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Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Thu Apr 24, 2008 7:24 am
by Remmirath
Time for shotties from my map...

http://i254.photobucket.com/albums/hh11 ... 151612.png
http://i254.photobucket.com/albums/hh11 ... 151631.png

Used textures are 12, because i think that BIGDOOR and DOORTRAK are necessary textures...so i suggest FuzzballFox not to consider these in the list...
So i've used 10 textures + BIGDOOR and DOORTRAK...

What do you think about this new rule?
I want to precise that Fuzzball is leading this project, so he must decide whether or not to consider this point... :)

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Thu Apr 24, 2008 7:44 am
by FuzzballFox
Hmm, seems like a good idea, not really sure I want to change too many of the rules because that kind of beats the point of the limitations, "use certain things at your own risk" kind of thing... Try and find a way of around the problem, but if it's impossible I'll think about it! ^^;

Nice screens btw, first map on go- :D
I'll be starting one of mine soon, I have had a free day from college today thanks from this teacher's strike, so I can get working on something myself!

Onslaught Six wrote:I already said I was in--map spot itself doesn't matter.

Slightly disappointed there's no use of custom textures, though, because I was hoping to implement some of my favourite D1 textures--COMPBLUE FTW.

Yeah I know its a shame about the textures, I'm really sorry that there are some good things you may be missing out, but I think people can go back to using the old stuff for good time's sake! XD

If you're not worried about map spot, I'll put you as MAP02- hope this is okay! ^^

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Thu Apr 24, 2008 7:56 am
by Remmirath
Ok...problem solved
Now i'm using EXACTLY 10 textures...i've removed BRONZE1...
I was using 11 textures, because i was also counting ASHWALL2 that is drawn by default when you split a sector...and i think that F_SKY1 is not considered a texture...

FuzzballFox wrote:Nice screens btw, first map on go


Heh...that's a bit of Torm's mapping style... :D

Praise Tormentor, da Master :rock:

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Thu Apr 24, 2008 5:14 pm
by daimon
Send "finished" map to fuzzball.

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Fri Apr 25, 2008 3:10 am
by Remmirath
I've not finished my map yet...when i'll finish it, i'll send him my map... :D

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sat Apr 26, 2008 11:58 pm
by Dreadopp
This project sounds rather interesting. I think I'll give it a go. I guess I'll take the next available single player slot.

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 12:07 am
by esselfortium
§-Morpheus-§ wrote:Heh...that's a bit of Torm's mapping style... :D

o_O I'm not seeing it. It could definitely use a lot more lighting contrast, height variation, and actual architecture, though. Looks dark and all the detail is very flat.

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 3:25 am
by Snarboo
I've got a quick question: how are animated flats such as water counted? While only the first flat matters for it to animate properly, water/slime use between 4 - 6 flats total. Do you only count the single flat used in the level editor, or count all flats combined?

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 3:45 am
by Remmirath
I think only the single flat used counts... :wink:

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 5:49 am
by Phobus
Tell you what, as I'm bored, I'll take MAP16 and MAP03, and make some nice little 10 flat/texture maps. They'll be quite simplistic though, as my time is going to be limited an awful lot by my A Levels. I'll start by making MAP03. Perhaps inputting will be better than moaning.

How many players do you want multiplayer to be compatible for?

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 6:56 am
by Remmirath
@Essel: what do you think about now?

Spoiler: I love detail

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 8:29 am
by Alterworldruler
Sign me up on MAP04, so i can use 10 textures/flats overall? should'nt be too hard : P

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 3:05 pm
by daimon
Phobus wrote:I'll start by making MAP03. Perhaps inputting will be better than moaning.


Sorry, but i already made a level for that map! :(

But the project leader doesn't add my map on that slot :geek: :lol:

EDIT: I take a look to Morpheus map and i just said morph u r my bloody hero OMG!

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 3:18 pm
by Phobus
Ooops, ok then, Make me MAP05, I'll sort that out tomorrow. No problem. I'll just have to consider a little increase in difficulty and weapon availability.

Re: [CP] The "Ten" Community Project! SIGN UP NOW!

PostPosted: Sun Apr 27, 2008 4:39 pm
by FuzzballFox
UPDATED MAIN LIST! Kthxbai

Wow people thank you for joining- I didn't expect this much attention, there's a good chance this could end up being finished at some point then! ^^

Snarboo wrote:I've got a quick question: how are animated flats such as water counted? While only the first flat matters for it to animate properly, water/slime use between 4 - 6 flats total. Do you only count the single flat used in the level editor, or count all flats combined?

Animated flats or texture counts as only one, so yeah you can still use them!

Phobus wrote:How many players do you want multiplayer to be compatible for?

However many you feel the map is for- natually they won't be massive maps so 4-8 depending what size you do...considering this is for Zdoom complatible ports, that won't be an issue. :)