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The Green Herring

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Everything posted by The Green Herring

  1. Now that Community Chest 3 has been released, here is a demo topic dedicated to the series. Post demos for any CC installment here! I'll start off with two demos for the secret level in CC2: c231-TGH - UV speed demos for Community Chest 2 (CCHEST2.WAD) MAP31: Idée Fixe by Sarge Baldy, including:c231-028 - normal exit in 0:28c231s025 - secret exit in 0:25Let's get recording, shall we? Note to all by Grazza: When recording on Cchest3, please record in Boom-compatible format, as this is what the wad requires, and it means that the demo will play back with more exes. It also provides a level playing-field. To do so, you can use prboom-plus with -complevel 9 in your command-line. And please use a current version, as bugs in Boom compat have been fixed. Alternatively, you can use the original Boom 2.02 or its Windows port Prboom 2.02. Note2 to all by Grazza: Also, be sure to use the version of the wad dated 26-Nov-2007.
  2. The Green Herring

    [CANCELED]Community Chest 5

    Hi, Alongside everything that everyone else brought up here, I'd like to focus on one thing in particular: if you are to start a community project of this magnitude, it would be best to wait till you have experience in leading community projects. I made many mistakes myself running Community Chest 4 that caused it to be dragged out for years, and I'd been in the community for only about a couple years at the point when it started. You've only been in this community, it seems, since June of this year. The best course of action would be to not repeat history, and save a huge project (let alone Community Chest) for when you have a wealth of knowledge of project management under your belt, rather than bust out a huge project with just a few months' presence in the community to your name. There's a reason Community Chest 5 hasn't been started in all this time: it takes some serious time, effort and patience to run a project like Community Chest without it crashing and burning or being dragged out to an absurd extent, and I haven't been able to do much in terms of planning because, long story short, life was kind of rough to me for the past half-decade. So, there's some consultation from the last person to run a Community Chest about running Community Chest. I would have appreciated if you asked them for that consultation before trying to start the project, but there's some consultation nonetheless. If I were you, I would put this on the back burner, wait till you have much more experience, and then ask them again. I would much prefer to transfer leadership of a series to someone who has the project management experience to take it on and who makes the effort to communicate with me directly to discuss the idea first, rather than someone rather new to the community who announces "I'm starting this soon" as the second post of a thread about the idea of the project, and then tries to start the project, all without saying a word to me even privately. After all, a person rushing headlong into starting a project without discussing it with me first is another part of why 4 dragged on as far as it did, as while that person had at least already been recruited as a co-leader beforehand, I was forced to run the project without as much planning as I could have, alongside someone who demonstrated little consideration for teamwork in the few months they were involved.
  3. The Green Herring

    TNT MIDI Pack - Now on idgames!

    With the release of this pack, I've uploaded renders of my track "Impending End" to SoundCloud. Original Microsoft GS version: Roland SCVA-55 version in SC-55 mode: Click through to the SoundCloud pages for each song for composer's commentary!
  4. The Green Herring

    Diet 32in24 Demos

    I figured that this WAD should get more attention. Demos already recorded on it can be found here. Please use -complevel 9 when recording in PrBoom+.
  5. The Green Herring

    dsda-doom source port [v0.23.0]

    Awesome work in rebranding PrB+ into a speedrunning port and adding features for that very purpose. However, I tried out that compiled binary for a bit and I get a signal 11 (segmentation violation) the instant I take any damage from nukage. I wonder if there's something amiss in the floor-damage code...
  6. The Green Herring

