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Re: [Community Sequel] 40 Monsters Challenge

Posted: Sun Jul 26, 2020 12:50 pm
by Accensus
CBM wrote:ah ok, thanks. Could you post the mapinfo part? just so I know how to do it for the next 2 maps?

Code: Select all

Map MAP31 "Hell Castle"
{
	Author = "CBM"
	Music = "D_MAP31"
	Next = "MAP32"
	Sky1 = "BLOOD2"
}
CBM wrote:is map 31 considered completed now?
Yeap!

Re: [Community Sequel] 40 Monsters Challenge

Posted: Sun Jul 26, 2020 12:58 pm
by CBM
Accensus wrote:
CBM wrote:ah ok, thanks. Could you post the mapinfo part? just so I know how to do it for the next 2 maps?

Code: Select all

Map MAP31 "Hell Castle"
{
	Author = "CBM"
	Music = "D_MAP31"
	Next = "MAP32"
	Sky1 = "BLOOD2"
}
CBM wrote:is map 31 considered completed now?
Yeap!
Cool! Thanks..

pyramid progress:

Image
Image

Re: [Community Sequel] 40 Monsters Challenge

Posted: Sun Jul 26, 2020 1:01 pm
by Accensus
I absolutely love pyramids. Can't wait to play this.

Re: [Community Sequel] 40 Monsters Challenge

Posted: Sun Jul 26, 2020 1:16 pm
by CBM
Accensus wrote:I absolutely love pyramids. Can't wait to play this.
pyramids are nice, they are some of my favorite ancient structures as well :-)

I'm looking at pictures of pyramids for inspiration, I hope I will also be able to add some cool traps and stuff to the interior

added some decoration to the entrance

Image

Re: [Community Sequel] 40 Monsters Challenge

Posted: Mon Jul 27, 2020 2:12 pm
by 9Rifleman
First trial chamber is now almost complete, behold :)
Spoiler:
Not sure yet how I'm gonna make it MP ready though...will have to do some scripting.

Re: [Community Sequel] 40 Monsters Challenge

Posted: Mon Jul 27, 2020 2:27 pm
by Conmon
I have returned to Doom after an unfortunate wipe of a different project I'd spent hundreds of hours on.

At any rate, I'm getting back to work on my second map slot, I'll also touch up some things in my first map. ALSO: am I getting the impression you'd prefer mod files over MIDIs in submitted maps? I'm good with either, personally!

Re: [Community Sequel] 40 Monsters Challenge

Posted: Tue Jul 28, 2020 1:08 am
by Accensus
Conmon wrote:an unfortunate wipe of a different project I'd spent hundreds of hours on.
Fucking OUCH. Sorry to hear.
Conmon wrote:ALSO: am I getting the impression you'd prefer mod files over MIDIs in submitted maps?
Nah, I don't really have any personal preference.
9Rifleman wrote:First trial chamber is now almost complete, behold
Ooooh, fancy!

Re: [Community Sequel] 40 Monsters Challenge

Posted: Wed Jul 29, 2020 2:43 am
by CBM
been practicing using the strife dialog system and portals for further development of the pyramid level

Re: [Community Sequel] 40 Monsters Challenge

Posted: Thu Jul 30, 2020 1:55 am
by CBM
the pyramid can now be entered by the magic of line portals

Image Image Image

The door is just a regular lower floor to nearest type thing atm, but I might make it a poly object door.

Trying o decide the following atm

1) polydoor main door or just lower to nearest floor?
2) tardis pyramid (bigger on the inside) or not?

EDIT, update

Image Image Image

Re: [Community Sequel] 40 Monsters Challenge

Posted: Thu Jul 30, 2020 6:27 am
by CBM
CBM wrote:the pyramid can now be entered by the magic of line portals

Image Image Image

The door is just a regular lower floor to nearest type thing atm, but I might make it a poly object door.

Trying o decide the following atm

1) polydoor main door or just lower to nearest floor?
2) tardis pyramid (bigger on the inside) or not?

EDIT, update

Image Image Image
EDIT, update II

Image Image

beware of the curse of the demonic pharao, the baron of hell

Re: [Community Sequel] 40 Monsters Challenge

Posted: Thu Jul 30, 2020 8:28 am
by CBM
more..

Image Image Image Image Image Image Image Image Image

Re: [Community Sequel] 40 Monsters Challenge

Posted: Fri Jul 31, 2020 3:04 am
by CBM
I find myself torn between what people apparently vote as being top-of-the-line levels, what I personally like and doing something different :(

Take for example the top 100 levels of all time on doomworld... I can certainly see interesting bits of architecture and other interesting bits here and there.. but honestly... generally most of them do not suite my tastes at all :oops:

my goal will always be to creative levels that combine looks and fun :D

anyway... I am satisfied with how he castle level turned out.. I hope it will be able to stand out as much as my original attempt at map 31 was supposed to do... because... who would want a level that just looks like any old level?....

and now, for the latest screenshots from the WIP pyramid level:

Image Image Image Image Image Image Image Image Image Image Image Image Image

edit: my t key on this old laptop is .... worn

Re: [Community Sequel] 40 Monsters Challenge

Posted: Fri Jul 31, 2020 8:26 am
by 9Rifleman
Just wanted to check - is it ok to use this: https://zdoom.org/wiki/Projectile_Trap ?

Don't wanna go overboard, just to spice up a fight. Hit a slight creative snag this week, as my original plans to use some kind of polyobject based challenge went nowhere. So besides the potential 'projectile trap room', I'd like to include a small mirror maze, as one of the skull key challenges.

Re: [Community Sequel] 40 Monsters Challenge

Posted: Fri Jul 31, 2020 9:11 am
by CBM
9Rifleman wrote:Just wanted to check - is it ok to use this: https://zdoom.org/wiki/Projectile_Trap ?

Don't wanna go overboard, just to spice up a fight. Hit a slight creative snag this week, as my original plans to use some kind of polyobject based challenge went nowhere. So besides the potential 'projectile trap room', I'd like to include a small mirror maze, as one of the skull key challenges.
I Really Hope it is since I plan to add traps and such like that to my pyramid

Thanks for the link btw

Re: [Community Sequel] 40 Monsters Challenge

Posted: Fri Jul 31, 2020 9:50 am
by Accensus
9Rifleman wrote:Just wanted to check - is it ok to use this: https://zdoom.org/wiki/Projectile_Trap ?

Don't wanna go overboard, just to spice up a fight. Hit a slight creative snag this week, as my original plans to use some kind of polyobject based challenge went nowhere. So besides the potential 'projectile trap room', I'd like to include a small mirror maze, as one of the skull key challenges.
I got no problem with it. Go ahead.