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Zylinderkatze

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About Zylinderkatze

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    Overthinker

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  1. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Hi Doomworld, it's me! The line at the ice cream vendor was crazy! What really happened: I fell int othe Diablo 4 hole, combined with my new job being an attention- and energy-sink.. and also recently having started to try out a local install of Stable Diffusion.. it's just too many holes. Figuratively, mostly. I'll be back some time.. soonish. Once everything balances out somehow.
  2. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Update Echo It's my first week at my new job, whicvh isn't any less turbulent than the previous one. But I'm still alive :D
  3. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Update It's my last week at my current job and it was my birthday a few days ago.. wait this is better suited for a status message, no? What I meant to say is, it's been a long and busy week with some celebration stuff and many preparations going on so I wasn't around much! But I'm still here ^^ Ish. Weekend doesn't look much better either.. ..but I'll map and/or update this place as much as I can. Because I want to :3 Bye for now!
  4. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    What is this.. a map screen for ants? So I did that thing I do (and already did, back with URE 1), where I align my maps to see if all my planned transitions work the way I.. well.. planned (so that they work in congruence with the map start locations on the vanilla intermission map screen).. ..and I ran into a problem: I can't make out a thing! :0 The big blob at the top is the thing I did with how E2M2, 3, 4 and 5 overlap or run into one another. E2M5 is on the very left of it.. with that arrow and question mark pointing towards the lower left. Because here's the Vanilla map start locations: Don't tilt your head too hard! >< See how E2M3 and E2M5 (the two circles in the middle row) are right next to each other? Now look back up at the automap thing.. E2M3 is the one that protrudes down from that blob at the top. Meaning it's not right next to the start of E2M5. No one would know, no one would care, artistic freedom, shmartistic shmeedom. But I care! :D So I'll see if I can make some adjustments to E2M5 so that the map at least juts "down" a bit, to about where E2M3 is. Had I checked this earlier, I might've just moved the whole "rooftop" area down to that spot. I suppose I could still do that. But not today! I'm going to try and get to bed a little earlier today :D Goodnight!
  5. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Oh look! It's that new "normal exit" that everyone Zylinderkatze has been talking about! Red key marking and everything! Only if you look closely and you know me, that "silver edge" along the top of the SUPPORT3 silver texture implies that it's something lowering rather than raising. So it's not a door then? Right. My current plan / reasoning is this: - you see this door first, so it's your first perceived objective - it's clearly marked as an exit and it has the "needs red key card" edge so you know that you can't leave yet - when you pick up the red card (location: rooftops!) it'll open the SUPPORT3-sector / blocker - behind it is an actual red door The SUPPORT3 is also lowered by something else in a "pick up X, get enemy Y"-sequence but since the red door is still in place, you still won't be able to leave until you picked it up. That way I can have both! I know it's a very small thing but it makes sense to me and that pleases me :)
  6. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Slept on it.. but not well ^^; so I didn't come up with something feasible yet. I'll just leave it like this for now! Speaking of "leaving".. ..wait.. is this an actual segue for once?.. ..I should start to think of how you get to E2M6! Because this doesn't cut it: Lol. Look! It's 1997! Yea this is only for myself to remember that I wanted this room to be exit-related. Though now I am kind of considering to leave this in and then have a surprise for the player when they think this is the actual exit >:D We'll see! Edit: Afterthought! Usually, I am trying to be really good (or at least much better than in URE "1") about hinting about the ways to get to the exit. This one is currently an outlier, because this room is behind a "door" which is- albeit being labelled "EXIT"- not giving any pointers towards where it might be opened from (no fake "cables" or lines along the walls or anything).. I *might* make it require a key (with the visual cue / texturing that you'll need one).. even though it currently opens from elsewhere, as a trap of sorts, instead. Hmm. Well this "thinking aloud" (out loud?) already helped me. Thanks for listening!
  7. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Look, it's your friend! Deep Water McGee! But can you get to it? I know this is kind of a cop out. As you may be able to tell / deduct from this image, you don't raise the sub, you lower the water around it. Which doesn't really make sense. It does look kind of cool though. I'll give this some more fiddling and tinkering and see where that takes me. Maybe I can come up with a reason why it's necessary to lower the water.. I mean it is blocking the gate (which is barely visible on the left hand wall). It would still make more sense to somehow "unclamp" it.. or maybe raise a bridge to it instead. I'll sleep on it!
  8. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Storytime! So after yesterday's post, here's some more info: The idea for E2M9 is that you get there by "u-boat" (submarine), mainly because of an idea I had a while back of making it look like you're looking at a submarine from under the water surface (in that post, you see it already having arrived, at the beginning of E2M9). Now that I showed that console in my previous post, perhaps it will not only open up the passage to that submarine (in E2M5).. but instead actually do something with the water level.. hmm. It would be cool if I could make the submarine surface.. I'll give it some though. Problem is that it's already consisting of 10+ sectors (which would all need to raise to various heights at the same time.. in Vanilla) and that's before I am really done with any of the detailing. I have a few ideas. I'll keep you posted xD
  9. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    At least I didn't say "goodnight" this time.. ..because of course I added stuff to take you to the secret level. It actually already looks kind of neat, too, but I'm not ready to show it yet. It's the secret level, after all. But I can show you this! Another console! Okay! And a weird angle.. can't really see much. This may or may not have something to do with acess to the secret map :D But now I am really heading to bed. It's after midnight! :0 Goodnight!