    REKKR - V1.16

    In recognition of an error made months ago, REKKR 1.16 is now on the gamers.org /idgames server. However, with Revae's permission, I uploaded a patch he made which fixes the reason REKKR was rejected from /idgames twice: three IWAD flats (CEIL4_1, CEIL5_1, F_SKY1) accidentally included in the PWAD. All three have been replaced with solid-color graphics, meaning it is now fully legal. I present it here as version 1.16a, and the REKKR website packages should be updated to match within the next few days. It is awaiting processing at /idgames, but while it's waiting, you may download it from this post. Have a good day! rekkr_116a.zip
  7. UPDATE (6/25/2010 11:34 PM PDT): As of today, my former webhost is dead. Thus, I have edited all of the demo links in this thread and the posts listed below to point elsewhere. These new links are temporary until I get a new webhost. Starting in March, I decided to continue Michael Novikov's campaign to record demos on every level in idgames/levels/doom, which Never Again has been doing from the opposite end of the archive. My previous demos for this mission were published in the miscellaneous demo thread posts below: http://www.doomworld.com/vb/post/859114 - dethe1m1.WAD, Death Factory, Death Flows Everywhere (NOTE: Post includes a 2010 WAD unrelated to the campaign.) http://www.doomworld.com/vb/post/859818 - DETHSTAR.WAD, DETHTRAP.WAD, DETHWALK.WAD, Escape from Planet Deum http://www.doomworld.com/vb/post/860407 - DEVIL.WAD, The Devil Incarnate, Death Field, DIAMOND1.WAD, Annex Of Death, Kingdom of Death http://www.doomworld.com/vb/post/862212 - DickWad http://www.doomworld.com/vb/post/863441 - DIE.WAD, DIEFAST!, DIESCUM.WAD, BITEBWAD.WAD, The DILLY wad, Dimension Gate Now, I have dedicated a thread to this campaign, to call further attention to it and ensure that my demos are easier to find. It is also my hope that people will be inspired to record demos on the WADs I have played. To open this thread, I have published a demo pack for the 1996 Doom episode Dinner, the next WAD after Dimension Gate. It is a surprisingly good episode, and should provide entertainment to players and viewers alike. DINR-TGH.ZIP - UV max demos for Dinner (DINNER.WAD) by Damian PawlukanisD2N1-349.LMP - E2M1 in 3:49D2N2-502.LMP - E2M2 in 5:02D2N3-534.LMP - E2M3 in 5:34D2N4-633.LMP - E2M4 in 6:33D2N5-739.LMP - E2M5 in 7:39D2N6-640.LMP - E2M6 in 6:40D2N7-825.LMP - E2M7 in 8:25D2N8-608.LMP - E2M8 in 6:08D2N9-408.LMP - E2M9 in 4:08While creating this demo pack, I dusted off my old YouTube channel from 2007, and this demo pack can now be viewed without the aid of a source port. Click here to access a YouTube playlist featuring videos of each demo. Note that at the moment, only E2M1-8 have videos uploaded; a video for the last remaining demo will be uploaded by the end of the day. UPDATE (4/5/2010 2:10 PM PDT): All demos have videos now. Enjoy!
  8. The Green Herring

    Musical plagiarism in Freedoom

    Earlier today, while browsing my MIDIs, I was nonplussed to discover a case of plagiarism in Freedoom. First, click here to listen to Metabolist's MAP28 music for Freedoom, featured in the current version and SVN. After that, click here to listen to the E4L3 music from the classic (1997) Duke Nukem 3D total conversion, The Gate. Sound familiar? It should: All Sam did was make the song loop twice and add two instruments on the second loop. And to add insult to injury, he erased the markers identifying the actual composer (Jenna Ramsey,) which included a visible copyright notice ("Copyright (C) 1997 J. M. Ramsey"). It's one thing to steal a copyrighted song, modify it only slightly, and claim it as your own. It's another thing to steal a copyrighted song, modify it only slightly, claim it as your own, and then submit it to a project which is supposed to consist of free material.
  9. The Green Herring

    Mothership - single level for Eternity

    This WAD is now available on /idgames, and accessible through the usual frontend: The file was erroneously rejected for "unmodified id Software resources" which turned out to just be two small rectangles with two shades of color each. I unrejected the file yesterday when I came back from a hiatus and it is now preserved on the archives. Enjoy!
  10. The Green Herring

    Archive upload process changes

    @ReX If you notified us of a file you will upload, only to get an email verification notice anyway, then the notice being sent is entirely down to human error. I had been busy with RL matters until recently, so I do not know what happened there. However, sending advance notice of a file you've uploaded will indeed still shortcut the process of getting a file on the archives provided there is no grounds for rejection. :) We apologize for the inconvenience!
  11. The Green Herring

