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Cutman

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Everything posted by Cutman

  1. I think the project has been pretty loose with the rules the longer it has gone on. Some of us maybe would have preferred stricter limitations given the concept, but we're too far in now. Plus we've had some pretty neat maps come out of it so far with those limitations being shed. I was totally down for non-boom, limited textures etc and made my map with that template, but I ended up using some Boom specials anyway as they made things easier. I see the waterfall texture as just another fine tuning addition. If we started adding textures from Quake or something, then I'd be up in arms.
  2. Amazing! My map is long enough to properly appreciate it too. Can't wait to try them both together. I'm actually shocked how many complete midis we have now, I thought having a full 32+ set I thought was a pipe dream honestly. It just goes to show how strong of a concept this megawad is. Either that or DW is just foaming with midi artists ready to go :)
  3. I sort of went for the same approach, but as I was making it I saw what people were making and shifted to detailing a bit more. I could do a lot better for sure, but I wanted my contributions to feel vanilla. Hopefully they still do a bit. It's fine honestly, community projects being more grab baggy and mixed makes them more interesting to discuss.
  4. MAP09 has some safe areas on top of nukage. The sectors shown in the first screenshot. The second screenshot shows a HOM when running in dsda.
  5. MAP01 & MAP02: Playing through the whole thing I find the difference in detail level jarring upon entering map03. I think these two could use a comb over to fix up textures and detail, more MAP02 than 1. MAP02: I would join each set of bar sectors so they don't blow your ears out when you open each set of them. The teleporters that when used, have you still facing the wall probably shouldn't do that even if the effect isn't intended. I'd rotate the destinations to face outwards. Lastly near the final area where you need to drop down into the sewer areas, it can be difficult if a monster blocks the bottom especially since you can't see or shoot them from that height. I would add monster blocking lines so a monster can't squeeze in there and block your fall.
  6. Great level! It's a very fair map, maybe a little too easy. Every secret was fair to find but rewarded almost too many goodies for the amount of monsters you have to face. I would try to raise the difficulty in some parts. Maybe some extra hitscanners here and there or perhaps some extra cacodemons stalking from the waters. Maybe a timed lock in at the baron fight? Something like that. I'd drop the amount of powerups a tad too. I was stacked on armor and bonus health by the end. Visually I thought it was very good too. Well done so far! Edit: I also get a line error printed on the console when I ran with GZDoom, might want to double check it. Line 721 has no first side.
  7. MAP26 (finished folder) and a vastly updated MAP23 (wip folder) have been added to the drive! Here's some screenshots I took. MAP23 feedback:
  8. Ok. I am going to try to enforce all discussion of the maps themselves here and any other extra fluff (social, graphics, etc) to go to the discord. Please continue to upload maps to this thread or the drive and not on the discord if you're ready to start receiving feedback. I've also created a google spreadsheet on the drive so we can easily see what is done and what is available to test. The folder structure is still a bit messy but that can be ironed out once we have a full set of maps to test. You can find a link to the google drive to find the sheet on the first post.
  9. I actually agree. There are people giving feedback to maps in the discord that I wouldn't have known about if I hadn't had joined to take a look, as well as people showcasing their maps (which is fine to do privately if you need on hand feedback). Someone pointed out an issue with map20 I had no idea about for example (fixed now). At the end of the day the people here are interested in the project and what its status is, not hanging out and doing whatever else. This is key @Johnny Cruelty. Maybe it's best if you let someone else handle running the project and communications and you handle the "cool" stuff like the music, artwork and direction the maps go? I don't mind project management if no one else does, I want to see this project finished as I'm invested in what people have been producing. The last thing we want is people dropping and losing interest because communication is scattered.
  10. Oh ok if that was the intent. I still don't think it should be super slime as it comes out of nowhere and if you don't grab an invul you're in for a nasty shock!
  11. Great map! My only gripe (other than a few doors that are a bit fat and look funky) is the damaging floor maze. It probably should either not damage you (like in the original) or deal 5% instead. If you get lost you at least have a bit of extra time to find a way out. Also think there's way too many invulnerabilites in there, they should probably be rad suits and maybe just have one in there to reward you for going through the trouble of it. Edit: Since it was asked about a while ago: Par time for map08 should be 7 minutes, par time for map20 should be 15 minutes.
  12. @FEDEX Not sure why that's happening but here's 1.3 uploaded here instead. Map08 - Paranormals N Illusions - CutmanMike and DankMetal - Completed - v1.3.zip
  13. Uploaded a new version of MAP08 to the drive. Fixes minor bugs and monsters going places they shouldn't. Also added more ammo here and there and multiplayer stuff.
  14. Doom2 MAP08 has Pain Elementals. They're in the area you teleport to with all the computer monitors.
  15. MAP08 is now also on the drive, let us know what you think! Edit: Uploaded v1.1 to fix a texture error in gzdoom.
  16. I've uploaded a new version of my first map (map20 - Et Tu!) to the google drive that rebalances the map slightly and fixes some bugs.
  17. Ok. I believe some textures are missing in one of them, mainly the dead baron/human walls. Wanted to make sure they didn't get left out. Anyway, I've finished my part of map08. I'll send it to DankMetal and if he approves I'll finalize things and upload.
  18. @Johnny Cruelty can you post which texture pack is the definitive one to use on the first post? There seems to be some confusion on which one is the correct one to use. Is the one DankMetal (I think) posted the correct one?
  19. I was under the impression I needed to wait for DankMetal to start so I can add rooms to it later. If this is not the case let me know and I will start the map.
  20. Dropping a bunch of barons at the start with just an SSG is just a boring experience. I would change the first fight to make it more interesting or bare minimum knock the baron count down drastically. @DankMetal looks great so far! If you wanna do the whole thing go ahead I don't mind
  21. @SpaceCat_2001 I did understand what the little exit thing meant, yes
  22. Sure, just send me a ping when you have something for me to finish or add to with instructions on what you want me to do.
  23. Oh right you mean a collaboration, I was thinking just taking the slot off you. But I guess I could do that too if you want :) That star thing is almost exactly what I had in mind also for that map too, heh.
  24. @DankMetal would you be willing to share one of your newly obtained map slots? I know you're just starting but either one would be fine. If not no worries.
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