Everyone basically wrote:Wrong link.
The Link is https://www.dropbox.com/s/vu025igdju883 ... y.wad?dl=0.me wrote:Fuck.
Everyone basically wrote:Wrong link.
The Link is https://www.dropbox.com/s/vu025igdju883 ... y.wad?dl=0.me wrote:Fuck.
Just took a quick look. I found missing textures around that little blood pool near the entrance, stopped, checked it with GZDoomBuilder's map analysis, and it returned 351 issues. It's a pretty map from the little I saw, but I would definitely recommend going through and trying to clean things up.Deviluke Roy wrote:The Link is https://www.dropbox.com/s/vu025igdju883 ... y.wad?dl=0.me wrote:Fuck.
LogicalFallacy wrote:Just took a quick look. I found missing textures around that little blood pool near the entrance, stopped, checked it with GZDoomBuilder's map analysis, and it returned 351 issues.
I forgot to mention! I'm going to be out during the next week starting Monday. So yeah, I would love some feedback. Is making the maze wider a good idea?Beed28 wrote:Any more comments on my map? I'm in the process of widening the corridors of the dark maze, so now would be a good time.
Are these actual errors, or just things like "misaligned textures"? GZDoomBuilder's error-checking is very thorough, but maybe excessively so.LogicalFallacy wrote:Just took a quick look. I found missing textures around that little blood pool near the entrance, stopped, checked it with GZDoomBuilder's map analysis, and it returned 351 issues. It's a pretty map from the little I saw, but I would definitely recommend going through and trying to clean things up.Deviluke Roy wrote:The Link is https://www.dropbox.com/s/vu025igdju883 ... y.wad?dl=0.me wrote:Fuck.
And I just looked at mine and it found 147, so I'll be doing the same tonight.
Awesome map! The bouncy-ness added a challenge of aiming that I really likedBeed28 wrote:Any more comments on my map? I'm in the process of widening the corridors of the dark maze, so now would be a good time.
PEOPLE, TURN MUSIC OFF WHEN TESTING THIS ONE. IT SOUNDS EXTREMELY LOUD AFTER A WHILE!Beed28 wrote:I forgot to mention! I'm going to be out during the next week starting Monday. So yeah, I would love some feedback. Is making the maze wider a good idea?Beed28 wrote:Any more comments on my map? I'm in the process of widening the corridors of the dark maze, so now would be a good time.
Spoiler:
Laggy wrote:PEOPLE, TURN MUSIC OFF WHEN TESTING THIS ONE. IT SOUNDS EXTREMELY LOUD AFTER A WHILE!
Yeah, I was... somewhat angry, when I tested and just about lost my hearing.Beed28 wrote:It's too bad the music has issues (it's not supposed to be loud). First, it doesn't loop properly, now this. My best guess is that it's something to do with ZDoom/Zandronum's default module player not playing back the song properly.I'm not sure if this has happened with you guys who've used module music in their submissions here or back in DUMP 2.
Alright. I've been poking around a bit with your map, and I still have no idea exactly what's causing the issues, but here's what I've determined:Deviluke Roy wrote: Well, looks like I can't fix them due to me not having GZdoom builder, & Slade3 (or at least my version) doesn't see any errors. Ah well...
Edit: I don't see any missing textures around the blood pool in the entrance. Do you have The Noir Pack? I used it in my wad.
Edit 2: Also edited the post to be less loud.
Edit: here's an updated link: https://www.dropbox.com/s/0692dxmcd57e5 ... 2.wad?dl=0LogicalFallacy wrote:I am in bold, and I just god run through my map. That said:Deviluke Roy wrote:Bullshit goes here
Alright. I've been poking around a bit with your map, and I still have no idea exactly what's causing the issues, but here's what I've determined:
I assume the sourceport you're using is ZDoom? That's the only one I tried that didn't have the missing textures issue. Zanondrum 3.0, GZDoom, and the latest GZDoom Beta all have significant amounts of missing textures for me.
I swear I included the texture pack in the map...
Everything does show up correctly when I use Slade to look at it, but GZDoomBuilder shows missing textures all over the place.
I don't have GZdoom builder, so I have to assume that you need to load the Noir Pack textures as well.
Also I don't get the music in-game, and I don't see a MAPINFO lump in Slade. Did you put it up in an earlier .pk3 upload that I missed?
No. Maybe I should do that.
And also make the exit switch work, and take enemies off dormant mode. Maybe I could keep the texture thing above the blue switch place. Rule of interesting? Eh.
Hope that helps you and others figure out what the hell is going on with either your map or my system, since one of them obviously has a problem.
I think it's both.
edit 2: oops, I was slow, and LogicalFallacy fixed shit. My bad. Ignore the link.everybody then wrote:And why don't you shut up?
Alright. I'm going to recommend you get GZDoomBuilder, and start using that as your map editor. It's far more user-friendly, and yells at you for some of the things your map was doing. For shits and giggles I went through your map cleaning everything up. Here's the fixed version.Deviluke Roy wrote:LogicalFallacy wrote:I am in bold, and I just god run through my map. That said:Deviluke Roy wrote:Bullshit goes here
Alright. I've been poking around a bit with your map, and I still have no idea exactly what's causing the issues, but here's what I've determined:
I assume the sourceport you're using is ZDoom? That's the only one I tried that didn't have the missing textures issue. Zanondrum 3.0, GZDoom, and the latest GZDoom Beta all have significant amounts of missing textures for me.
I swear I included the texture pack in the map...
Everything does show up correctly when I use Slade to look at it, but GZDoomBuilder shows missing textures all over the place.
I don't have GZdoom builder, so I have to assume that you need to load the Noir Pack textures as well.
Also I don't get the music in-game, and I don't see a MAPINFO lump in Slade. Did you put it up in an earlier .pk3 upload that I missed?
No. Maybe I should do that.
And also make the exit switch work, and take enemies off dormant mode. Maybe I could keep the texture thing above the blue switch place. Rule of interesting? Eh.
Hope that helps you and others figure out what the hell is going on with either your map or my system, since one of them obviously has a problem.
I think it's both.