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September 13th, 2008, 07:20 AM
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#61 |
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Purpletacular
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September 13th, 2008, 09:13 AM
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#62 |
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Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
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School is being lame and raping me with homework :C. Also, constantly working as lotsa people have been fired, quit because of school, or broke foot.
I hardly have time to map anymore as all that progress I did was during school which now has to be occupied with homework. I've been trying to get time to add in more stuff but it's not working out too well and it's becomming sloppy :C. My next break probly won't be soon. Anyone interested in helping out with my map? You don't have to finish it, just add some things to it that I don't have the time to do nor creativity :P. |
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September 13th, 2008, 10:49 AM
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#63 | |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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September 13th, 2008, 12:28 PM
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#64 | |
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Purpletacular
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I'm working on my map and shall be done soon. Like tomorrow or something.
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Anyhow I wrote down some restriction recommendations. heh. I don't know if I would ever want to do this 'team project' thing again. I have too much other stuff to do. I would have to lighten my load first. haha. - The very first thing I would do is have several guys working on a conglom map. This level would be finished first and would be the last map in the project and it's slot would be determined by how many other maps get done by the deadline. - I think a smaller project that is 10 -12 maps would be cool and if a few more get made, then add them. Hell. if less (8 or 9) get done by the deadline then pack it up and ship em out. - To deadline or not to deadline? I personally don't care for them and always break them myself. You could have a reasonable deadline I suppose that you don't move unless you absolutely have to.... like there's only 3 maps done or something. A project taking 2-3 years to complete is kinda crazy... not like we're making a full blown game here. Whatever gets done in by the deadline, even if it's only 7 maps, gets released. None of this dragging on and on crap.... Anyhow ummm that's up to some other joker to figure out. I think I quit.
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September 13th, 2008, 05:01 PM
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#65 |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
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May the next time the NDCP run fast.
I'm requesting the slot1 right know!
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September 13th, 2008, 06:05 PM
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#66 | ||
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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I don't know what makes it quicker or longer, but if we look over to Doom World, they do projects quite quickly, even at the same time, what would be the difference? Organisation, quanity of mappers? Honestly, in my opinion, nothing beats a 32 map megawad, I'd prefer a 32 map over 12 any day. We could try and limit maps to within 2 each mapper if the worst comes. Like D_D said, you can always have a conglom map, it seems like it would fill in slots easily. Quote:
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September 13th, 2008, 07:26 PM
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#67 |
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Purpletacular
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Allowing 2 map slots per mapper from the start was a mistake the first NDCP made, since some people who had 2 or more never finished anything. For the NDCP 2, I think PS had it so you could only have a 2nd slot if you finished a map... that's about the only good way to allow that.
Also DW has moar dudes that make maps. Also both NDCP's had conglom maps, so it's nothing new. I think I shall retire from team projects until I get much stuff done and released. Not that I was doing much this time around but I took way too long to finish one map for this. |
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September 13th, 2008, 07:48 PM
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#68 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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I'm wanting to do a DM project sometime soon after this is released, if anyones up for that. It doesn't have to be a 32 level megawad, 16 should be good though. I'm actually thinking of a custom hi-res texture pack for it ~ which will have to be made first, and most likely would be for skulltag.
I'm about to upload Absolute Evil if anyone wants to take a look, it's still not done but it's about 90%. EDIT :: Absolute Evil 90% ~ same pass Last edited by MR_ROCKET; September 13th, 2008 at 08:11 PM. |
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September 13th, 2008, 07:54 PM
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#69 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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@Mr Rocket: I could drop in a DM map in your project perhaps, never tried making one before. Would be interesting
![]() Do please upload Absolute Evil!! How long do you think you would be done by? @Doom_Dude: It's a shame you have to 'retire', good luck finishing all your other projects. |
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September 13th, 2008, 08:07 PM
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#70 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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@ghost:
DM project: Sounds good, and the good thing about DM maps is they don’t need to be that big of a level and they don't take to long to make. you spend more time running through them and playtesting than anything. :PAbsolute Evil: Not long, main stuff that needs done is the monster and item placement, that and the cliffsides need rounded off and the back area of the castle sort of area needs finished and brightened up a bit. you'll see what I mean.~ need to finish spreading some step stones back there, also partly on the ceilings, was wanting to pace some hanging bodies etc and do some detail stuff. Just haven’t got around to it. The exit area though is what needs fixed up a little, it's somewhat empty looking. I probably need another week with it to add those things and go over it, if it's this week or next I dont know yet. Monster placment is bad right now lol, the cyber and caco's will stay but the vile at the get go will change, most likely will be a revy. Download link in my last post.
