dew Posted December 20, 2012 j4rio said:I happen to think that pointing out that "Your masterpiece "Blood on marble" being light years more fucking crappy than many of the maps you just pissed on" is a pretty convincing argument. this suggests people can't assess quality without being better mappers than the author. if i say these maps are mostly decaying piles of poop, will you call me out on my mapping as well? 0 Share this post Link to post
TimeOfDeath Posted December 20, 2012 dew said:if i say these maps are mostly decaying piles of poop, will you call me out on my mapping as well? No, we'll just call you a decaying pile of poop. :) Btw, why didn't you submit something dew? I even name-dropped you in the OP! 0 Share this post Link to post
j4rio Posted December 20, 2012 dew said:this suggests people can't assess quality without being better mappers than the author. if i say these maps are mostly decaying piles of poop, will you call me out on my mapping as well? Sometimes a crappy attitude deserves crappy retorts. Let's just say this was one of the cases. 0 Share this post Link to post
gggmork Posted December 21, 2012 That's too easy, we could just call him doo doo instead of dew. 0 Share this post Link to post
dew Posted December 21, 2012 TimeOfDeath said:Btw, why didn't you submit something dew? I even name-dropped you in the OP! my mapping skills would drag this project much lower than it deserves. have you ever seen a bear dance in a circus? that's me mapping. i can do the waltz, but i'll maul several thousand puppies by mistake in the process. 0 Share this post Link to post
gggmork Posted December 21, 2012 A map like that would be perfect for this project. 0 Share this post Link to post
Obsidian Posted December 21, 2012 gggmork said:A map like that would be perfect for this project. He's right you know. BTW is my map any good? 0 Share this post Link to post
gggmork Posted December 21, 2012 Obsidian said:BTW is my map any good? I just played it and like it. Interesting stuff/detail compressed into a small area/ fun minimap. I couldn't figure out how to shoot the imp switch without zdoom mouse aiming though. 0 Share this post Link to post
Obsidian Posted December 21, 2012 gggmork said:I just played it and like it. Interesting stuff/detail compressed into a small area/ fun minimap. I couldn't figure out how to shoot the imp switch without zdoom mouse aiming though. I thought that might confuse some players. I hid a barrel behind the switch, therefore using the player's autoaim to aim towards the switch: you can usually get it if you use the shotgun to shoot the switch. 0 Share this post Link to post
Ribbiks Posted December 21, 2012 dew said:have you ever seen a bear dance in a circus? that's me mapping. i can do the waltz, but i'll maul several thousand puppies by mistake in the process. I'm going to start using this analogy as much as humanly possible 0 Share this post Link to post
pcorf Posted December 22, 2012 MAP16. What a map! ... Goodness me. Doom on drugs for sure! MAP25: Memang was named after a cat. The Inmost Dens-like area at the end was from an unfinished level from 7-8 years ago, the rest was put together really quickly. Had fun ripping it up quickly. Maybe I'll make a speedmap megawad (32 levels in 3 months) 0 Share this post Link to post
dobu gabu maru Posted December 23, 2012 Not going to be able to get my level finished before 2013. I mean, I could finish it, but I'd rather spend time working on it than rushing to get it submitted. Good luck compiling 0 Share this post Link to post
fiend-o-hell Posted December 23, 2012 I played through the first 10 vanilla maps, so here are some quick thoughts about what I saw: 01: Bean, by cannonball Its nice campy fun! I found the engagements to be varied and mixed which I quite liked. Although the visuals and layout were bit more on the underdeveloped side, the game play more then makes up for it. Having to fight a Spider Demon at the end though was no fun! 02: Daemonum Malum, by DooMAD Great use of brown texturing and the architecture isn't half shabby either. I especially loved how effectively the space is used in this level! Challenges were plenty and fun! The only major problem I experienced throughout were stuck monsters. Other then that I congratulate the author on a job well done. 03: GRBmaporgy1, by General Rainbow Bacon Short and sweet is what best describes this level. Visuals sparse, the challenges are easy, and its over before you know it. Decent level overall! 04: Blood Lake, by glenzinho Seems to stop after the yellow key door area. Broken maybe? From what I played its a bit underdeveloped but I was enjoying the wide open spaces and the challenge at the beginning. 