Page 17 of 24

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Fri Aug 14, 2020 7:39 am
by CBM
Accensus wrote:I was really hoping someone would do that. :D


I am at a standstill atm with the pyramid and atlantis levels, so I decided to start work on two levels that messes with scaling :D

If I scale back my ambitions for the pyramid level then I might have something ready for testing soon..

and..

how do you feel about a map that uses rooms (ie. bits and pieces) from iwads?

I have a level that uses snippets from doom e1m1, doom2 map01, freedoom e1m1 and freedoom2 map01 to make a single map... might need to adjust amount of monsters etc if suitable

viewtopic.php?f=42&t=69561

(all 4 one level 1)

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Fri Aug 14, 2020 7:53 am
by CBM
Voltcom9 wrote: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?


if we get to work then we might just make the deadline :D

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Fri Aug 14, 2020 8:54 am
by Accensus
CBM wrote:how do you feel about a map that uses rooms (ie. bits and pieces) from iwads?

I'd like to avoid doing that. Even with edits it's a very thin line between plagiarism and tribute so I'd rather have none of that in this project.

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Fri Aug 14, 2020 10:22 am
by CBM
Accensus wrote:
CBM wrote:how do you feel about a map that uses rooms (ie. bits and pieces) from iwads?

I'd like to avoid doing that. Even with edits it's a very thin line between plagiarism and tribute so I'd rather have none of that in this project.


ah yes I totally understand

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Sat Aug 15, 2020 6:23 am
by 9Rifleman
Bored of always taking lifts everywhere? Good news! Now you can jump on top of them* instead :) Right now they are all static, but some of them will move, either on its own or due to player interaction.

Spoiler:


*and their counterweights while being pelted with fireballs

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Sat Aug 15, 2020 8:10 am
by CBM
9Rifleman wrote:Bored of always taking lifts everywhere? Good news! Now you can jump on top of them* instead :) Right now they are all static, but some of them will move, either on its own or due to player interaction.

Spoiler:


*and their counterweights while being pelted with fireballs


looks like fun... :D

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Sun Aug 16, 2020 12:51 am
by CBM
updates to pyramid level and doomzilla level

Image Image Image

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Sun Aug 16, 2020 1:02 am
by CBM
Image Image

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Sun Aug 16, 2020 2:31 am
by 9Rifleman
looks like fun... :D


I sure hope it is :D At one point I was also thinking of making a 'I shrunk the Doomguy' level, but then I let that go. I was gonna use a skybox of the inside of a building to make it look like you are small in a building...


I'd like to avoid doing that. Even with edits it's a very thin line between plagiarism and tribute so I'd rather have none of that in this project.


How about a reference to something outside games? I made one room look like a room you could see in a film, I'll let you decide below, if I should change it. Or maybe you won't see the reference at all :)

Spoiler:

Spoiler:


Also, the lifts in(partial) action.

Spoiler:

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Sun Aug 16, 2020 5:21 am
by Accensus
References are perfectly fine. In fact I love that particular one. :D

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Mon Aug 17, 2020 8:24 pm
by howeartistic
Is it too late to join? This sounds amazing! :D

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Mon Aug 17, 2020 9:19 pm
by CBM
howeartistic wrote:Is it too late to join? This sounds amazing! :D


You can still join :)

We need mappers

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Mon Aug 17, 2020 9:23 pm
by howeartistic
Awesome! I just started, but it's fun af. Any mutator or map type that nobody else has tackled yet? I like challenges.

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Mon Aug 17, 2020 11:35 pm
by 9Rifleman
howeartistic wrote:Awesome! I just started, but it's fun af. Any mutator or map type that nobody else has tackled yet? I like challenges.


2, 4, 13 and 17 from what I can see :) All map blocks already have at least one map, but in Tech-Hell(Hell Focus) and Fireblu blocks it's just mine, that could use some diversity IMO :D Have fun!

Re: [Community Sequel] 40 Monsters Challenge

PostPosted: Tue Aug 18, 2020 12:34 am
by CBM
9Rifleman wrote:
howeartistic wrote:Awesome! I just started, but it's fun af. Any mutator or map type that nobody else has tackled yet? I like challenges.


2, 4, 13 and 17 from what I can see :) All map blocks already have at least one map, but in Tech-Hell(Hell Focus) and Fireblu blocks it's just mine, that could use some diversity IMO :D Have fun!


actually Im working on a map that uses the shrink the doomguy and everything is huge (instead of the atlantis underwater level) like an alice in wonderland but with demons and stuff

but we could always use more than one or two maps with those mutators

first map to be complete after my castle map, will be my pyramid map

todo on pyramid map

- retexture remaining areas
- complete scripts
- add remaining spawners