    Archive upload process changes

    In the wake of murmurs in certain corners about the foolishness of using MS-DOS restrictions in 2017, the maximum filename length has been raised from 8 to 12. This is long enough to give more leg room for uploaders, while being short enough to prevent some of the more absurd filename abuses we've seen. README.INCOMING has also made the filenaming rules clearer by moving them to the Requirements section, where they read: 2. Your uploaded ZIP/TXT filename MUST be 12 characters in length or fewer, and can only include ASCII letters, numbers, dashes or underscores. No spaces and no accented characters. Whether you use it to give your uploads longer names or simply to add version numbers (and those are just examples), we hope this new maximum will work well! :) On a much more minor note, we have also partially rephrased the Email Verification Process for clarity: "If you do not respond within that timeframe"; "let us know in your verification response". With these more specific phrases, it should now be clearer that you must reply to the verification message in 7 days, and that you can write in your reply if you wish your email to be kept in your TXT. :) Keep on Dooming!
  12. The Green Herring

    32in24-16: DOOT CTF

    So it's out, finally. https://www.dropbox.com/s/fjkt56mcw25im51/32in24-16_v1.zip?dl=1 This will be uploaded to /idgames shortly assuming nothing bizarre turns up by tomorrow! Sorry for the massive delay--I got burned out for months. Spooky! Thank you to everyone who tested this!
  13. The Green Herring

    32in24-16: DOOT CTF

    RC updated to v2, see the post again. Fixed! Fixed (AGAIN). Fixed. This was in previous versions too, which raises the question of why nobody brought up such an "immediate egregious error" until now.
  14. The Green Herring

    32in24-16: DOOT CTF

    https://www.dropbox.com/s/m0n6v7e9kpyfo9l/32in24-16_RCv2.zip?dl=1 After a delay caused by RL lunacy, here is a release candidate for 32in24-16. It features a number of updates by authors, including a special edition of "Naval Skeletal Battle" by Marcaek (the original is still in the WAD, but later), as well as fixes to prevent players jumping out of certain maps and to make sure every level is hopefully compatible with Odamex (which, despite assumptions, does not support textures-as-flats or vice versa). Music was assigned to Rude and andrewj's levels, and music credits are added to the temporary text file. To do: * Fix any more bugs that crop up during testing * Write a final text file with traditional comic description * Remove unused textures/flats EDIT (1/13/2017 9:49 AM PST): Updated to v2 with MAP15 updated, and the player 1 start bug fixed in MAP23 again. Please redownload from the new link above. Maplist:MAP01: Bad Times at the Armory by AlexMax MAP02: Flag Quest by GregLafitte MAP03: Cthulhu Fhtagn (What a Wonderful Phrase) by TheMionicDonut MAP04: The Greasy Brown Toad Bloater Special by Getsu Fune MAP05: Stones 'n' Bones by Jimmy (edits and detail by The Green Herring) MAP06: Spooky Shit by Walter Confalonieri MAP07: Tootsie Roll Showdown by Mechadon MAP08: Peruvian Voodoo Fortress by TheMionicDonut MAP09: Count Mortimer's Quest by 40oz MAP10: Scarydarkfast by 40oz MAP11: Count Toothy's Super Canoe by Mechadon MAP12: The Devil Is Evil by joe-ilya MAP13: Ren & Stimpack by scotty MAP14: Bone Pun or Something by Gothic MAP15: Displeasure Island by Rude MAP16: Voodoo Geometry by Breezeep MAP17: Creepy Cube Conspiracy by Zakurum MAP18: Grave Danger by Pinchy MAP19: Come On Down to Spooky Town by Mechadon MAP20: Get On the Floor, Everybody Walk the Bloodivore by esselfortium MAP21: Gloomy Gulch by Marcaek (detail by 40oz) MAP22: Captive's Crypts by Marcaek MAP23: Pumpkin Patch Kids by Marcaek MAP24: 32spooky24me by TheMionicDonut MAP25: BAD MOON by RottKing MAP26: YOU'RE GONNA HAVE A BAD TIME by Xaser MAP27: Castles of the Cyber-Creeps by andrewj MAP28: FatSmile.jpg by Marcaek (detail by Pinchy) MAP29: The Treefolk Assault Pumpkin Valley by lupinx-Kassman MAP30: GASTERISK by Xaser MAP31: Naval Skeletal Battle + by Gothic and Marcaek MAP32: The Wolfenshining by TheMionicDonut MAP33: Naval Skeletal Battle by Gothic MAP34: Coloured War by joe-ilya
  15. The Green Herring