05: Nukage Corridors, by Katamori Another short and sweet map that provides just the right dosage of fun. Don't really have any complaints for this one other than that there really are no highlight moments to point out. 06: Feel the Pain, by MagnificentBeard Excuse me as I laugh out loud to myself...Thank you. Yeah, this one is quite unique to say the least. Best way to describe it is an obstacle course. Starts off easily enough, but it slowly escalates in difficulty as your forced to push your way through more and more enemies. Kootos to author! 07: Water HQ, by omegamer Its obvious to see Underhalls inspired the creation of this map. That being said, it stands alone well enough with many fun challenges to be had. Loved the layout and visuals! 08: Circle of Imps, by Radromitry Well its really more of a 1/4 circle of imps... 09: dltexamp, by scorpion Its short, its sweet, and megaly awesome! Loved how the level just circles in on itself. 10: Mirror, by Scypek2 Seems to be broken around the red key area. Layout is cramped and confusing with doors leading out every which way. Needs some work. 0 Share this post Link to post
glenzinho Posted December 29, 2012 fiend-o-hell said:04: Blood Lake, by glenzinho Seems to stop after the yellow key door area. Broken maybe? From what I played its a bit underdeveloped but I was enjoying the wide open spaces and the challenge at the beginning. It´s not broken. Something opens up when you press it. Thanks for the feedback! :) 0 Share this post Link to post
BaronOfStuff Posted December 29, 2012 KiLerZolika said:Sounds fun. Can I join into it? If you can make something in the space of a day, go ahead. 0 Share this post Link to post
Kizoky Posted December 30, 2012 BaronOfStuff said:If you can make something in the space of a day, go ahead. Sure! I'm on it. 0 Share this post Link to post
Kizoky Posted December 30, 2012 BaronOfStuff said:If you can make something in the space of a day, go ahead. Here's the WAD: http://kilerzolika.webs.com/Space.wad :) 0 Share this post Link to post
Moustachio Posted December 30, 2012 Here's a shitty map I made during my (still ongoing) livestream today: http://www.mediafire.com/?cn7jrhxx4t1d16z This took me about half an hour. My dreams of making a last minute submission to this project have finally been realized! 0 Share this post Link to post
TimeOfDeath Posted December 31, 2012 Thanks for the new maps guys, I'll post a new version soon. 0 Share this post Link to post
sector666 Posted January 1, 2013 I had forgotten about this. Well it's still 2012 where I am so I'll assume this is on time. http://www.mediafire.com/download.php?6r7yzjd2xngy7dx I'm generally slow at mapping so I recycled a tiny terrain experiment and focused on fights instead of architecture. And inadvertently made a 1024 map. Though I don't think it really counts as one with the scripting. 0 Share this post Link to post
scorpion Posted January 11, 2013 Any update on the status of this project? sector666 said:http://www.mediafire.com/download.php?6r7yzjd2xngy7dx I get the following message when picking up the shotgun: P_STARTSCRIPT: UNKNOWN SCRIPT 1 0 Share this post Link to post
Walter confetti Posted January 11, 2013 not sure if download the new maps for this project or waiting for final release... 0 Share this post Link to post
Snik Posted January 11, 2013 I get the following message when picking up the shotgun: P_STARTSCRIPT: UNKNOWN SCRIPT 1 It's because the shotgun is supposed to execute script #1,which doesn't exist. 0 Share this post Link to post
TimeOfDeath Posted January 11, 2013 I'll compile Version B tonight and upload. Sorry for the delay, I spent a week to start and finish writing the guitar for my new death metal album. 0 Share this post Link to post
TimeOfDeath Posted January 12, 2013 sector666's map works with zdoom 260. BUT, after I added it to the compilation as map39, the script doesn't execute. Does anyone know why? 0 Share this post Link to post
gggmork Posted January 12, 2013 just hazy guesses: noticed its udmf or whatever format instead of 'zdoom doom in hexen'. Dragged dropped in zdoom 2.5, scripts didn't work. Opened in doombuilder2, it complained about a named script, so changed it to a number: script 1 (void) //1 and the script worked in 2.5.. If everything works but the exit for you, it might be this at the end of the script: http://zdoom.org/wiki/Exit_Normal I remember in claustrophobia 1024 that maps 33+ had weird exit problems, but that was boom. Basically I don't know what I'm talking about. 0 Share this post Link to post
TimeOfDeath Posted January 12, 2013 Thanks for the info. After I changed the map# to 39, the monsters didn't start teleporting when I picked up the shotgun and there was no "script error" message either. My doom builder doesn't have UDMF format (I still use 1.68). 0 Share this post Link to post