Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Insane_Gazebo

Members
  • Content count

    436
  • Joined

  • Last visited

About Insane_Gazebo

  • Rank
    Sunder Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Insane_Gazebo

    Profane Promiseland Beta Release.

    I'm fairly sure detailing this glorious abomination took at least 6 months off my life. Look forward to people suffering through it. :)
  2. Insane_Gazebo

    Old Still Life .wad

    Fascinating wad. Some of the progression might be a little obtuse but I very much enjoyed it. The only time it felt like the obtuse progression was a bit difficult (and one of the few times I had to pull the editor out and realising I never would have spotted what you were intending) was That little bit of detailing was extremely difficult to spot in the dark. Also in Map10, this Arachnotron decided he didn't want to tele in: I also felt Map10, visually, might have been a bit dark with some of the great detailing being lost to the dark light values, but I very much appreciated what you were going for. Regardless, great wad. Hope to see more work from you in the future :) (Thanks to @Scotty for recommending it to me.)
  3. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    I usually start with my concept. This map was supposed to have giant meaty tunnels branching off in different directions, so I figured I would start with them and start building things around them. So I drew a big box and started messing around and made this very basic thing. I thought the white/red worked pretty well but didn't like the shape very much so I tried again. And then eventually for some reason the little pools of blood there made me thing of foliage so I dug up some red tree sprites and threw them in. Once I've got my texture/map theme down then I get down to detailing the entry room just to confirm I'm on the right track, then start drawing random shapes either until ideas form or work them into ideas I've had for fights and so on. Hopefully that's kinda helpful.
  4. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    Oh yeah, forgot to post this one ages back.
  5. Insane_Gazebo

    Sunder - Map20 Appears, finally.

  6. Insane_Gazebo

    FoxTex - Free to use Texture pack

    Hell yeah! Some great stuff in here which I shall need to have a play with.
  7. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    Alrighty, because you and some others keep asking me I've finally got a Ko-Fi setup. (I'm not sure I produce enough content to warrant a Patreon.) It's pretty bare-bones right now but it exists! https://ko-fi.com/insane_gazebo Yeah, exactly. Unless someone somehow finds a magical way to circumvent that 16-bit value and keep it running in the Boom format, I'm just going to have to get creative with my line use. (There's certainly been some times where I really, really have wanted more than 65535, especially to detail certain areas that's for sure.) Of course there's also other issues, with the overall direct space the map takes up. Go over a certain point and stuff starts to 'loop' across the map (this can eventually include enemy attacks) sounds and other things. (Collision certainly starts to break.) In my first test build of Map18 you could hear a rev closet that was all the way down at the south side of the map, from up in the northern section. (To solve it I just moved the closet closer to the center.) There's also a height limitation as well (I think it was about 20,000 units?) that causes all sorts of strange HOMs to appear. (And not in the same places for each player, either.) Uh, I guess that's a lot of words to say I can't see any of the maps getting any bigger than they are currently due to the limitations inherit in the format.
  8. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    I did not, no. They were created by the lovely Makkon who has done a heap of gorgeous textures for Quake. (I also used a good number of them in Map20.) (The flesh textures did require some palette conversion.) You can grab them from his twitter/google drive here:
  9. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    I do not have anything like that setup, but I'll look into it if people are feeling generous. :) Also, I've begun streaming mapping again! I don't have any sort of schedule worked out, but do I have a fair bit of free time right now so hopefully I'll be on fairly often. You can catch me here: https://www.twitch.tv/insane_gazebo
  10. Insane_Gazebo

    [-CL9] OCCULA.WAD [RC1]

    Heck yeah.
  11. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    You can just lower that barrier from the other side if you fall down, there's just no switch texture to make it clear.
  12. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    Just uploaded a new version with a couple of Map20 fixes, including that softlock in the platforming section and a lock-in that was borked in the 'teleport group x to room y' fight. Hopefully that fight is finally fixed!
  13. Honestly not sure we can thank you enough for your hard work, Boris. (As well as everyone else who has contributed.)
  14. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    I didn't have a plan for one area being harder than the other regarding the three fights. (Though obviously there are some advantages to picking a group of monsters that will infight with one another.) Your route could be the easiest, possibly. (I think I did Barons, HKs, then Revs while testing most of the time.)
×