    32in24-16: DOOT CTF

    https://www.dropbox.com/s/kmvrav60e1rp0bg/32in24-16_beta2b.zip?dl=0 Here is the second beta of 32in24-16: DOOT CTF. All updates since the last beta have been implemented (hopefully), including untitled levels getting titles, as well as new music. Only two levels (MAP15 and MAP27) do not have music of any kind; unless the designers have music in mind, they may have music chosen for them. At this point, I believe the next version after this one will be a release candidate! EDIT: Replaced with beta2a to fix MAP15 and MAP16 having the same music based on the MAPINFO, which no one noticed until 40 minutes after the second beta was uploaded. EDIT 2: Replaced with beta2b to fix a missing player 1 start on MAP23, as well as many missing textures in MAP23 and MAP28 (updated by Marcaek) that resulted from using Skulltag resources in a wad that doesn't use Skulltag resources. Again. Current maplist:MAP01: Bad Times at the Armory by AlexMax MAP02: Flag Quest by GregLafitte MAP03: Cthulhu Fhtagn (What a Wonderful Phrase) by TheMionicDonut MAP04: The Greasy Brown Toad Bloater Special by Getsu Fune MAP05: Stones 'n' Bones by Jimmy (edits and detail by The Green Herring) MAP06: Spooky Shit by Walter Confalonieri MAP07: Tootsie Roll Showdown by Mechadon MAP08: Peruvian Voodoo Fortress by TheMionicDonut MAP09: Count Mortimer's Quest by 40oz MAP10: Scarydarkfast by 40oz MAP11: Count Toothy's Super Canoe by Mechadon MAP12: The Devil Is Evil by joe-ilya MAP13: Ren & Stimpack by scotty MAP14: Bone Pun or Something by Gothic MAP15: Displeasure Island by Rude MAP16: Voodoo Geometry by Breezeep MAP17: Creepy Cube Conspiracy by Zakurum MAP18: Grave Danger by Pinchy MAP19: Come On Down to Spooky Town by Mechadon MAP20: Get On the Floor, Everybody Walk the Bloodivore by esselfortium MAP21: Gloomy Gulch by Marcaek MAP22: Captive's Crypts by Marcaek MAP23: Pumpkin Patch Kids by Marcaek MAP24: 32spooky24me by TheMionicDonut MAP25: BAD MOON by RottKing MAP26: YOU'RE GONNA HAVE A BAD TIME by Xaser MAP27: Castles of the Cyber-Creeps by andrewj MAP28: FatSmile.jpg by Marcaek MAP29: The Treefolk Assault Pumpkin Valley by lupinx-Kassman MAP30: GASTERISK by Xaser MAP31: Naval Skeletal Battle by Gothic MAP32: The Wolfenshining by TheMionicDonut MAP33: Coloured War by joe-ilya
  16. The Green Herring

    Blade of Agony Chapter 1 released

    No, it was replied to the same day, an hour later. Perhaps it was flagged as spam?
  17. The Green Herring

    Blade of Agony Chapter 1 released

    250 MB is still quite a lot for six maps—but the primary issue that led to my examining the file was not emailing ahead of time before uploading a file bigger than 50 MB, which has been /idgames policy for years. Just shoot us an email before you do it, and we can discuss issues if any come up. Thank you!
  18. The Green Herring

    Blade of Agony Chapter 1 released

    So when I looked in /idgames's /incoming folder today, I had to reject what turned out to be the mod package version of Blade of Agony Chapter 1 because it was over 50 MB in size without prior email notice (see README.INCOMING). More specifically, it was 291 MB. So I downloaded the file from the Realm667 site just to see why it's so huge. Uncompressing the zip, the PK3 turned out to be 356 MB. In examining the PK3, I found the following: - 96 MB of music (including music for unreleased episodes) - 80 MB of textures - 63.2 MB of models - 50 MB of maps - 40.8 MB of sound effects - 9.63 MB of sprites - 7.12 MB of brightmaps - 4.82 MB of miscellaneous graphics All this for a six-map episode (excepting C1M0 and the INTERMAP). A six-map episode that is about five times the filesize of DUMP 3 (80 maps), and over twice the file size of the previous Realm667 project Stronghold (44 maps). How much of this stuff is even used in this episode? For the sake of players who are still stuck with low-speed connections, Tormentor, you might want to cut out all the stuff not used in this episode to make downloading the "Chapter 1" package easier for them. (On a side note, the PK3 also contains the WolfenDoom project's PK3 compiler tools, even though this makes no sense for a released product. Whoops!)
  19. The Green Herring

