[Community Project] 20 Monsters Challenge [RELEASED!]
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [Community Project] 20 Monsters Challenge
SoulCircle, I noticed a HOM effect on the bridge after you go through the red door. There is also "unknown script 0" when leaving the start room. You should remove the action special from that line. Both of your scripts are OPEN, there's not much use for it.
Re: [Community Project] 20 Monsters Challenge
Lud, I think the OP is missing a mention of the use of custom textures. Are they permitted and if so, what's the preferred format - i.e. would you rather restrict new textures to TX markers (these are easiest to compile), or are TEXTURES and/or TEXTURE1/2 lumps also permitted?
Re: [Community Project] 20 Monsters Challenge
There was a rule saying to avoid them, but I removed that because it doesn't make much sense to restrict it. I think I'd restrict the textures to TX markers because the TEXTURES lumps really are gonna give me a hard time when compiling. Thanks for pointing that out.
Updated OP.
Updated OP.
Re: [Community Project] 20 Monsters Challenge
No prob. Gives me a little more to work with for my map, thanks.
Re: [Community Project] 20 Monsters Challenge
The only map with TEXTURE1 was Vostyok's but I fixed that. I also removed the old Doom 2 lumps that stayed after conversion.
Also, SoulCircle, I'm going to fix the map myself so no worries about that. Guess you'll have to do it since you made the thing in and out. I can tell you this much - the 3D floors are badly interfering with the bridge. Try to find another way to do it. The linedefs need to be placed more precisely but I can't figure out how exactly.
I'm going through each map and debugging it, but I might miss something. That's why when the project is done I will need 2-3 beta testers to play out the mapset and create a list with bugs they've found. I'll be doing the fixing locally before release.
Also, SoulCircle, I'm going to fix the map myself so no worries about that. Guess you'll have to do it since you made the thing in and out. I can tell you this much - the 3D floors are badly interfering with the bridge. Try to find another way to do it. The linedefs need to be placed more precisely but I can't figure out how exactly.
I'm going through each map and debugging it, but I might miss something. That's why when the project is done I will need 2-3 beta testers to play out the mapset and create a list with bugs they've found. I'll be doing the fixing locally before release.
Re: [Community Project] 20 Monsters Challenge
Sorry for the late reply. About what you said, here's the thing. As you all know, mods like Brutal Doom, Aeons of Death, HXRTC, etc. does alter the gameplay but the main and true objective of this project doesn't change which is the 20 monsters placement. You can already guess that many people prefers the mods than vanilla and viceversa. It's just a matter of personal preferences, you know. =)Jimmy wrote:No offense, but seeing as this mod seemingly adds about a hundred monster variants as well as a heap of weapons, items and extra mechanics, I think it goes against the simplicity-centric nature of the project. Promotional material for this project, i.e. stuff that will be featured in the OP as you're intending, should use Vanilla weapons and monsters, as the OP states the maps are meant to.leodoom85 wrote:The mod used is HXRTC Project 4.5v, so it can make it easier or harder. The difficulty that I chose is the equivalent to Very Hard.
- wildweasel
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Re: [Community Project] 20 Monsters Challenge
It's probably wiser to ensure that things intended to demonstrate a project only contain material from that project.leodoom85 wrote:Sorry for the late reply. About what you said, here's the thing. As you all know, mods like Brutal Doom, Aeons of Death, HXRTC, etc. does alter the gameplay but the main and true objective of this project doesn't change which is the 20 monsters placement. You can already guess that many people prefers the mods than vanilla and viceversa. It's just a matter of personal preferences, you know. =)
Re: [Community Project] 20 Monsters Challenge
Oh, if it for showing content for the project only, then I must apologize for that.
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Re: [Community Project] 20 Monsters Challenge
User: Zero X. Diamond
Map Name: The Wicked Sepulchre
Music: "Ass Kickin'" by Antti Kauppila
Slot: MAP21
Format: UDMF
Extra notes: Kinsie says I might be a jerk, and I think he's right. Also holy shit I FINISHED A FUCKING MAP
Download: The Wicked Sepulchre
Map Name: The Wicked Sepulchre
Music: "Ass Kickin'" by Antti Kauppila
Slot: MAP21
Format: UDMF
Extra notes: Kinsie says I might be a jerk, and I think he's right. Also holy shit I FINISHED A FUCKING MAP
Download: The Wicked Sepulchre
Re: [Community Project] 20 Monsters Challenge
There are a few unknown textures that get printed to the console. You might wanna look at those. Other than that, Holy Shit I love that map!
Re: [Community Project] 20 Monsters Challenge
Looking at how things are going in the poll, magic needs to happen for those No votes to rise. There's really not much point in keeping it open anymore, despite having said it'll run for 4 days. 16 votes for Yes and 1 vote for No. That's pretty obvious.
I HEREBY EXTEND THE DEADLINE TO 18.12.2016! @ 22:00 (GMT+2) That's like 3 extra weeks after the old deadline.
I HEREBY EXTEND THE DEADLINE TO 18.12.2016! @ 22:00 (GMT+2) That's like 3 extra weeks after the old deadline.
Last edited by Accensus on Thu Nov 17, 2016 12:56 pm, edited 1 time in total.
Re: [Community Project] 20 Monsters Challenge
Submission form:
User: Voltcom9
Map Name: the Crucible
Music: Return to Castle Wolfenstein - Ravaged Town
Slot: 12
Format: UDMF
Extra notes: Doesn't have much ammo but it was a design choice to do so
https://www.dropbox.com/s/b90gi0oagnrv3 ... e.wad?dl=0
User: Voltcom9
Map Name: the Crucible
Music: Return to Castle Wolfenstein - Ravaged Town
Slot: 12
Format: UDMF
Extra notes: Doesn't have much ammo but it was a design choice to do so
https://www.dropbox.com/s/b90gi0oagnrv3 ... e.wad?dl=0
- Zero X. Diamond
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Re: [Community Project] 20 Monsters Challenge
Whoops! That'd be because I couldn't find LITERED5 in cc4-tex.wad, but that turns out to have been because it was made from patches under TEXTURE1. I've since simulated the texture myself and reuploaded. Note that if cc4-tex.wad gets implemented more thoroughly at some point, which it might since it's real popular these days, my custom textures should probably be disregarded in favor of those.Lud wrote:There are a few unknown textures that get printed to the console. You might wanna look at those. Other than that, Holy Shit I love that map!
Re: [Community Project] 20 Monsters Challenge
Perhaps for the next project. I didn't consider adding pre-defined textures for use and at this point it'll only cause a heck of a mess. Тhanks for the fix!
- Zero X. Diamond
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Re: [Community Project] 20 Monsters Challenge
Heh, I just meant if somebody else like... uses the entirety of cc4-tex.wad. If that happens, you can just discard my textures. Doubt it, but hey, just throwing it out there.