

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