    32in24-16: DOOT CTF

    https://www.dropbox.com/s/vcfj6suukfpp298/32in24-16_beta1.zip?dl=1 Here is the first beta version of 32in24-16. It has (I hope) all the updates posted here and on IRC, as well as the usual HUD face and all three of Shaikoten's MS Paint pictures. It also has level title graphics for every level that has a name. If I missed an update for your level, please let me know! Here are level changes apart from those seen in posted updates: MAP01 (AlexMax's level): Because all CTF ports support the effect, I replaced the sky-walls with Line Horizons to create a "middle of nowhere" feel instead of a "boxed in" feel. MAP04 (Getsu Fune's level): Set a new sky in MAPINFO, and changed the background music because it was grating to the ears. MAP05 (Jimmy's level): With Jimmy's permission, I did a detailing job on this level. It may have more added to it by the time of final release. MAP12 (joe-ilya's "The Devil Is Evil"): Replaced sky-walls with Line Horizons for the "middle of nowhere" effect. MAP13 (scotty's level): Replaced the sky-wall with a Line Horizon to create a "middle of the sea" effect instead of a "boxed in" feel. MAP30 (Kassman's level): Fixed missing texture errors, blocked players from jumping into inescapable pits, and replaced sky-walls with Line Horizons (even in the red base's pitch-black area, because otherwise, you could see the sky cut-off). MAP31 (Gothic's "Naval Skeletal Battle"): Replaced sky-walls with Line Horizons for a "middle of the sea" effect. MAP34 (joe'ilya's "Coloured War"): Removed an unknown object. Maplist:MAP01: Bad Times at the Armory by AlexMax MAP02: Flag Quest by GregLafitte MAP03: Cthulhu Fhtagn (What a Wonderful Phrase) by TheMionicDonut MAP04: The Greasy Brown Toad Bloater Special by Getsu Fune MAP05: Stones 'n' Bones by Jimmy (edits and detail by The Green Herring) MAP06: Spooky Shit by Walter Confalonieri MAP07: Tootsie Roll Showdown by Mechadon MAP08: Counter Ghost Initiative by TheMionicDonut MAP09: Count Mortimer's Quest by 40oz MAP10: Scarydarkfast by 40oz MAP11: Count Toothy's Super Canoe by Mechadon MAP12: The Devil Is Evil by joe-ilya MAP13: Ren & Stimpack by scotty MAP14: Bone Pun or Something by Gothic MAP15: Displeasure Island by Rude MAP16: Voodoo Geometry by Breezeep MAP17: Creepy Cube Conspiracy by Zakurum MAP18: Grave Danger by Pinchy MAP19: Come On Down to Spooky Town by Mechadon MAP20: Get On the Floor, Everybody Walk the Bloodivore by esselfortium MAP21: Gloomy Gulch by Marcaek MAP22: (marc_32in24-16_3oda.wad) by Marcaek MAP23: (marc_32in24-16_4oda.wad) by Marcaek MAP24: 32spooky24me by TheMionicDonut MAP25: BAD MOON by RottKing MAP26: YOU'RE GONNA HAVE A BAD TIME by Xaser MAP27: Castles of the Cyber-Creeps by andrewj MAP28: fatsmile.jpg by Marcaek MAP29: The Treefolk Assault Pumpkin Valley by lupinx-Kassman MAP30: GASTERISK by Xaser MAP31: Naval Skeletal Battle by Gothic MAP32: The Wolfenshining by TheMionicDonut MAP33: Coloured War by joe-ilya
  20. The Green Herring

    user Malinku was murdered

    I remember compiling at least one 32in24 with him, and he was cool to work with. No one is deserving of what happened to him. R.I.P. You will never be forgotten.
  21. The Green Herring

