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Insane_Gazebo

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Everything posted by Insane_Gazebo

  1. A Sunder Update appears! DOWNLOAD LINK: Download Sunder V.2407 It's been a long time, but I'm back with new maps. Four in total! It does not include changes to any of my previous maps. I’ll save those sorts of changes for future updates. I apologise this update took so long! The four new maps are: Map 15 - Babylon's Chimera This map has some huge vistas which might make older machines die. My deepest apologies to those who struggle to run this. Because of this, a reject table is included thanks to Ribbiks. (Which has bloated the file size a little bit.) This map also has the only secret in my wad which leads to the Secret Levels. Hopefully you can find it! The map also has run into the Boom line limit, so hopefully no one finds anything majorly wrong with it. Should take about 2 - 3 hours to finish. Map 16 - Whispers of the Gnarled King This map is outrageously long! Can take over 6 hours to complete. Map 31 - House of Corrosion A green secret map, focusing on tight combat. Map is roughly 45 minutes to an hour long. Map 32 - The Harlot's Garden Map might slow down some machines in the main outside area. Apologies if this is the case. Map also contains artwork by me, and artwork chosen by testers and other people who contributed to this update. So if you’re wondering what the strange paintings are there for, that’s why :) Map is about 1 - 1.5 hours long. Other additions: Loveless and Galileo have provided me with a Sunder themed status bar. Thanks guys! Map titles new and old have been fixed. A tweaked Sunder menu title graphic. An updated ReadMe. (I even fixed some of the old spelling mistakes!) Other thanks and credits go to: As always, feel free to use any of the assets that I’ve personally made in my wad to make your own stuff as long as you credit me Thanks, and have fun! (With the exception of my horse painting hiding in Map 32. Please contact me if you want to use that for something, thanks.) If you’re not sure where an asset is from, feel free to PM me. Future updates: Bug fixing for old maps. Coop fixes. Maybe, just maybe, some difficulty settings, though I may need some help. :) And new maps, of course. The two next ones for example will be - Map 17 - Archives of the Technomancer - Done! Map 18 - The Singing Void - Done! Map 19 - City at the Mouth of Ire - Done! Map 20 - Beneath the Waves of Styx - Done! Map 21 - The Leviathan's Arteries - Early concepting. Because these changes might very well effect demo compatibility, I’ll be keeping version numbers clear from here on out. OLD OP:
  2. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    Thought I better post a little update on where I am for this thread! (It's been a very long time since Map20 after all.) Map has been sitting on about 59k -> 60k lines for probably quite a few months right now. I've been super distracted by a bunch of other stuff, especially texture making (mostly for the Age of Hell demo and the Divine Frequency demo), though mapping energy has been a fair bit lower this year than usual. (Though I did get a death match map for Culling Strike done.) Stuff left to do, currently is: - About 5 fights left to finish (as well as finishing detailing their areas) - Need to make a bunch of textures and do some OTEX recolours - Need to repaint the mural art - Need to give the midi composer more time - it's going to be a VERY long midi! - Will probably need to go back and cull some lines as well given how close I am to the line limit - Testing will probably take at least two weeks or so as usual Just need to get focused and do a good bunch of line drawing :) How long will it take? I'm not good at estimating my mapping speed right now so I'm just gonna say 'hopefully soon!' The attached shot is just from the central area again, as I didn't want to give too much away but also though I better post something!
  3. Insane_Gazebo

    Lost Civilization 2, The Desolation

    I guess I better check this out :)
  4. Insane_Gazebo

    Insanity Edged

    That's extremely impressive.
  5. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    Don't have a lot to show off other than a shot of the main area from the reverse direction, but progress has been quite good recently with most of the fights roughed in and only a handful of areas left to detail.
  6. Insane_Gazebo

    Profane Promiseland RC1 Release.

    I'm fairly sure detailing this glorious abomination took at least 6 months off my life. Look forward to people suffering through it. :)
  7. 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.)
  8. 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.
  9. Insane_Gazebo

    Sunder - Map20 Appears, finally.

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

    FoxTex - Free to use Texture pack

    Hell yeah! Some great stuff in here which I shall need to have a play with.
  11. Haste contains 17 maps roughly 5 – 10 minutes long (with a couple of exceptions) made by many slaughter mapping veterans largely using vanilla textures. The project originally headed by Scotty, started as 5 – 10 minute maps that could easily beaten by less experienced players, even on UV. The project eventually expanded beyond that scope a bit with some longer/more challenging maps after I took over. Maps are difficulty balanced and can all be completed from a pistol start. (I’m too young to die/Hey not too rough haven’t been tested yet, so hopefully there aren’t any issues on that skill level.) The level of detail and monster count in the maps can vary a fair bit, but the maps are ordered roughly in order of difficulty and length. Some of the later maps are very difficult on UV – you’ve been warned :) DOWNLOAD Expect maps by me and the following cool people: Scotty Nirvana Bemused Ribbiks Benjogami Archi Stuff I still haven't done: Fixing whatever bugs people inevitably find. Readme with resource credits etc. Screenshots: Have fun!
  12. 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.
  13. 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:
  14. 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
  15. Insane_Gazebo

    [-CL9] OCCULA.WAD [RC1]

    Heck yeah.
  16. 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.
  17. 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!
  18. Honestly not sure we can thank you enough for your hard work, Boris. (As well as everyone else who has contributed.)
  19. 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.)
  20. Well, one wad is an oppressive set of maps full of fights designed to destroy any fragment of hope the player might have. They will yell 'NO!' at their monitor. The other wad is Sunder.
  21. I never thought the word 'NO' could be summed with a doom wad, but here we are.
  22. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    Thanks to @ebrl I think I've finally got that area sorted. It's such a convoluted setup I'm not entirely sure it's fixed (there's quite a few different combo presses that I probably forgot to test), but I'm far more confident than I was before that it shouldn't break now. (Watch someone break it, heh.) I'll upload a fix soon. (I'll edit this post once it's in the OP.) Edit - and it's up! Hopefully that's all the major things done. Only thing left bothering me is that you can fall and lock yourself in the fence pits, but I'll worry about that once I'm confident I didn't break anything else major.
  23. Insane_Gazebo

    Sunder - Map20 Appears, finally.

    That is indeed a bug, but I cannot seem to reproduce it. Could you tell me the exact order you hit things in? I suspect there might be a wrong tag being the problem if you hit them in a specific order, but I cannot seem to find it. (I might need to go over the bizarre logic of the voodoo's in that area again. Sigh.)
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