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Raith138

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Everything posted by Raith138

  1. Just to let everyone know. This project has kind of moved lower on my priority list because I am enjoying other games for now. I will continue playtesting submissions and work on my map in the background but it is not my main priority. Wanted to let everyone know.
  2. I just realized the deadline is December 1st on not November so I should be able to finish map 01 by then, I will submit what ever is the best map at the time.
  3. I am planning on submitting one of the currently completed maps to the decino viewer submitted levels event. I don't think map 01 will be done in a time so please give suggestions. @stochastic, if you can finish up map 27 that would be great because that looks really good. (Also I reserved map 12).
  4. I am actually going to put some advice here for making the most out of your sectors. Try to make the same terrain show up multiple times through out your map, in my map I have multiple cave sections because I know it won't cost me any more sectors. I also recommend making a teleport closet out of any time you have a door open or have bars lower. It won't cost you sectors and the playtime will be increased. Also just generally be clever, I have a blood waterfall coming down from a cliff but I know you will never see the floor of the cliff so I did not make it blood so I could use it elsewhere in the map. I also think that grates are far more important here so try to use more midtextures. I hope this may spark some ideas.
  5. I thought I posted it already but I guess not. Here is map 19: Caverns of Despair (1).zip
  6. @AnArchaicApparatus Map 12: I like it. Pretty hard but it feels fair. The texturing is chaotic but still feels consistent. The softlock has been brought to your attention already. But, I do not know if anyone noticed the hanging body in the starting room goes through the roof for some reason. I wish the map was longer and used more sectors but I guess it is fine. (Loved the MIDI)
  7. I will play map 12 tommorow. Looking at it in UDB it looks exactly like the kind of sector usage I wanted here. Got a lot more sectors to use though.
  8. I am pretty sure you played an outdated version. I removed the SSG in the most recent one.
  9. Couple of problems here. BIGBRIK3 is used throughout most of the map which gives it a repetitive feel and there are misaligned textures everywhere. The room after the first lift has misaligned metal next to the lights, the 1 unit wide tunnels throughout the map are visible in the map itself and I think the blue lights could be replaced with SUPPORT3. There are too many misaligned textures to name but you should be able to find them pretty easy. The clever usage of sectors is, while there, not that frequent and you have some sectors that just do one thing and that is it. I don't expect all sectors to be taken to the absolute limit but there are many sectors here that just serve one purpose. I do like the outside area in the screenshot but I see no reason why you need to use 4 sectors for that water, why not just use 1? I think this map has a lot of potential and if you remove the misaligned textures and add some more texture variety then I think it would be a really good map. After looking at it I realized that those tunnels seem to be connecting separated sectors and if that is true, then you can join them without drawing those lines by (In UDB) pressing j.
  10. I made a TITLEMAP, what do you guys think? MIDI suggestions would be good. TITLEMAP.zip
  11. I am not the leader here, but there has been very few entries at the moment so I think the deadline will be extended.
  12. Congrats on the new dog! Can I switch around map 26 and 01?
  13. The grate is going through the floor and I don't know how to fix it. I'd rather not lower the railings
  14. Raith138

    Grates going through the floor (Solved).

    This is a map for the 30 sectors project. I can't waste sectors like that. @Jayextee
  15. Raith138

    i made my first doom WAD !!

    How is part 2 coming along?
  16. I deleted all of the ones with that texture and it screwed everything up and now the sky is gone and all the vanilla textures are gone too. Temple of the Damned.zip
  17. I think it works now Temple of the Damned.zip
  18. I made this WAD a while ago that I never released. I sucked at mapping when I made these so they are not very good. (Especially the first 3). Not looking for advice on how to improve this just posting it here so it doesn't get lost in the depths of my hard drive. Enjoy, I guess: Hell_Base.zip
  19. So I found a MIDI I liked and I put it into map 26 yet what whatever I did in mapinfo woof does not like. Can someone with more experience tell me what is going on? Btw, the MIDI is Bullet Train by Emperor S P O O N. Temple of the Damned.zip
  20. Just letting people know I am still alive. I am working on my map but I ended up restarting because I did not like it. I also added something to the OP that says, take a screenshot of your map and submit it to be used in the release. For all people finished their maps already just post one here.
  21. I have made a few small changes to map 26 and I added backtracking. Also, I was thinking that this could be the map 01 in the set, it is short and it is not a hell level so it feels more normal. Switch them around and I think it would work better. Still looking for a MIDI. Temple of the Damned.zip
  22. Really good map, the texturing at the beginning is kind of jarring but otherwise it is amazing. Only small complaints is that the exit should be marked and it could be buffed a little.
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