  10. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Holy Interior Design, Batman! So I did a little thing here and there the past few days und URE:E2.. nothing that really warrants an update. Also, I worked on this little side project of "a-buncha"* Deathmatch maps with @Arrowhead that you might've seen come up in my Status message(s). But here's your new updated look on a few things I did today! Also, don't get your hopes up.. me calling the progress "small" is actually not an understatement for once. Here's one.. uh.. thing: A light fixture, I guess? not that exciting. Hm. And another: Why is no one guiding the Rocket Launcher? :0 Easy pickin's! Wait.. did you hide enemies from the view again? ZeeKayy! tsk tsk. So.. yeah, there's a lot more little things that happened.. traps and such, closets, monsters, misdirections.. it's a hoot! xD I'm basically picking up the open ends, stray rooms and "this is where item X goes, make this prettier" bits. I'll start test-playing it soon.. I think there's only one area left that's not "triggered up" yet (like.. a lift that's currently just a sector). Then the whole map should be playable start-to-finish. Oh.. wait.. that said.. I just remembered that this is the map that has the access to the secret map.. since I don't change map progression order.. so I should really put that in, shouldn't I :D Good thing I made this post ^^; But I'm off for now. See y'all later! (what's with all the Southern US lingo? ó_ô) ___ *(official unit of measurement, around 3 - 10)
  11. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Treat before bed? Don't mind if I do! So I finished the logic to make these passages crossroad-ready: You can walk across this way but also on a lower level, across! I know it's not much of a "trick". I am not even using it as a fake upper & lower floor, I make it very obvious that blocking barricades are rising and then the platform lowers.. that's the whole deal, actually xD I haven't playtested this bit yet (because I got stuck playing more of the "the finals" closed beta).. but I did make good progress! Here's a second picture because progress: I know "you guys" don't really like chainsaws but I like presenting them :3 This doesn't trigger anything (yet).. there will likely be a bunch of meat-like enemies showing up when this is done. Now the only usefuly(ish) goodie I can offer / hide in the map.. is the automap! I guess that means I am almost done? Oh- and I know that the left and the right side of the wall of the chainsaw don't really have the same texture alignment.. I'll think of something. Tomorrow. Goodnight!
  12. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Would you look at that. The first "items to put in the map" items is.. in the map! Can you find it? It's a little shy :> I'll post more stuff when I've created more.. stuff. Later!
  13. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Listen. Hear me out. Hm.. I have a feeling I already used that headline. That's on me for making such slow progress, I am running out of excuses! Ahem. So.. yes. I started cleaning up the infamous "rooftop area", realized that there was one spot from where you could see some of the "fake height difference" stuff (meaning a lowered sky was overlapping a wall behind it). I doubt anyone would actually have noticed.. but you know me. So I started remodeling parts of the map and now the wall in the background is lower and the building in front of it is higher (instead of vice versa): And that took 3 hours? That "building" in front also used to have an interior.. which I scrapped because I changed some stuff and now it's basically just a block >< But that change was necessary because some of the other changes resulted in a lot of heat: 254/256.. and that's after changing 2 doors there into (less detailed) windows I also updated some other stuff on the other side of the map: It's a small change and stuff will likely still change some more ^^; Basically on the left side of the screenshot is a bunch of "more sight-blocking walls".. which I am not yet satisfied with (which is why I am not really showing them in full view yet ^^) Also here's a third view into the area from a different angle: I am intentionally hiding the monsters from this screenshot :D Oh! and also: I went through the "things used" list to see which gameplay-relevant items I might still use.. because I usually make sure that every weapon is in each map at least once (except from E1M1 of URE) to give the player something to work with. So this time I made sure I'm not forgetting anything xD By Importance: Yellow Key(?), Berzerk, Chainsaw.. maybe Area Map.. The Yellow Key is the only one that's needed in this map.. although I might still make the door that requires it just a regular door.. ..because the only reason that it's a yellow door is that in E2M4 (where I took this part of the map from), I had the idea that a bunch of optional bonus items are all behind yellow doors so if you just want to get to the end of the map, you can skip all those. To be less cryptic: You (currently) need the yellow key to get into the building in the third screenshot of this post (the one you're reading right now!). But to be honest- if you've made it this far in the map, getting in there shouldn't be gated behind a key you might've missed somewhere.. so I think I'll just let you open that door normally. See? I can be nice! But I can also be tired, so I'm heading into bed~ Goodnight!
  14. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Dude. No Progress? I mean.. have you seen my last status update? But yes, there's also going to be an update on URE:E2 soon! I just sat down to "soldier forth" towards the completion of E2M5 ^^ That doesn't mean I am close, though. But close-ish! No percentage. I'm not stupid! But let's just say all the paths are in (to get everywhere you need to go) and "only" missing some further detailing and thing placement ("goodies & baddies", if you will). I'll very likely post some screenshots in.. let's say.. 3 hours? Stay tuned!
  15. Zylinderkatze

    "New year, new URE" - URE:E2 - E2M2 up!

    Old dog, new tricks? Went outside of an area I was working on at the moment and liked this view enough to share. I feel like my "organic height differences" game is getting pretty good xD You're coming from the right, "fighting your way up", kind of. The passage I am working on right now is the one that will connect to the lone DOOR1-door in the middle of the image :) Edit: Also, seeing how this is "kind of" supposed to be the.. uhh.. "rooftop map" (focus-wise), there's a lot of Brown and Green and not a whole lot of Gray. But trust me, there's Gray, too.. just not really in view.
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