Sorry I was just trying to joke around.And I want the guy below to know he isn't being relevant:

Sorry I was just trying to joke around.And I want the guy below to know he isn't being relevant:
I didn't realize it used CC4 textures too. Indeed, everything works fine with those textures loaded. I'll do a run-through of your map now!Temin_Dump wrote: Did you load cc4-tex.wad as well? If you did, then I don't know what the problem is, and I'll look into it.
Just tried out your map. As an inexperienced mapper myself, it seems to me a decent first map. You are going to catch some flax for using the exit door texture as the "starting" door. And one of your secrets (I'm sure you can figure out which) could use a more obvious tell. If you want the usable wall for it to be brighter, which would work fairly well, draw a one unit thick sector in front of the wall and increase its brightness. And for the yellow key trap, probably make the trigger linedefs bigger. I picked up the key without setting off the trap, and only went back to correct that because its an obvious trap (which isn't a bad thing). Other than that it seemed pretty good.SpudTheRubbish wrote:Well I made a thing. It's less baby's first, more embryo's first.
Download Link: Right here.
Name: Overflow
Credits: All textures are vanilla Doom 2. Custom music is "Comix Zone - Episode 1, Page 1-1" by Howard Drossin.
Quote: "Wait, why are my doors only opening from one side?"
Sorry, but this is a pretty bad idea.Snarboo wrote:The slug thrower is unusual in that it can be upgraded by finding a second one, hence the dual tiers.
Fixed, fixed, and fixed. Here's the new download.LogicalFallacy wrote:Just tried out your map. As an inexperienced mapper myself, it seems to me a decent first map. You are going to catch some flax for using the exit door texture as the "starting" door. And one of your secrets (I'm sure you can figure out which) could use a more obvious tell. If you want the usable wall for it to be brighter, which would work fairly well, draw a one unit thick sector in front of the wall and increase its brightness. And for the yellow key trap, probably make the trigger linedefs bigger. I picked up the key without setting off the trap, and only went back to correct that because its an obvious trap (which isn't a bad thing). Other than that it seemed pretty good.
I now know just how fucking aggravating finding god damned lines isTerminusEst13 wrote:Note: Your map still is not playable in GZDoom. It doesn't even load.Deviluke Roy wrote:https://www.dropbox.com/s/3kbhq5ueyghl7 ... l=0...WELP. I tested some stuff.
Have some notes:
You dun' goofed, mate.
EDIT: I found a way! Highlight all the lines and look at the numbers!...and it doesn't work. fuck.And they all wrote:God dammit.