The 65 prBooming 3DGEs

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cortlong50
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Re: The 65 prBooming 3DGEs

Post by cortlong50 »

is there any specific limitations i should be aware of?

or a specific map format that would reduce incompatibility with 3DGE?
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Rachael
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Re: The 65 prBooming 3DGEs

Post by Rachael »

They're all in the first post. If you don't feel comfortable mapping for 3DGE, you can map for Boom instead - it will work. Just keep in mind that 3DGE has jumping enabled, so set your blocking lines and height variations accordingly.
PepsiBepsi
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Re: The 65 prBooming 3DGEs

Post by PepsiBepsi »

I think The level is just about complete.

Name: Evil Inn (corny, but I had to think of something lol)
Midi: Second Heartbeat by Avenged Sevenfold
Download: http://www.mediafire.com/file/ft4f52z7a ... EdgeCp.wad

Screenshots can be found on the doomworld post: https://www.doomworld.com/forum/topic/9 ... nt=1860291
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Rachael
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Re: The 65 prBooming 3DGEs

Post by Rachael »

Thank you! :)
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RUNSABER
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Re: The 65 prBooming 3DGEs

Post by RUNSABER »

Quick Q: Since EDGE comes with 3 new additional customized monsters (Revenant MKII *shoots two rockets at once*, Aracnotron MKII and Mancubus MKII) are we allowed to use them in our maps or would they technically count as a normal monster such as their vanilla counterparts? Asking for my friend, SWIM
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Voltcom9
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Re: The 65 prBooming 3DGEs

Post by Voltcom9 »

IMO I'd say they should be allowed because they're already contained in 3DGE (and it's always interesting implementing new monsters). Before your post I was unaware that 3DGE contained any new monsters so this was actually a pleasant surprise.
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Rachael
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Re: The 65 prBooming 3DGEs

Post by Rachael »

They're allowed. I never knew of this, either.
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riderr3
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Re: The 65 prBooming 3DGEs

Post by riderr3 »

NuclearPotato
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Re: The 65 prBooming 3DGEs

Post by NuclearPotato »

I've submitted a map over on Doomworld here: https://www.doomworld.com/forum/topic/9 ... nt=1862782

Figured I'd cross-post here, just to be on the safe side.
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Rachael
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Re: The 65 prBooming 3DGEs

Post by Rachael »

Yeah that is best - thank you.

Also, I am going to extend the deadline by 10 days. Things have been a little crazy for me here and I haven't had as much time to devote to this as I would've liked. I am sorry about the inconvenience - but for those who want to participate, that's a little extra time!

Submission date is the 10th of April now, and the fix-up deadline is now the 24th.
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RUNSABER
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Re: The 65 prBooming 3DGEs

Post by RUNSABER »

Completed: MAP01 "Frank"
Image
No Jumping
Features: 3D Sector Rendering, Slopes, Fake Sky
Secrets: 1

Completed: MAP02 "Contingency"
Image
No Jumping
Features: 3D Sector Rendering, Dynamic Lighting, Slopes, Fake Sky
Secrets: 1


DL: https://files.fm/u/wftqtjqa
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Voltcom9
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Re: The 65 prBooming 3DGEs

Post by Voltcom9 »

^ Wow that looks awesome!

Have any of the maps been compiled yet? It'd be interesting to see a maplist in the OP or something
to show the projects development.

A reminder to any mappers interested in creating a map for this project,
there are 5 days remaining to submit a map! :)
NuclearPotato
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Re: The 65 prBooming 3DGEs

Post by NuclearPotato »

Quick question while I wrap up a finished version of my map: seeing that this is a WAD themed on the back third of Doom II, will SKY3 be used as the default sky texture, or will I have to add it in manually with a sky transfer?
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Rachael
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Re: The 65 prBooming 3DGEs

Post by Rachael »

I'd have to talk w/ Coraline to see what is possible to do here. It might be easily doable but my experience in modding 3dge is nearly nil.
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RUNSABER
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Re: The 65 prBooming 3DGEs

Post by RUNSABER »

For testing and game play purposes, you can use SKY3 as RSKY1 for the mean time. You can replace via WAD or DDF format.
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