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About Pinchy
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[released] Doomworld Mega Project 2018 (beat your own map)
Pinchy replied to TimeOfDeath666's topic in WAD Releases & Development
The STUCC Build time: 7 hours Midi: James Paddock - 30in30 - Walking Through Heck.mid Notes: Coop starts, difficulty settings, automap cleaned -
Music updates and the possibility of multiplayer at some point. It's also good to have this version out for a while to get help with testing.
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This update polished everything up that I wanted to do so I reverted the filename as there might not be anything for a long time
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Version 1.04 Fixes Map05 - Added skill 1 and 2 flags to the teleporter on the staircase Map08 - Switch added under the shotgun elevator Map29 - Technical adjustments for secrets Map30 - Midtex wrapping not displaying as expected Map38 - The exit now opens automatically, much faster and cannot be triggered from above Map39 - Exit trigger tweaked to ensure 100% kills Changes All maps where possible - Item and key triggers changed to custom decorate actors to make sure they always activate Minor WADINFO updates Unused graphics and code removed Additions Par times added (previously were rough max times) Jazzy city is now jazzier and brought friends BRIKWORX advertisement up Version number added to the text file Music Updates Map 07 - 047 Jesus Sandals.mid Map 14 - 013 Thrummingbird.mid Map 36 - 021 Digital Bitchslap.mid
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DyingCamel's Demons #2 is a community project consisting of 15 maps submitted by the regulars of DyingCamel's Twitch stream https://www.twitch.tv/dyingcamel The project was open to all skill levels and is structured as a compilation so there is great variation between map types and styles. 16 maps 15 standard, 1 ending Source Port PrBoom+ IWAD: Doom 2 Difficulty Settings: Yes (varies) Download V1.00 Release DyingCamel's Demons #2 Map List 01 - Le Début De La Fin by Ndroidz 02 - Live and Let Doom by Wanderlust 03 - UAC Outpost Breach by SSCminion 04 - Gibs Chess by TheHellgenocid 05 - Roughinery by CornKing "It's clobberin' time" 06 - Scorched Earth by BoleslavLev "Feel the scars of war" 07 - Danse Macabre by BoleslavLev 08 - Conquer Another Galaxy by ChannelGorf 09 - A Happy Little Accident by Kraja "My hate boner for boom is well known and thoroughly documented" 10 - Candles Of Eight by Pinchy "Candles? More like Cand MORE" 11 - The Endless Void by AltimaMantoid "There's no light at the end here" 12 - Moonshrine by MTX1996 13 - Rocky Islands by Dubzzz 14 - Retreat by Benjogami 15 - The Rage Machine by Dubzzz 16 - The End! by Pinchy Media
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Always Automap cleaned Careful midi choice from something I haven't used yet Common Clean, professional look Sandbox Good opening shot that sets the scene Full use of the beastiary As little as possible shotgun grind Significant outdoor space Very few doors if any, doors open with greater ease rather than direct use Minimised lift time unless I need it intentionally slow Two word map names Building map ideas from music Taking risks Uncommon (possibly unique) Monsters placed entirely for decoration or ambience Unexpected use of "bad" textures that makes them good
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For bug reports, I recommend you send them to me using the forums message feature. I'm only up to map 6 as far as the 1.04 update goes, but that's only because I have been busy with other things, I will soon have a lot more time to focus on this again. Map 20: These zombiemen do release but they require you pick up all three keys and wait out a timer. I just changed this to the custom decorate triggers and reduced the timer in case mods that change keys don't use a method that keeps the same Class Name. Map 25: Similar here, the chandelier was set to refill with chaingunners on any key pickup, these have also been moved to custom decorate triggers. Thanks for these, I'll make sure to change all key triggers to maximise compatibility.
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Hi Firedust, thanks for your report and kind words. The only exposure this mapset had was this forum post and also one on zdoom forums. So once it falls of the first page it's pretty much gone. I've only seen a handful of people mention it since release so if you missed the streams in December it's easy to overlook. The changes I'm working on from version 1.03 to 1.04 will change the way certain things are triggered by using custom decorate items. Currently the arachnotrons are released when you pick up one of the rockets in the yellow key room at the top of the lift, this means if you have full ammo you can't release them. I've just changed this to an unavoidable area trigger. I'm close to getting back to work on this, I just have a community project to finish.
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How many more maps would you have released if you lowered your standards a bit?
Pinchy replied to Tango's topic in Doom Editing
For the most part quantity is unimportant as no one person will be able to play all the content that exists outside of extreme circumstances or determined life goal. If you have learned all you can from your unreleased maps you need to finish them up and put them out Fewer, higher quality releases is the way to go What I'm seeing here is that the real problem is that you start new things before others are finished. I saw this dangerous trap and developed a strong discipline to push things to the finish line hard so they get done and out there before I have time to let it sit -
Archive version up: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dyincam1
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Map Name: Tarmac Beat Compatibility: GZDoom Tested in: GZDoom 3.4.1 Options: Jumping, Crouching, Freelook: On Difficulty settings: Yes Build Time: 17 hours Tools Used: GZ Doom Builder (bugfix) R3036, Slade 3 Version 3.1.1.5, Photoshop CS6 Format: GZDoom Resources: Wantodancer by HyperUltra84 (two custom textures created from this), Voxel Vehicles pack by NerdKoopa (two custom textures created from this), Adventures of Square by BigBrik (two custom textures created from this), ???'s Tree sprite (source lost, currently unknown) Notes: I've formatted my wad file so that as many textures and flats as possible are in boom format so they can be used by others in this project, (they are good general use types) Music: How_About_I_Slap_Your_Bass.mid by Jimmy Media:
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Every time I see this stuff ';,,;'
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Include materials that could be perceived as a segment of whats's being built, with a matching space to where it could go. You could remove a section of the concrete, place it on the ground and have rebar fixed within both parts at the top. You can also do similar with the metal panels at 32 x 64 chunks. The floor could have a section missing with foundation material, concrete or sand, lowered a few units in place, with some floor panels stacked around
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Try Sugar, Water Purple from Mayhem 2018 Purple and watch how the raising circular platforms differ No idea how to fix it