The 65 prBooming 3DGEs
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- cortlong50
- Posts: 753
- Joined: Mon Jun 24, 2013 7:12 pm
- Location: UT-WA
Re: The 65 prBooming 3DGEs
is there any specific limitations i should be aware of?
or a specific map format that would reduce incompatibility with 3DGE?
or a specific map format that would reduce incompatibility with 3DGE?
Re: The 65 prBooming 3DGEs
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.
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- Posts: 7
- Joined: Sat Dec 23, 2017 12:52 pm
Re: The 65 prBooming 3DGEs
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
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
Re: The 65 prBooming 3DGEs
Thank you!
Re: The 65 prBooming 3DGEs
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
Re: The 65 prBooming 3DGEs
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.
Re: The 65 prBooming 3DGEs
They're allowed. I never knew of this, either.
Re: The 65 prBooming 3DGEs
Done with my map. Download here: http://www.mediafire.com/file/onwle8lr9 ... rnedge.zip
More info in Doomworld post: https://www.doomworld.com/forum/topic/9 ... nt-1861417
More info in Doomworld post: https://www.doomworld.com/forum/topic/9 ... nt-1861417
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- Posts: 12
- Joined: Sun Nov 13, 2016 8:54 pm
Re: The 65 prBooming 3DGEs
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.
Figured I'd cross-post here, just to be on the safe side.
Re: The 65 prBooming 3DGEs
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.
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.
Re: The 65 prBooming 3DGEs
Completed: MAP01 "Frank"
No Jumping
Features: 3D Sector Rendering, Slopes, Fake Sky
Secrets: 1
Completed: MAP02 "Contingency"
No Jumping
Features: 3D Sector Rendering, Dynamic Lighting, Slopes, Fake Sky
Secrets: 1
DL: https://files.fm/u/wftqtjqa
No Jumping
Features: 3D Sector Rendering, Slopes, Fake Sky
Secrets: 1
Completed: MAP02 "Contingency"
No Jumping
Features: 3D Sector Rendering, Dynamic Lighting, Slopes, Fake Sky
Secrets: 1
DL: https://files.fm/u/wftqtjqa
Re: The 65 prBooming 3DGEs
^ 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!
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!
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- Posts: 12
- Joined: Sun Nov 13, 2016 8:54 pm
Re: The 65 prBooming 3DGEs
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?
Re: The 65 prBooming 3DGEs
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.
Re: The 65 prBooming 3DGEs
For testing and game play purposes, you can use SKY3 as RSKY1 for the mean time. You can replace via WAD or DDF format.