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About Mechadon

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  1. Thanks for the update dt_! And good luck with your move into your new house! If you need help with getting around limits, don't hesitate to ask for help.
  2. Doom4Ever, this is not the place to be asking those questions. This is a project thread about recreating the Doom 64 maps in vanilla Doom 2.
  3. Very happy to see this will finally get put on /idgames! If I need to make any other fixes to my maps before finalizing it, let me know.
  4. Update time! I've contacted Obsidian about the rest of the dehacked work, so those wheels are turning. I'm not sure when its going to get done (I think he's a bit busy) but hopefully it will be done soon. My plan was to wait until the dehacked work was done to release a new build plus announce the next check-in deadline. However since I'm not sure when the dehacked stuff will get finished, I'm going to go ahead and set a new deadline before too much more time passes. The next check-in deadline is going to be on August 31st! So between now and the deadline, I need to see some sort of progress from the following folks: @Blastfrog @dt_ @Archvile Hunter @Megalyth @DILDOMASTER666 @_bruce_ If you don't send in a progress update, your slot may be given to someone else. So please be sure to check-in with us! I will probably have a final map deadline decided on the 31st, so be prepared for that. This will just mean that we'll need all maps in completed states; it won't be a complete feature lock-down. After that point we will spend time testing, bug-fixing, and polishing the maps. I'll be looking for some dedicated testers around this time, so if your interested let me know! Also a note about music - I'm looking for more music tracks! I think we'll want a few more tracks at the very least. Some tracks can probably be reused a couple of times if it comes down to that. So if your musically inclined, and if your interested, please consider donating your time and skill to the project :) And note to mappers - please feel free to claim music tracks for you maps. Check the OP for the list of available tracks to choose from.
  5. Since this got a bump, I have a question - is this ever going to get uploaded to /idgames?
  6. We talked a bit about a donation button today, so I thought I would comment on it. It feels a little strange to be taking any sort of donations for a Doom project, so I wasn't sure what to say. I was also ignorant about any of the legalities of taking donations, but I think we're ok as far as that's concerned (someone please correct me if I'm wrong). We certainly aren't going to be selling the project in any way, and we have never had any intentions of working on the project for money. So if we do allow donations, rest assured that it really shouldn't change anything as far as the future of the project is concerned. The sentiment is really appreciated though! We might go through with setting up some sort of donation button in the future. Cage had plans to make a website for the project at some point (not sure of the status of that right now), so I thought that might be the best time to add a donation button. These guys have worked super hard on this and it would be pretty cool to see them get some small monetary rewards. Anyways, I guess while I'm here, I'll post something that's more interesting to look at. After I finished up Romeda, I started working on a few more layouts. Yesterday I made what I think is one of my more compact layouts in a long time. So here's a DB shot of it: I've also done a bunch of new DM layouts (about 7 of them in the past few weeks). Those will be useful platforms for me to test out texture and theme combinations, so you guys might get some new screenshots of them soon.
  7. @Lutz I could look into making a version of that sky that tiles vertically. Although the one that Empyre posted looks really good and would probably work just as well.
  8. Hey guys, I have some goodies to share! I finished up the visual pass on my first official map a few days ago. So here are some screenshots :) The map's name is "Romeda". It will likely show up somewhere in the middle of the first theme (so maybe a MAP03 or MAP04). I'm not sure if you can tell from the DB shot, but its a medium-sized map; its probably one of the smallest maps I've made in a long time. I can't make any concrete comments on the gameplay yet since that hasn't been fleshed out. But more than likely its going to be a mostly linear affair, perhaps with two or three minor path deviations if I can make that work. Hopefully I'll have some more map stuff to show off soon!
  9. Its more to try and keep the general feeling of the maps a bit more classic. It's also offers just enough features while staying simple to work in, and that's a nice thing for mapping speed. Since the original project was going to be for Boom, we decided to keep using that map format once we moved over to ZDoom. Actually if I'm totally honest, we also thought it would be good to keep the Boom format around because I have a bad habit of exploding map sizes. So the static limits that are a part of the format are a ceiling to keep my mapping in awful as that is :P We have talked about just escalating to UDMF a couple of times though, and we might still do that while attempting to keep the overall classic feel of the maps intact. I don't think it would be too awful to convert everything, but I haven't really bothered to look into it.
  10. This looks pretty awesome Jimmy! I'll definitely give it a spin and maybe record a demo for you too :)
  11. A few years ago I was helping out Carnevil with Wrack (it was under a different working name at the time). Basically I was doing some mapping, and it was the first time I had done 3D mapping before. Figuring out the editor and just wrapping my head around the 3D space was quite the learning experience; Doom mapping only carries over so far because there's a lot more you have to be aware of in a true 3D space. I have a few in-editor screenshots of the unfinished maps I worked on. I don't think Carn would mind if I posted a few of them. Also I didn't bother with retexturing them when I took these (they used temporary resources from another game at the time, and those weren't available), so it's hard to make out the architectures in the sea of checkerboard :P I actually had a ton of fun working on these, even though they probably won't ever see the light of day. But it did make me want to try out mapping for Quake and maybe other games. I haven't had the right opportunity to try it out yet, but maybe one day I will.
  12. Just bumping this to make sure the project doesn't look too dead ;) I hope everyone is still working on their maps. I haven't decided on when the next check-in date will be. If anyone has any suggestions, let me know. I'm thinking we should do one more check-in deadline, and then try to set a final map submission deadline after that. No news on the updated dehacked work yet. Unfortunately I've just been too busy lately. I will try to get in touch with Obsidian again soon and get the ball rolling again.
  13. Cage pretty much answered this and I'm of the same opinion. I thought the cold areas in UAC Ultra were handled well, so I think it can be done. In the case of the Triton setting, I was hoping to have some outdoor/underground areas where the player would be running through for a while. So the only way I could really see it working in a way that wouldn't be annoying would be to go with something like Gez suggested. Though I don't know if we can do that since we're using the Boom map format. One of the settings will have a much more defined hazardous outdoors area (where basically being outside will equal damage without a radsuit). I don't know if it would be much fun to have another whole set of maps using the same mechanic, so that's another thing for me to consider. Hey maybe instead just hop on board and make the map for us ;D Actually I love the idea of having ice geysers! I'm sure its something we could work in without too much trouble.
  14. Here are some new w.i.p. shots of the map I'm working on. I've almost finished the visual pass on this one, I just need to work on a couple more areas and then do the lighting. I'll post some more finished screenshots after that :) It's hard to put a percentage on it. But I'd say maybe we're around the half-way mark? We still have a ton of mapping to do, and Cage still has a lot of big sprites to finish up. But much of the artwork is done at this point, and we've got concrete plans for the rest of the project as we make progress.