View Full Version : Map Progres Report 2
Sparky
June 16th, 2003, 02:46 PM
Just Wondering
How Far Is Everyone In Making There Maps So Far, What Percentage? 1%-100%
And Im Gunna Give The Inactive People To The End Of July To Show Up Or There Out Of The Project
Doom_Dude When you Find Time, Could You Email The Inactive People?
I Want To Aim For The End Of The Summer
Or Atleast Before X-Mas
Yes, Its Time To Pick It Up A Bit
iori
June 16th, 2003, 02:58 PM
85% http://forums.newdoom.com/UBB/smilies/cwm3.gif
Kuberr
June 17th, 2003, 04:20 AM
Very busy. I'll get back to you on it. http://forums.newdoom.com/UBB/smilies/cwm1.gif
Doom_Dude
June 17th, 2003, 05:42 AM
Yes I will email the inactives and send them to this topic askin them to post what's up.
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
ReX
June 17th, 2003, 06:36 AM
Map 32: 100% complete
Map 24: Just assigned, so no progress to report. I'm still debating whether I want to make it like the original Map24 (Chasm).
Sparky
June 17th, 2003, 04:18 PM
ok, good good
DooMAD
June 21st, 2003, 06:01 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Yes I will email the inactives and send them to this topic askin them to post what's up.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
DooMGoaT still doesn't have any internet access, so I wouldn't expect a response from him. He hasn't made much progress on his map lately, but he will finish eventually.
ReX
June 27th, 2003, 03:04 PM
July is almost upon us. Wonder if the absent team members will stand up and be counted.
FACE.UK
June 29th, 2003, 03:04 AM
I have sent an email to Doom_Dude just to let him know that I have finished map17 and I am now going back to Map16. Map17 I have named Medieval on account of the look of it. I am not sure where to send the level, but it does need playtesting and, as far as I know, does not need a port to run it. I have been using Legacy in the making of it. This was because I did not want any visiplane overflow errors but I have tried it with Doom95 and I do not seem to get any.
Grunt
June 30th, 2003, 01:52 PM
The 30th is upon us. Here's hoping the legions of the dead arise to finish their maps... >:P
If not, I'd be happy to give a second map a go, btw. Not right away, though, as I'm going to be on vacation for the first week of July..
Anyways, I'm still watching the project even though I've been quiet for ages. http://forums.newdoom.com/UBB/tongue.gif
~Grunt
DooMAD
July 5th, 2003, 03:46 AM
Hooray for progress! Recently added areas of DooMGoaT's Map20 marked in yellow:
http://www.teamhellspawn.com/map20progress.gif
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