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About Niya

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    Green Marine

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  1. Just finished this map. Very beautiful to look at and the way the map's areas are connected to one another was very interesting. Only complaint, like everyone else, distant hitscan attacks. Other than that, perfect map. 9/10. Oh, one other thing, should probably change that music. The default MAP01 midi doesn't suit this map.
  2. Very nice. I would like to use them. I feel like I should know the answer to this, but do you know of any automated tool that can extract these sprites from the sheet into separate images? I would really like to avoid having to extract them manually one by one in Paint or Photoshop.
  3. This is very good as a first attempt. I would enjoy playing more maps like this, but a little longer though. Was kinda disappointed at how quickly it was over but it's a good map regardless. I do have a couple of tiny criticisms. Firstly, seem to ignore Y alignment in a few places which is quite noticeable with some textures and especially with STARTAN textures. In your 3rd screen shot, there's an example where the inner wall of the window is not Y aligned to the outer adjoining wall. Without proper Y alignment, some windows and walls look a bit ugly. Try to Y-align the inner walls of your windows if they are using the same textures as the outer walls. And when using upper or lower textures after joining sectors of differing ceiling and floor heights, an easy way to Y-align them to the solid walls(single sided linedefs) is by unpegging. This works especially well for quickly Y-aligning upper and lower textures of windows. More complicated scenarios would require both unpegging and Y offsets. Both X and Y alignment can go a long way towards making something look better. Another tiny criticism is that you make sudden texture changes along a couple straight walls without an intervening seam-like texture. I'll illustrate what I mean. Texture change without a seam-like texture in between. Texture change with a seam-like texture in between. Generally speaking people find the second way more visually appealing that the first. Aside from those minor things, your map is good. I'd say 7/10.
  4. Ok here. I just wrote a small app to check for duplicate textures inside TEXTUREx lumps. Download source and binaries here. Let me know if there were any problems.
  5. I'll look into the format specifications for texture lumps. If it looks simple enough, I'll write a small app to automate this for ya.
  6. Someone else would have creates these games. They would have been called by different names but at their core, would be the same games.
  7. Slade has the ability to automatically set image offsets. Just select all the images in Slade and click Modify image offsets. There is an option to set them as monster offsets.
  8. Slade 3.1.2. And yea, I've explored all the different colouring modes. I'm 90% sure it's because I can be a bit dense, but I just couldn't figure out how to use them properly. Maybe Slade can do what I needed but I just wanted something a lot simpler and faster. The HSL recolouring tools that Photoshop and GIMP provides was simple enough for me to understand so I based my program on that. Slade's is too complicated for me. All I want to do is remap a set of colours onto another set of colours in a large color space and be able to do it to multiple images in less than a minute. GIMP did it EXACTLY the way I wanted but couldn't apply it to multiple images without me learning some serious voo-doo. I'm not saying my app is better than Slade, GIMP or Photoshop. It's made tailored to a very specific need, the need to recolour a set of similar images very very quickly. I focused everything on simplicity and quickness.
  9. Pictured above is the main window for an application I recently created for recolouring sprites. Not too long ago I was trying to recolour a bunch of sprites for different monsters and found myself frustrated by the tedium of having to manually repeat the steps for each sprite frame for a particular monster. After a couple hours of Google, I found out I had to learn some bizarre scripting language in order to do batch processing in GIMP. I was already familiar with Photoshop's macro capabilities but even then, in my opinion it still took too long to recolour multiple images. I felt it would be nice if I could just recolour one or two sprites and just have it applied to all of them in the click of a button. I tried Slade's image editing features which could do batch processing but to be honest, Slade's recolouring feature was too limited and unintuitive. Slade is somewhat ok at recolouring 8 bit images by changing the indexes into the PLAYPAL but I wanted to be able to recolour an image in true colour which I just couldn't get Slade to do in an intuitive manner. GIMP and Photoshop had excellent reclouring features for true colour images. So after a couple more hours in Google trying to find an easy solution, I decided to create my own based on GIMP's and Photoshop's recolouring features. This program was the result. Now I must warn that there are a lot of minor things, like error trapping, file overwrite warnings, unsaved changes warnings, undo/redo etc that still need to be implemented but for me personally it's usable enough. If enough people find it useful, I would fix these issues and continue to update it. Consider this release a beta of sorts. Now there are some limitations. It doesn't preserve offsets, and it can't read WADs or pk3s. You need to export the images you want to recolour as PNGs using Slade or whatever WAD editing tool you use. It deals only in true colour so if you want to stay within the PLAYPAL you'd probably better off using Slade to recolour. But if you want to quickly recolour a bunch of sprites or textures and don't mind using 32 bit PNGs then you can use this application. It was made for this. Originally I intended it for my own personal use only but I figured just in case there were more people as lazy as me, I'd release it and see what you guys think. So let me know. You guys like it? Hate it? Want more features? Can't get it to work? Let me know in this thread. Pixel Painter Binaries here. You can get the source here.
  10. Yes you can.
  11. I too left the community, about 11 years ago. Growing up, real life stuff etc. I recently came back around. Even started working on another map. Before I left I was working on a 4th map that I never completed. By some miracle I found it lurking on my HD, even after 11 years and I was looking at it and was amazed at how far I came. If I had never left, I would have been really good by now. The quality I saw in that unfinished map complete superseded any thing I made before. I was toying with the idea of completing it but after 11 years of not mapping, I'm no where near the level I was when I was making it. I wouldn't do it justice in my current state of rust. I could hardly even believe I created that, especially when I look at my earlier works. So yea just keep at it and try not to be too harsh on yourself. Mapping is one of those things that you will naturally get better at over time. Also, I would recommend playing a lot of high quality maps to get ideas during the development of your map. I find this tends to help tremendously.
  12. Yea I feel that way too, especially after I play super high quality maps like KDiZD or InnocenceX2 maps. However, I'm also aware that like any endevour, those guys got that good by practice. I only have 3 releases to my name but when I compare each of them, I see a definite improvement between each of them so I know that the stuff I make tomorrow will be much better than the stuff I made before and so on. So finish those maps and accept that you will NEVER be satisfied by them but you will get better with each release. You can count on that.
    Very enjoyable. Fun to play. Beautiful to look at. Definitely in the top 10 of every WAD I've ever played. My only regret, there weren't more levels. If there were a 100 levels, I'd play them all and never get bored.
  13. I did it with ACS once but that was 11 years ago. I can't recall exactly how I did it. But ACS can definitely do it.