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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

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>> No.2287504 [View]
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
2287504

>>2287485
>>2287476
>>2287470

Ok, I'm dumb again and uploaded a test version of it that isn't set up correctly. Whoever downloaded it, spritenoob and anyone else, just delete it. I really feel super dumb about this since the starting point isn't in the right place.

Sorry, my bad. This is one thing I was trying to avoid by doing a bunch of tests. The link should be fixed now and give the correct version. Again, my bad.

>http://www.best-ever.org/download?file=tabula_rasa.wad

>> No.2287468 [DELETED]  [View]
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
2287468

Ok guys, here it is... the official /vr/ release of my first wad entitled: "Tabula Rasa."

>straight up vanilla wad so should work with any sourceport
>no custom music, I don't think you guys will mind
>made for normal mode, hard mode has additional enemies on all levels
>focus on chaingun + plasmagun on later levels

It's called "Tabula Rasa" because each level was my first attempt at different themes/layouts, and because since this is my first wad, it's the first mark on my fresh mapping slate. It took me awhile of working on and off to get this finished, and I didn't want to release any of it until I felt it was done. I've posted screenshots of different parts, but I'm re-using this one because I don't want to give anything else away.

I hope you guys enjoy it. Have fun.
>http://www.best-ever.org/wadinfo?name=tabula_rasa.wad

>> No.2263665 [View]
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2263665

>>2263635
Yeah, I sat here for a full minute debating whether to or not but then decided that if it restarts then I will re-post because it sometimes encourages other anons to share their work.

I usually reserve doing the detail lighting for last; the room itself is set slightly lower than the "outdoor" sector that's right outside, but I do it because I'll make sectors specifically for certain lighting which will fug with my building the levels. It's still something I have to keep in mind because, at this point, I want to finish it and be done. Thanks for lookin' out.

>> No.2064307 [View]
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2064307

>>2064297
>http://static.best-ever.org/wads/sm_v03.wad
There's some changes to it that I don't remember making, but that might've been me bumping up the difficulty for hard mode. No changes have been made since 2 years ago though. This might actually be good for a fresh run-through to see what I need to change.

>> No.2017125 [View]
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2017125

>>2017112
It's all right. They seem a little small, and they also seem a little out of place. Maybe a placard with a picture that's close to what it is? Like a sniper mod having a target on its back, or maybe making sort of a "plug" that could still be colored but wouldn't be too obtuse.

It's a good start, but it seems to need just a little more indentification. You'd want someone to be able to glance at the back and be able to tell what it is. I can definitely tell on this page, but what about when you have to set it against other backgrounds or other mod-packs?

>> No.2007197 [DELETED]  [View]
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
2007197

>>2006529
I've been fucked out of #vr by IDE or something.
Haven't been able to join regularly for months.
Password is still the same, right?
My life is not complete without my #vr.

>> No.1488549 [View]
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1488549

>>1488537
Screen shot from part of the level.

>> No.1130126 [View]
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
1130126

>>1130067
Host better games, fag.
Like Cyberrunner or Internal Conflict.
WDI is "hit everyone with pipe until the murderer heals"

>> No.837990 [View]
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837990

>>837871
Yeah, this is the kinda stuff we should figure out. Should we have consistency? Should we just say "fuck it" and make what we want? Personally, I like the idea of having some consistency; however, I can see that it's easy to get whatever source port is required to play whatever; albeit the hassle it would take to switch levels. I don't care about mouse-look, at all. If someone wants to have it, more power to them; I don't design my maps to be affected in any major way by mouse-look, or jumping for that matter. I designed my maps as vanilla as you can possibly make them. That place you were talking about, where you're required to jump, I fixed that in the final version. That map is as vanilla as Blue Bell.

>As far as progression of levels...
I think it'd be more cohesive if we looked at the level size/time/length/difficulty and put them in ascending order. That was the smallest/shortest/easiest map would be the beginning, something like my map would be in the middle, and then a really difficult/large map. I know that size doesn't necessarily dictate the difficulty, but size does play a factor in how difficult the level is; as long as the level is filled with enemies and isn't a lot of area with a few monsters.

This is a good start though. Any other ideas?

>> No.804585 [View]
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804585

>>803947
Some people have been busy with work, school, or a friend who just got outta prison; so it's understandable that sometimes the threads slow down. Like an earlier anon said, it's nice to come back to the same thread, and not have to go to a new one due to tons of posting... Which usually means there's some shitposting.

And sometime we should play TLMS Internal Conflict.

>> No.728889 [View]
File: 126 KB, 640x480, Screenshot_Doom_20130527_135026.png [View same] [iqdb] [saucenao] [google]
728889

Texture misalignments aside, this is some good stuff. Pretty decent mid-sized and tough map. The toxic labyrinth was a total killer, and this fucker totally got me by surprise. I sense I missed the BFG in a secret room, is that correct?

This would be cool to run in co-op with any of our current gameplay mods /(FKER or Fractal).

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