    32in24-16: DOOT CTF

    https://www.dropbox.com/s/bcsb38cv0ey1c2b/32in24-16_alpha5.zip?dl=1 Alpha 5 is here. This version will be used for pre-detailing testing. Because of this, I went through and added stuff to a few levels where it wasn't exactly clear whose base was whose, and made sure all the player starts were correct. Apart from that, all updates posted here or sent to me on IRC since the last version are included. Updates I made here include: MAP06: Slapped in a few colored banners as a quick pre-detailing way of immediately knowing whose base you're barging into. MAP10: Threw in a few banners for the same reason, and colored the blue side's teleporter blue. Fixed a missing texture as well. MAP11: Hung up a few banners for the same reason, and fixed some of the self-referencing sectors in the blue base to function properly. MAP19 ("Grave Danger"): Fixed the lack of a player 1 start (which would prevent people from examining the map outside multiplayer). MAP22 (marc_32in24-16_2oda.wad): Fixed an alignment glitch where each bridge to a green armor had a rung that was bolted to the floor on one side because both share linedefs with the sides of the moat below them (linedefs 281 and 777). (This results in the rock being misaligned at that spot, but this can be corrected during the detailing phase.) MAP23 (marc_32in24-16_3oda.wad): Replaced all instances of 64GRATE, a Skulltag resource; fixed an incorrect color for the red base's flag area (caused by sharing a sector with the blue base's flag); and fixed blue starts placed in the red team's base. MAP24 (marc_32in24-16_4oda.wad): Replaced all instances of FMETAL4, another Skulltag resource, and fixed the lack of a player 1 start. MAP27 ("YOU'RE GONNA HAVE A BAD TIME"): Rebuilt the nodes on this level ("ZDBSP - Normal (zero reject)") to fix occurrences of node bleeding in parts of the map. Maplist:MAP01: Bad Times at the Armory by AlexMax MAP02: Flag Quest by GregLafitte MAP03: Cthulhu Fhtagn (What a wonderful phrase) by TheMionicDonut MAP04: Naval Skeletal Battle by Gothic MAP05: Here's to the fire that raises the dead by Getsu Fune MAP06: Stones 'n' Bones by Jimmy (edits by The Green Herring) MAP07: Spooky Shit by Walter Confalonieri MAP08: Tootsie Roll Showdown by Mechadon MAP09: Counter Ghost Initiative by TheMionicDonut MAP10: (40oz_32in24_01.wad) by 40oz MAP11: (40oz_32in24_02.wad) by 40oz MAP12: Count Toothy's Super Canoe by Mechadon MAP13: The Devil Is Evil by joe-ilya MAP14: Ren & Stimpack by scotty MAP15: Bonegar by Gothic MAP16: Displeasure Island by Rude MAP17: Voodoo Geometry by Breezeep MAP18: Creepy Cube Conspiracy by Zakurum MAP19: Grave Danger by Pinchy MAP20: Come On Down to Spooky Town by Mechadon MAP21: Get On The Floor, Everybody Walk The Bloodivore by esselfortium MAP22: (marc_32in24-16_2oda.wad) by Marcaek MAP23: (marc_32in24-16_3oda.wad) by Marcaek MAP24: (marc_32in24-16_4oda.wad) by Marcaek MAP25: 32spooky24me by TheMionicDonut MAP26: BAD MOON by RottKing MAP27: YOU'RE GONNA HAVE A BAD TIME by Xaser MAP28: Castles of the Cyber-Creeps by andrewj MAP29: The Treefolk Assault Pumpkin Valley by lupinx-Kassman MAP30: (marc_fatsmile.jpg_oda.wad) by Marcaek MAP31: Gasterisk by Xaser MAP32: The Wolfenshining by TheMionicDonut MAP33: Coloured War by joe-ilya
  22. The Green Herring

    Brutal Doom 64 trailer

    Specifically, the music pack is 289 MB. As the entire Brutal Doom 64 package is 347 MB, that means the music pack takes up about 83% of its file size. Without the music pack, it would be only 58 MB. This is why Doom 64 EX uses MIDIs with a soundfont.
  23. The Green Herring

