Cool. I assumed that was the case.
Glad you liked it. It's a bit of a first for me, working purely with vanilla resources, so I hope it doesn't seem to amateurish. I tried to keep it within the rules of the 1024 competition guidelines, not really for any reason other than the challenge. I'm having issues with mapping at the moment.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 2:53 pm
by Shadow Hog
You guys realize you don't need to reserve MAP31/32 for a compilation of UDMF maps, right? We could slap the secret maps wherever.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 2:55 pm
by Accensus
@Vostyok: The architecture is quite nice, to be honest. I like it a lot. Feels like being in a base not on this planet.
@Shadow Hog: Yeah, but we're trying to follow some general Doom II rules. Exit to secret maps can also be somewhere else, but that's going out of the ordinary way, isn't it? Unless I'm missing your point. In which case, do explain.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 3:15 pm
by leodoom85
I'd like to take the slot 28 too, as I already have something in mind. I can made this map between today and tomorrow.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 3:17 pm
by Accensus
Done. What about MAP02? You said you were gonna make some updates. Still working on it or should I convert the map you originally sent me?
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 3:25 pm
by leodoom85
Lud wrote:Done. What about MAP02? You said you were gonna make some updates. Still working on it or should I convert the map you originally sent me?
I will make the update for the map, I promise you. Right now I'm on my way to home, also I have a job, you know.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 3:28 pm
by Accensus
Didn't mean to offend or anything, was just curious. Take your time, no rush.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 3:34 pm
by leodoom85
Don't worry. I always get things done. Oh yeah =)
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 4:10 pm
by Voltcom9
I claim map 12 then.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 5:11 pm
by leodoom85
Alright, Lud. The map for slot 02 has been updated. The link is the same that I posted.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 5:23 pm
by Nevander
I'll probably make updates to my map now since it's shifted from simple map contest thingy to community project. Won't be like right away but before the deadline for sure.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 6:31 pm
by leodoom85
Lud, here's a video of the map that isaacpop23 made. You can post this in the OP as an incentive to everyone to try to make a map.
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.
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 6:44 pm
by isaacpop23
Oh damn, there's a video of my map! It's weird actually having done something.
Is there anything that you noticed as a problem or something to touch up?
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 6:55 pm
by SoulCircle
Since mine goes from a Mars Mineshaft to hell, I guess I shall take a slot from 14-20 minus map 15.
(I will update this post when my map is actually done. It's at about.... 90% done now.)
Re: [Community Project] 20 Monsters Challenge
Posted: Wed Nov 16, 2016 7:01 pm
by leodoom85
Problems, definitely no. Minor touches, yes. If you see at 0:32, below the door it has a texture that it's not unpegged, you should put the texture as lower unpegged, same with the area where I picked up the shotgun. And at 1:18, the sides of the door has the same door texture, probably you forgot to change it. And I think that's it.