THE POWER LEVELS FOR DOOM 2! (from doomworld) (ON HOLD)

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Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

so what do you think of my latest level?
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

currently taking a break from mapping to gather more ideas for gimmicks and designs.
until then, feel free to leave a review of my previous maps. screenshots are welcome.
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

is anyone even interested anymore?
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

I plan to return to mapping sometime in march.
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

i have now returned to mapping! here is a screenshot of my current project with a custom door texture!
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Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

there is only one place in the Ice Caves to get Shell ammo. better have saved your shells from the last level.
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Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

instead of doing YET ANOTHER COURTYARD, I thought I would make an entire section dedicated to Ice caverns.
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Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

I have completed the layout of Map25 today. now I will work on the map functionality, and monster placement after that. there will be a new monster of my creation at the exit. I just need to work on it in dehacked.
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

development will be put on hold until I sort out this problem with a custom monster in DeHackEd. it's a lost soul variant called a maykr soul. it uses pain elemental re-animation sprites and duplicates too. I will post the .deh file for someone (like -TDRR-, thanks for the marines!) to look at.
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

so I think I fixed the .deh file. now can anyone tell me what this means?
ugh.PNG
EDIT: whoops! forgot to add the link from the last post. here is a link with a newer version. maybe the .deh file is behind this?
https://drive.google.com/open?id=15yx4j ... vaMLDaMZxp
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Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

GOOD NEWS! I have fixed the problem with the new monster, and development can continue!

this WAD isn't dead yet!
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

About 2 months have passed since the last update. No, I haven't been working on mapping during that time. It's just due to a lack of dedication and inspiration. That and wasting time playing video games. Luckily, today is the day where I decided to FINALLY release the next beta version. Going forward, I'm going to have to force myself to sit down and make maps whether I like it or not.

But if I ever seem to abandon this WAD again, it might be a while before I even give a status update again. Don't worry. Development WILL continue, even if it doesn't seem like it. Abandoning a project is just not cool.
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MFG38
Posts: 410
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Graphics Processor: nVidia (Modern GZDoom)
Location: Finland

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by MFG38 »

Memes4LyfeLives wrote:Going forward, I'm going to have to force myself to sit down and make maps whether I like it or not.
Bad idea. Forcing creativity rarely works in favor of the end product. Besides, taking breaks is good, and even essential in a lot of ways. Take as much time away from this project as you need and come back to it only when you feel like it. You'll only do yourself and the project a disservice if you force yourself to work on it while inspiration is lacking.

I have first-hand experience of this. I know what I'm taking about.
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

The problem isn't that I can't come up with any new ideas (I mostly just make it up as I go along, but I do have an idea of what the next starting area could look like). The problem is that most of the time I just don't get around to actually do any mapping. It's not tiring, it's just that I'm not really "into" it at the moment like I used to be.

Anyway, I should probably getting back to making maps. I know that I need a break sometimes, but that would probably lead to this WAD remaining unfinished forever like a lot of other ambitious projects. You know, those really cool games and mods that show huge amounts of promise, only for the creator to never finish it. I don't want that to be the case here.
Memes4LyfeLives
Posts: 94
Joined: Tue Nov 19, 2019 1:30 pm

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Post by Memes4LyfeLives »

Currently experimenting with a system where the key changes depending on the difficulty. Also experimenting with a map that has absolutely no monsters in it, but is still challenging. Relatively.
Capture5.PNG
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