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Attempt Cereson : the Anti Plutonia Community Project (Map slots available)
PinkFlamingo replied to Demonic Meatball's topic in Community Projects
Space! What is the progress on map 11? Since my map 12 is the first of the space episode, I was wondering if it would be possible to add a shuttle craft at the end of map 11. As if the player enters it, and then arrives at an orbital station in map 12. You could copy the shuttle in this picture once I finished the map... -
Attempt Cereson : the Anti Plutonia Community Project (Map slots available)
PinkFlamingo replied to Demonic Meatball's topic in Community Projects
Hi all. I'm still here. Unfortunately, I didn't manage to finish my map by today. I don't have much to show yet. I started the map a while ago but was confronted with some serious mapper's block. A few days ago, I suddenly had some inspiration and began planning some more rooms, but too late to manage making something before the deadline. So... could I still try to finish the map? Or would you rather open up my map slot so someone else can try? -
In GZDoom, if you put compatibility mode to "Doom (strict)", crushed corpses can be resurrected but they won't be ghosts, just regular monsters.
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[SLOTS TAKEN!] Community Trunk, a cp in the style of CC1 and CC2
PinkFlamingo replied to Dusty_Rhodes's topic in Community Projects
Oops! No problem, I'll fix it ;-) Thanks for playing and reporting! -
Aliens knockoffs (games, but any media is fine)
PinkFlamingo replied to june gloom's topic in Everything Else
I recognize the first and last, but what games are the second and third screenshot from? -
[DEV THREAD] Constriction: 1024 [LAST ALPHA RELEASED]
PinkFlamingo replied to DJVCardMaster's topic in Community Projects
Here's the latest update of my map: PinkFlamingo-Deviant_Depths-V3.zip Changes: - Flipped around difficulties: UV now gives the player a shotgun as a starting weapon, HMP gives you a rocket launcher. - Added some extra ammo on HNTR. - Made sure the player stays within the 1024x1024 limits by adding some blocking linedefs. - Added a bit of extra detail to make the map appear less monotone. Honestly, this was the most difficult part. - Made the map coop-friendly by adding a few multiplayer-only switches. These hidden switches only appear in the central room whenever a player is locked inside one of the other trap rooms. The idea is that while one player is locked inside a trap room, their buddies can open those rooms from the outside in case that player dies... -
[DEV THREAD] Constriction: 1024 [LAST ALPHA RELEASED]
PinkFlamingo replied to DJVCardMaster's topic in Community Projects
Just wanted to say that I'm still here and I'm working on an updated version of my map ;-) -
[SLOTS TAKEN!] Community Trunk, a cp in the style of CC1 and CC2
PinkFlamingo replied to Dusty_Rhodes's topic in Community Projects
Seems like this project is coming along after all. -
A open world Doom wad - Is it possible?
PinkFlamingo replied to NicoTheMarine's topic in WAD Discussion
I believe what you are describing is the same principle behind how Bethesda's TES3: Morrowind and TES4: Oblivion work (using the Gamebryo (or NetImmerse) Engine). When you play Morrowind (even on a modern pc), you will notice that the game regularly freezes for 1 second to load extra scenery. If you put viewing distance to the max and remove distant fog (with mods), you can literally see new landscape tiles appear in front of you and old tiles disappear behind you. Also, opening the editor (TES construction kit), you can see how the game world is divided into tiles, exactly like you describe. -
PUSS XXXIII: DIE ROWDY [ December Speedmapping ]
PinkFlamingo replied to BluePineapple72's topic in Community Projects
Updated versions of my maps: PUSS33_PinkFlamingoMaps.zip Changes: Icy Manipulator: - fixed a slimetrail on a roof light - manipulated icy ledge to make grabbing the secret plasmagun easier Nakatomi Art Gallery - fixed blocking Christmas balls - fixed bleeding window midtextures - added a few extra cells for more bfg action -
I actually like the second imp the most (the one with wounds and exposed parts). Could be used as an imp replacement in horror-themed wads.
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PUSS XXXIII: DIE ROWDY [ December Speedmapping ]
PinkFlamingo replied to BluePineapple72's topic in Community Projects
Map Name: Nakatomi Art Gallery Author: PinkFlamingo Music: Mysteries of Egypt by Jimmy Build Time: 4:00 (+-2 hours for layout and gameplay, +-2 hours for decorations) Co-op Starts: Y (+ some extra enemies and stuff) Difficulty Settings: Y Comments: This is where Nakatomi Corporation keeps their fine art: paintings, sculptures, artifacts. Mostly Egyptian and Meso-American. Screenshots: Download:PUSS33_NakatomiArtGallery_PinkFlamingo_V1.rar -
PUSS XXXIII: DIE ROWDY [ December Speedmapping ]
PinkFlamingo replied to BluePineapple72's topic in Community Projects
@BluePineapple72, thanks for the playthrough! Glad you enjoyed my map. Here is my second (and probably) final version (I'll update the original post above as well): PUSS33_IcyManipulator_PinkFlamingo_V2.rar changes: - difficulties implemented (easier modes have different monster configurations and more health). - added candles on teleporter pads to improve their visibility (maybe??) (I didn't put a candle on the icy ridge as you suggested, because (1) people might actually use the automap (as you said) and (2) because you can also easily strafejump to the brick building on the right...) - moved some dummy sectors further away from the playable space, because their sound could confuse players -
PUSS XXXIII: DIE ROWDY [ December Speedmapping ]
PinkFlamingo replied to BluePineapple72's topic in Community Projects
Map Name: Icy Manipulator Author: PinkFlamingo Music: Unnamed Song by Kniggit (previously featured in map 16 of Negative One) Build Time: 3:30 mapping time + some testing (probably too long :-/) Co-op Starts: Y (and extra stuff added as well) Difficulty Settings: N(ot yet fully) - play on UV ("expert") for best experience Comments: My very first PUSS map! I actually used a stopwatch to time my mapping. Managed to get this done in about 3h30min editor time. Then I re-read the rules and saw that we were supposed to count time including playtesting as well! Oops! Guess I've spent more than 30 minutes testing this :-/. Still... this is the fastest map I've ever made with pretty much no prior planning. Thematically I'm not sure if this fits the project. It's more of a Christmas map than a Die Hard map. It does stay within the stated boundaries of the building though. Screenshots: Download: Update (version 2): PUSS33_IcyManipulator_PinkFlamingo_V2.rar -
PUSS XXXIII: DIE ROWDY [ December Speedmapping ]
PinkFlamingo replied to BluePineapple72's topic in Community Projects
The resource pack seems to have an issue with GZDoom (versions 4.7.1 and 4.10.1): Seems fine in dsda and ZDaemon.