    32in24-16: DOOT CTF

    https://www.dropbox.com/s/2uvfxd8wgzmil40/32in24-16_alpha4.zip?dl=1 Alpha 4 is here. All updates posted in this thread are in, as well as updates to Marcaek's maps and TMD's "32spooky24me" sent to me through IRC. dew's edit to "Grave Danger" is not included because it only modifies one side (to give Pinchy a reference). In addition, MAP14 ("Coloured War") has been moved to MAP33, because a level of this caliber should be saved for last. All levels past MAP14 were shifted back one slot, with the MAPINFO and the names of every music lump updated to match. Other changes since I slotted in those updates include (mapnames for MAP14+ listed): MAP01: Fixed the actual cause of the "bad GL segs" glitch, which was that I forgot to rename the "GL_MAP01" lump for andrewj's map. Oops! MAP14 ("Ren & Stimpack"): Fixed the sky transfer not being applied to two sectors. MAP22 (marc32in24-16-2oda.wad) and MAP23 (marc32in24-16-3oda.wad): Fixed "unknown texture" errors caused by the use of Skulltag textures, which are not allowed in 32in24-16. MAP24 (marc32in24-16-4oda.wad): Removed a voodoo doll left in the map. The new maplist:MAP01: Bad Times at the Armory by AlexMax MAP02: Flag Quest by GregLafitte MAP03: Cthulhu Fhtagn (What a wonderful phrase) by TheMionicDonut MAP04: Naval Skeletal Battle by Gothic MAP05: Here's to the fire that raises the dead by Getsu Fune MAP06: Stones 'n' Bones by Jimmy (edits by The Green Herring) MAP07: Spooky Shit by Walter Confalonieri MAP08: Tootsie Roll Showdown by Mechadon MAP09: Counter Ghost Initiative by TheMionicDonut MAP10: (40oz_32in24_01.wad) by 40oz MAP11: (40oz_32in24_02.wad) by 40oz MAP12: Count Toothy's Super Canoe by Mechadon MAP13: The Devil Is Evil by joe-ilya MAP14: Ren & Stimpack by scotty MAP15: Bonegar by Gothic MAP16: Displeasure Island by ultradoom MAP17: Voodoo Geometry by Breezeep MAP18: Creepy Cube Conspiracy by Zakurum MAP19: Grave Danger by Pinchy MAP20: Come On Down to Spooky Town by Mechadon MAP21: Get On The Floor, Everybody Walk The Bloodivore by esselfortium MAP22: (marc_32in24-16_2oda.wad) by Marcaek MAP23: (marc_32in24-16_3oda.wad) by Marcaek MAP24: (marc_32in24-16_4oda.wad) by Marcaek MAP25: 32spooky24me by TheMionicDonut MAP26: BAD MOON by RottKing MAP27: YOU'RE GONNA HAVE A BAD TIME by Xaser MAP28: Castles of the Cyber-Creeps by andrewj MAP29: The Treefolk Assault Pumpkin Valley by lupinx-Kassman MAP30: (marc_fatsmile.jpg_oda.wad) by Marcaek MAP31: Gasterisk by Xaser MAP32: The Wolfenshining by TheMionicDonut MAP33: Coloured War by joe-ilya
  24. The Green Herring

    32in24-16: DOOT CTF

  25. The Green Herring

    32in24-16: DOOT CTF

    With Jimmy's university-induced absence, I am updating his level in his place. https://www.dropbox.com/s/9uwr1o59el682mu/32in24-16_Jimmy_StonesAndBones_EditedByTGH.zip?dl=1 I modified the "Stones 'n' Bones" level according to Decay and dew's advice, and made other changes as well: * The outer walls of the pillar rooms have been knocked down to reduce the maze feeling of the layout; * There is now a staircase in the watery corner of each base leading to the back rooms, to eliminate a dead end; * The middle is now wider on the bottom, while still allowing players to jump across the gap (since jumping is an accepted feature of every CTF port); * The archways' sides have been raised to make it easier to jump from them, and since all CTF ports support basic ZDoom features, these arches are now sloped as well; * The elevators are now super-fast (1-second delay, turbo speed); * There is now a fifth spawn for each base; * Each base now has more health; * Each base now has a rocket launcher (which is risky to get); * Each base now has a green armor; * The flags now sit on unique colored markers so you know where to Capture the Flag. It also has music now; it is Jimmy's "Adirgio" from 30in30-3.
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