So I was looking for places to polish in 36 and felt the regular exit button just was too regular. So I changed the exit a bit, plus now it kinda makes a reference to something . You can see a pic below(see full size for detail) or wait for the next build
Spoiler:
I made the soulsphere at the end more prominent and easier to notice, but not easier to get.
Also, for the sake of atmosphere, would it be ok to use a 'custom' teleport fog? For example Hexen telefog would match the setting better. The document doesn't cover other sprites than monster and projectile specifically. Just thought I'd check first; don't wanna go overboard and create a million new things, just a light touch
Re: [Community Sequel] 40 Monsters Challenge
Posted: Tue Aug 04, 2020 3:09 pm
by Accensus
9Rifleman wrote:Also, for the sake of atmosphere, would it be ok to use a 'custom' teleport fog?
Yep, it's all good.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Wed Aug 05, 2020 12:12 pm
by CBM
more work done on the pyramid, well... lets just say... is not a small and short level...
Re: [Community Sequel] 40 Monsters Challenge
Posted: Thu Aug 06, 2020 1:56 pm
by complexdoomer
Interesting I participate for map 12
Re: [Community Sequel] 40 Monsters Challenge
Posted: Fri Aug 07, 2020 9:05 am
by 9Rifleman
Reuploading all 3 maps due to some changes, listed below. Mostly cosmetic.
MAP25:
- I was trying different skies recently and left the one that didn't work in the last build. So in this one, I made the music file smaller and added a proper skybox. Credits for the picture go to Hipshot.
MAP06:
- Music improved. I used a fade in/out and even though you can still hear it when it loops, it feels way more natural I think, let me know. Seems I can't cut it perfectly because the end is slightly different than the beginning, so this seemed a better option.
MAP36:
- New skybox, which makes the map even more red-blue(and really pretty if you ask me ). Spoiler shot below. Credits go to Jose.
- 2 new secrets
- 2 stimpacks added to the map
- fixed sound naming in SNDINFO
Spoiler:
And lastly, I'd like to have one last map if ok. It's fun, but I'm getting a bit starved for ideas. Either 21 or 40, your call
Re: [Community Sequel] 40 Monsters Challenge
Posted: Fri Aug 07, 2020 10:35 am
by Accensus
Hmmm. Bill and I had something in mind for MAP40, given that it's the final map and boss battle. Though nothing's happening on that front right now. Let's give MAP21 a try.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Fri Aug 07, 2020 10:52 am
by 9Rifleman
Accensus wrote:Hmmm. Bill and I had something in mind for MAP40, given that it's the final map and boss battle. Though nothing's happening on that front right now. Let's give MAP21 a try.
Oh yeah, I forgot the secret levels. 21 it is, thanks
Re: [Community Sequel] 40 Monsters Challenge
Posted: Tue Aug 11, 2020 1:50 pm
by 9Rifleman
Let's bump the thread back up, eh?
Started working on 21 and while it's a slow work, I made this top level management office.
Spoiler:
Idea so far: Doomguy fights his way up a megacorp skyscraper. Company CEO has long dabbled in demon knowledge and his vast wealth allowed him to adorn his marble-clad office with ancient artifacts and writings and elude the public eye. Low ranking employees started disappearing, there was a rumor about secret rituals. When the demons came, he was rewarded for his dedication and turned into a Baron of Hell. Now he sits in his office above the skies, surrounded by those who served him in life and thick clouds obscure the filth of the planet's lower levels and the suffering of its population.
Of course, that's just the setting in my head and stuff can change at this point
Re: [Community Sequel] 40 Monsters Challenge
Posted: Tue Aug 11, 2020 3:55 pm
by Accensus
I quite like that. I think that can be incorporated into the planned lore somehow.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Wed Aug 12, 2020 9:49 am
by 9Rifleman
Accensus wrote:I quite like that. I think that can be incorporated into the planned lore somehow.
I mean, this is just my design guidance, but I won't push it anywhere in the map. I'll let the visuals do the talking. Alternatively, I guess the map could also technically count as urban, so it could be moved to slot 13, if it makes more sense.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Wed Aug 12, 2020 1:06 pm
by Accensus
I'll see which slot fits better once I play it some.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Wed Aug 12, 2020 6:11 pm
by Voltcom9
There's still a lot of vacant spots. It doesn't seem like there's anywhere near the activity on these forums these days comparatively.
Having 42 maps by 5 map authors (whatever the number is) somehow feels less like a Community Project. Part of what made the 20 monsters CP so cool was that so many people contributed. Would you consider just making the project scope smaller and have less than 42 maps?
Re: [Community Sequel] 40 Monsters Challenge
Posted: Wed Aug 12, 2020 10:25 pm
by Accensus
Would you consider just making the project scope smaller and have less than 42 maps?
That's the backup plan. I wanna be optimistic about this one. Trimming the slots now could result in too much disruption as I'd have to rearrange the maps and on-going maps would have to readapt to that. Alternatively I don't rearrange anything and use the "Next" property in MAPINFO to skip empty slots, but that'd mean it'd be a 42-level mapset (judging from the map names) with fewer than 42 levels in it. I dunno how I feel about that. If not all slots are occupied by the time of the deadline, I'll trim the empty ones, but not sooner than that.