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

/vr/ - Retro Games

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>> No.4351456 [View]

This is hardly what I wanted to wake up and see... I feel awful for not coordinating this better and not posting enough feedback. I'm probably just going to end up posting what I have at the moment here once I get home. I appreciate all the work that the mappers and graphics people put into this. I'll save the graphics made for this so they can be used next year if I decide to host another Halloween project.

>> No.4350735 [View]

Is the guy who did the Pain Elemental sprite replacements here? Is there any name you wanted to be credited as, or do you want to remain anonymous? Also if you post a picture of the model you used to make the sprite or whatever to prove it's actually you so some random person doesn't take your credit.

>> No.4349718 [View]

>>4348885
Thanks man. I'll try and put out a beta some time later today. I wanted to yesterday, but real life is a bitch.

>> No.4345368 [View]

>>4345248
Maybe. I'm not against the idea.
>>4345237
Would you guys be against me setting up a discord server for future mapping projects? I think it would be a lot easier to keep track of everything and give out updates if I did.

>> No.4345202 [View]

>>4345129
I'm sorry about that. I'll hold off a good while before starting the next project. Didn't anticipate we'd get all these cool graphics and even a monster replacement...

>> No.4343409 [View]
File: 130 KB, 1280x720, doom00.png [View same] [iqdb] [saucenao] [google]
4343409

>>4343332
Love it. You should align the textures on the trees, because they look weird if you don't. Also there's some wacky HOM shit going on right here, but I'm not entirely sure how you can fix it.

>> No.4340940 [View]

>>4340928
Yup, and I'll probably also include seperate download links for the spooky graphics/gothic orange textures edits so other people can use them without having to extract them all from the wad. But only if you and Herbidian Isle are okay with that.

>> No.4340890 [View]

>>4340814
>When I make the level name graphics for the Halloween mod, should I include the map creator's name in that graphic, or just in the credit graphic?

I would include the author's name in the map title graphic so everyone sees who made what map, just in case they happen miss the credits graphic.

>> No.4334357 [View]
File: 133 KB, 151x200, giphy (2).gif [View same] [iqdb] [saucenao] [google]
4334357

>>4328174
https://www.dropbox.com/s/uikf8kmz3st4z2j/vryspooky_alpha.zip?dl=1

Here I am, late as ever, with the alpha for /vr/y Spooky. Only contains 4 maps. Be sure to load everything in the zip together, else it might not work correctly in prboom+.

>> No.4330289 [View]
File: 3.25 MB, 320x240, pumpkin-dance.gif [View same] [iqdb] [saucenao] [google]
4330289

>>4328174
***/vr/y Spooky Announcement***

Mapping submission deadline is pushed back until the 22nd (next Sunday). This gives people another week to finish or start their maps.

If you've already completed a map, made sprites/graphics, or have posted any music please reply to this post, or the OP, so I can see it and compile everything into an alpha build.

Hopefully I'll be able to put everything together and post the alpha here by tomorrow night, and the anons who submitted early can get feedback and make edits.

>> No.4329978 [View]

>>4329972
Sure that works too.

>> No.4329974 [View]

>>4329962
Yes, you'll be able to work on your map until the 22nd so hold on to it for now.

>> No.4329952 [View]

>>4329939
~3 hours. No need to rush if you aren't finished your map though.

>> No.4327806 [View]

>>4327802
There's going to be plenty of unfilled slots, I've only seen like ~5 maps so far. Hopefully there will be more come tomorrow when I build the alpha.

>> No.4327796 [View]

>>4327648
Visplane overflow isn't an issue in boom. You're testing in prboom+ like I said to in the rules, right?

>> No.4327090 [View]

>>4327086
The dealine for the beta will be the 22nd. It will also be the ABSOLUTE cutoff date for submissions. I really want to have this bad boy out before the 31st.

>> No.4327080 [View]

>>4327070
Here's what i'll do. Tomorrow night i'll make a post asking everyone who made things for the project to respond with a link to whatever they made (maps, graphics, music, etc.) even if they posted it in the thread already.

I'll then put everything that gets posted into an alpha build so people can playtest it and give feedback.

If you don't post anything by tomorrow night, don't fret, you'll still have until the 22nd to make things, it just won't be in the alpha and you won't have as much feedback. Is that fair?

>> No.4327068 [View]

>>4326954
Sure, if you have a doomworld or zdoom forums account you can send me a message there.

>> No.4323148 [View]

>>4322983
Damn that sucks to hear. Luckily I don't take deadlines that seriously. When's the soonest you think you can finish it?

>> No.4316382 [View]

>>4316351
Damn dude this is wonderful. And here I was content with only using the cacolantern at the start of this whole thing.

>> No.4312693 [View]

>>4312647
Okay, so upon further inspection, the midi in the first map works fine in prboom+ and zdoom, but doesn't work in gzdoom. Very strange.

>> No.4312647 [View]

>>4311995
Liking the look of this!
>>4312353
>>4312356
Thanks.
>>4312452
Holy shit I'm a dumbass. I can't believe I didn't actually check the wad before updating the doomworld thread. So sorry about that. I'll probably just use >>4312524 for map01. Hate to ask,but can you resend the wad to idgames once I post the (hopefully) final update?
>>4312550
Very spooky. Good job.
>>4312563
Not unless someone uses it in their map.

>> No.4309771 [View]
File: 55 KB, 1179x1300, 13310260-Devils-horns-Stock-Vector-devil-horns-sin.jpg [View same] [iqdb] [saucenao] [google]
4309771

>>4309713
Go ahead and replace the status info. I'm sure most people who will be playing it will know where the health and ammo is on the status bar.
>>4309752
Idea: give the imp a pitchfork and devil horns.

>> No.4307448 [View]

>>4307436
Yup that's fine too.

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