Last edited by MR_ROCKET; September 13th, 2008 at 08:56 PM. |
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September 13th, 2008, 10:12 PM
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#71 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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About Absolute Evil: Really nice work, your addition to the map blended in really nicely.
I understand it isn't complete yet but I'll suggest some things: it could do with a little more monsters perhaps and add more challenge to it whilst keeping it quiet yet (cyberdemon/cacodemon placement=Brilliant). Maybe revenants on the far side with the hell knight? Or even another cyberdemon lol. Just suggesting .I gotta say the quietness is really spooky. Would you consider new music? A quiet eerie music would realllly suit the map, like E1M5, a very quiet map will be extra scary with that kind of music. Some tightarse negatives from me :: I didn't have trouble finishing it after I got the berserk pack. Some texture misalignment here and there but really nice though, you've done a great job sir.
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September 14th, 2008, 01:32 AM
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#72 |
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he always does a great job.
Im champing at he bit to get a look at this project. Hurry up guys. I actually prefer a good quality 12 mapper to 32 maps, I never save (dont even know how) while playing and staying alive through 32 maps isnt so easy. Keep a slot for me on that Deathmatch wad
__________________
so long and thanks for all the fish
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September 14th, 2008, 03:23 AM
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#73 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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Awsome what you did with map28 Mr_Rocket, this is definitly going to be one of the most impressive maps of NDCP2.Your DM area blends in with the other parts really well, I see theres still some editing to do on that church.And of course dress it up with some decoration, dead bodies stuff like that.
Keep going youre doing an good job, you gotta love this view cause I sure as hell do.
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September 14th, 2008, 07:23 AM
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#74 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Thanks for the comments guys, it really means a lot, especially from Dutch Devil. I'm glad I got your approval after seeing what I'v added.
![]() Yeah there's still a lot of stuff I need to do, alignments, decor, and without a doubt a lot more monsters! I would like to see more caco's out there, as the map looks it would be home to them. I think 1 cyber's enough but there really should be more to that area. I'll see if I can find a good place to dump a few of those "new" hellish monsters in. and of course ammo and health to balance. It needs some work and some tweaks before finalizing. I'll try and get that stuff done sometime this week. Also in case PS is listening, there are a few new textures in there and I'll have to fix the names of them, so don't add this to the mega until I send it in then.
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September 14th, 2008, 06:10 PM
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#75 |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
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What the Hell you did to make that Map?
WooooooooW! |
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September 14th, 2008, 07:07 PM
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#76 | |
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Purpletacular
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I'm done...... almost. Just gotta nuke some shells, change a flat under some bars and walk through it again minus monster interference... just as a final check. But I ran out of steam and ummmm.....
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September 14th, 2008, 10:42 PM
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#77 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Hey don't forget Logan that Dutch Devil did a large chunk of that map before I got to it, so it's sort of a conglomeration map. Which I doubt I could ever get use to doing.
But I try to stay within my boundary and not change any of anyone else’s stuff to much if at all. Though I did start working on the church area a little bit. ![]() A little, support pillars and and things are bound to make it better though. I had this idea about 2 hands coming through the floor holding the ceiling up..donno why but I'll see how it looks. Doom_Dude get back here! lol ~ injects Doom_dude with steam --> (o) Ok, g'night... . Last edited by MR_ROCKET; September 14th, 2008 at 10:54 PM. |
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September 15th, 2008, 01:16 AM
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#79 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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I feel like sitting down on one of those benches, and start listening to the rambling of an archvile
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September 15th, 2008, 09:07 AM
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#80 |
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Commander Keen
Join Date: Aug 2004
Posts: 380
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