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Insomnia

 
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Madgunner
God like!


Joined: 23 Nov 2003
Location: Atlanta,GA

PostPosted: Wed Jun 28, 2017 4:39 am    Post subject: Insomnia Reply with quote

So anyways, here's a little project I've been working on off and on with Collision since 2008: Insomnia

Basically I plan on it being a 32 map megawad for deathmatch (Hopefully I'm not too late, not much DM in 2017). Currently around 25 levels are complete, some are duel maps while some are FFA. The wad includes both NS and OS maps. When I started it back in 2007, I was more of an OS dueler so most of the maps I made reflected that. Eventually, I started getting into CTF and I was also inspired by Chaindude's CDUEL1 map and I started making NS maps instead. I plan on releasing this wad slowly, some of the earlier maps need some quality improvements and then I found out years later that one of the texture wads Collision included is illegal to use in other wads. So for now, I only have one level to release. I call it Quantum Leap. A slightly older version of it was featured in ZML back in 2013, but here's the link of the new version for downloading:

https://uploadfiles.io/zpikb

Anyways as for a time table, there are a few maps in the wad which either don't use any custom textures or use very few. Within a week or two I should be able release them. I will probably call all future releases insomnia_rc#. After that it's going to take a good second, because I will have to replace all the illegal textures.

Although I can't release the other levels just yet, here are some screenshots of some of them (Soon I'll make a trailer):























I was also able to find a couple of videos of this map in action. Kind of feel bad for the Kahwett guy Smile.

https://www.youtube.com/watch?v=aioGkIhK1kU

https://www.youtube.com/watch?v=cKpI9TMYVIE

One last surprise: 3D floors!

https://www.youtube.com/watch?v=lqhyTQcVn5s
https://www.youtube.com/watch?v=-irYpvU6jyY

Anyways, be sure to let me know what you think!
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Sat Jul 01, 2017 2:53 am    Post subject: Reply with quote

wew lad, give me a couple of weeks to check this one out :^)
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Doomination
Spamming!


Joined: 23 Oct 2006
Location: It's NOT lupus. Posts: 6.022 x 10^23

PostPosted: Wed Jul 12, 2017 5:53 am    Post subject: Reply with quote

cool to see this is still alive!

i'll have to see if i can install doom on this machine so i can check it out...
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Wed Jul 12, 2017 11:57 pm    Post subject: Reply with quote

It looks good. Remember you can do ctrl + f and through the dialogue window you can do a find and replace operation, that way you don't have to manually search for the unwanted textures and "decide" what they should be swapped out for. I'm download the pwad now
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Thu Jul 13, 2017 12:10 am    Post subject: Reply with quote

looks incredibly cool to be honest with you. An intensely vertical map, a lot of scouting / scanning is required because it seems easy to hide from the enemy by hugging the walls of a cliff here or there.

Something about those 2 blue 64x64 bounce pads seem off. The 2nd bounce pad seems ok because it carries the player momentum "sideways" and you can incorporate a running start when you use it. But that 1st bounce pad is a bit trickier to use, it's like I had to slow down a little bit (stop strafing) to avoid bumping into the cliff-face. Maybe I'm using the wrong air control settings though (I think I had air control turned all the way off to zero ) Laughing As you know a bit of air control can turn a strange bounce pad into something infinitely useful.

Anyway it's an interesting map I only look at 27. It reminded me quite a bit of c_duel

It was very intricate design. Complex enough I could tell my BFG skill would not be nearly enough to kill opponents. I did not see any cell packs around either?
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Madgunner
God like!


Joined: 23 Nov 2003
Location: Atlanta,GA

PostPosted: Mon Jul 24, 2017 4:38 am    Post subject: Reply with quote

TheCupboard wrote:
Something about those 2 blue 64x64 bounce pads seem off. The 2nd bounce pad seems ok because it carries the player momentum "sideways" and you can incorporate a running start when you use it. But that 1st bounce pad is a bit trickier to use, it's like I had to slow down a little bit (stop strafing) to avoid bumping into the cliff-face. Maybe I'm using the wrong air control settings though (I think I had air control turned all the way off to zero ) Laughing As you know a bit of air control can turn a strange bounce pad into something infinitely useful.


Yeah you really need to have some air control or else you'll end up getting stuck on the jump pads. I haven't noticed what you're talking about, but I suspect that is what's causing it. CDuel and other NS maps suffer from the same thing.

TheCupboard wrote:
It was very intricate design. Complex enough I could tell my BFG skill would not be nearly enough to kill opponents. I did not see any cell packs around either?


An earlier version actually had some cells. I might add a few back in the final version, probably need some more testing before I make a final decision. The plasma gun I had though is definitely staying out Razz

I should have some more maps released in a week or two so stay tuned!
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