[WIP]Fusion Mapping Take #2

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Grymmoire
Posts: 589
Joined: Wed Jun 24, 2009 12:30 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Nowhere, KS

Re: [WIP]Fusion Mapping Take #2

Post by Grymmoire »

I know about the door track issues in the first map, I thought I fixed all the doors before I uploaded the demo but I ended up missing a few anyway.
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: [WIP]Fusion Mapping Take #2

Post by ShadesMaster »

What, no critique of my new level? :(
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WIP]Fusion Mapping Take #2

Post by Tormentor667 »

Awesome shots Grym!
User avatar
Grymmoire
Posts: 589
Joined: Wed Jun 24, 2009 12:30 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Nowhere, KS

Re: [WIP]Fusion Mapping Take #2

Post by Grymmoire »

ShadesMaster wrote:What, no critique of my new level? :(
I suppose all the inherent issues with the first version of it were fixed in the demo :P
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: [WIP]Fusion Mapping Take #2

Post by ShadesMaster »

LOL thanks!

But I meant my NEW level, you *did* see it right? I'm going to keep working on it!
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: [WIP]Fusion Mapping Take #2

Post by ShadesMaster »

And, since that level is almost in a playable state; following a final submission I'd like to work on yet another map - Dis' Pit! (MAP09 + E3M8)
User avatar
Grymmoire
Posts: 589
Joined: Wed Jun 24, 2009 12:30 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Nowhere, KS

Re: [WIP]Fusion Mapping Take #2

Post by Grymmoire »

Okay I'll jot it down on the list. And yeah I did see your "new" level but no one else did so I dunno why you're asking for critique on it :P
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: [WIP]Fusion Mapping Take #2

Post by ShadesMaster »

Oh, to make ure it's headed in the right direction. I mean, not too much just E2M6 under MAP10's layout. Also, Dis is E3M8 not E3M9 as the list says hehe! Still, combining the midis for those maps should be creative cake - both The Pit and Dis have that 'foreboding bass' long note thing going on hehe!
User avatar
Grymmoire
Posts: 589
Joined: Wed Jun 24, 2009 12:30 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Nowhere, KS

Re: [WIP]Fusion Mapping Take #2

Post by Grymmoire »

Oh whoops. Fixed.
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: [WIP]Fusion Mapping Take #2

Post by ShadesMaster »

Work has also begun on 'Dis Pit' but seeing as nethor MAP09 or E3M8 had much in the way of detail, I've had to take a few liberties and make some additions here or there. However, the maps combine easily!
User avatar
Grymmoire
Posts: 589
Joined: Wed Jun 24, 2009 12:30 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Nowhere, KS

Re: [WIP]Fusion Mapping Take #2

Post by Grymmoire »

Well yeah, more detail isn't really something I'll go against, if you haven't seen the other maps :P
Paul
Posts: 57
Joined: Sat Mar 03, 2012 1:40 am

Re: [WIP]Fusion Mapping Take #2

Post by Paul »

Howdy guys. How is this project going? The maps you've released so far have been quite good, and I am eager to see more (Although I do understand the time and resources it takes to make a well-thought-out map like these).


I had an idea I had been toying with, but I can't say I'm qualified to make a map for this project, I've only ever finished two maps and they were on the simple side.

Anyway, the idea was either:
Ultimate Doom E1M8 fused with Doom 2 map 28
OR
Ultimate Doom E2M2 Fused with Doom 2 map 28

The latter choice only because I was surprised at how similar the tracks "The Demons from Adrian's Pen" and "Getting Too Tense" are in, and quite a lot of ways too. It's almost like "Getting Too Tense" was some kind of re-imagining or remix of the same song. But aside from the music really, those maps wouldn't really go well together at all.


I didn't read the first post, did I? ahh, nuts. That should have been the thing that I did first. At least I can hide behind my veil of noobishness.
User avatar
ShadesMaster
Posts: 657
Joined: Thu Jun 12, 2008 2:05 am

Re: [WIP]Fusion Mapping Take #2

Post by ShadesMaster »

That's quite alright, and I'm behind on my 2nd level for this because I've been mad busy in real life....
User avatar
darkhaven3
Posts: 502
Joined: Mon Jan 05, 2004 5:33 am
Location: East Germany, 2023
Contact:

Re: [WIP]Fusion Mapping Take #2

Post by darkhaven3 »

Paul wrote:Anyway, the idea was either:
Ultimate Doom E1M8 fused with Doom 2 map 28
OR
Ultimate Doom E2M2 Fused with Doom 2 map 28
I'm already doing E1M8+MAP29, just be warned

By the way, speaking of which, I suggest the name "Signs of Life" (a reference to the song "Sign of Evil").
User avatar
Grymmoire
Posts: 589
Joined: Wed Jun 24, 2009 12:30 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Nowhere, KS

Re: [WIP]Fusion Mapping Take #2

Post by Grymmoire »

Well I go with the actual map named usually because the masses are more familiar with those. It's your call in the end though, as long as it's not too far fetched a name.
Locked

Return to “Abandoned/Dead Projects”