Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Thunderono

Pages: [1] 2 3 ... 67
1
Maps / Re: REAL Pack - v1b Released!
« on: January 10, 2022, 11:11:19 PM »
Hello everyone!  I'm here with an announcement: REAL v1b is now available!  Alongside a plethora of improvements to the existing maps, three new maps are included.  Two of these maps are award-winners from previously hosted competitions, and one has never been seen before.

ALP06 - Echelon and Flow
(click to show/hide)

REEF11 - Agonopolis
(click to show/hide)

And, using a new map code scheme designed to indicate maps made by the both of us:
REAL01 - Spectral Echo
(click to show/hide)

REAL may only be one map strong for now, but rest assured that after working together on Spectral Echo, Llama and I have some plans that'll fill that code out nicely.

Additionally, all maps now include SECTINFO and preview images for Trillster's map voting system.

Full changelog:
(click to show/hide)

We hope you enjoy!  You can grab it on TSPG or dropbox.

2
Tutorial Collection / [TUTOR] SECTINFO Setup
« on: January 05, 2022, 04:41:05 AM »
What the heck is SECTINFO?
I can't blame you for not knowing-- before using it myself in Spectral Echo, the only person I know of that ever bothered using it in a map was Russel.  SECTINFO is a lump in your map's wad archive that assigns a name to sectors by sector number.  For instance, Spectral Echo's SECTINFO lump looked like this:

(click to show/hide)

This has two relatively low-impact effects on gameplay.  The first is that typing $location in chat will display your actual location on the map, based on the mappings in SECTINFO.  The second, and often more noticeable, is that co-op info will now display your teammates' locations.

Is this a requirement for maps to be competitively viable or even casually viable?  No, not at all.
Is it cool?  Absolutely.

Unfortunately, all known versions of Doom Builder lack a mechanism to implement this, which means that in order to do so, you have to either manually gather sector numbers or cobble together an external workflow.  On top of that, since SECTINFO runs off of sector numbers, it would actually break whenever you were to split or delete a sector...

...or does it?

I spent my evening today crafting up a fix to this situation.  The result is a standalone tool that can root through information in your map's TEXTMAP to generate a SECTINFO for you!  The method this tool uses has a couple of upsides: you don't have to look at sector numbers, and since it uses information harmlessly saved in the map that doesn't rely on sector numbers, it will not break if you split or delete sectors.  If you don't mind briefly dipping into an external tool to make it, this can save you a lot of time and energy setting up callouts on your map.

Grab the tool here!

Included is a short .pdf file that details the workflow for getting these set up.  Enjoy!

oh and I guess you can use SECTINFO to set up control points for domination too but this tool doesn't do that uh oh

3
Events / Re: Teamplay, Textures, Tango - A MM8BDM team mapping competition!
« on: November 02, 2021, 02:11:52 PM »
Thank you to the judges, to everyone who got a map in, and to Llama for being awesome!  This was a bucket of fun to work on, and while I personally don't touch competitive scenes all that much, there were some maps here that I was dying to get some games on when I saw them submitted.  Congrats to the other winners!

I had written up some dev notes the other day that I'd like to expand on some in response to what the judges had to say.  I had originally written these in the context of the scoring sheet, but I think a more cohesive essay makes more sense:

(click to show/hide)

If any of the other mappers want some feedback on how they might be able to improve their maps, feel free to hit me up!  I had originally filled out a score sheet myself, but felt that the kind of feedback I like to give is more of an active conversation than a wall of critiques.  I like constructive criticism; if there's a problem with a map, I always want to at least have an idea on how to fix it to contribute.

Thanks again to the judges, to Mendez for hosting, to Llama for being an incredible partner and friend and to everyone else who contributed a map to this!  Hopefully, I'll be seeing some of you in Jam!

4
Forum Games / Re: [Championship Match] Cutstuff 2020's Embrace The End
« on: March 11, 2021, 11:24:22 PM »
Galaxy Man

5
Forum Games / Re: [Finals] Cutstuff 2020's Best Robot Master EVER
« on: March 04, 2021, 06:52:10 PM »
Snake Man > Hard Man > Napalm Man

6
Forum Games / Re: [Finals] Cutstuff 2020's Best Robot Master EVER
« on: February 28, 2021, 10:13:38 PM »
Galaxy Man > Snake Man > Hard Man

Knight Man > Napalm Man > Pharaoh Man

7
Forum Games / Re: [Semifinals] Cutstuff 2020's Best Robot Master EVER
« on: February 17, 2021, 01:15:30 AM »
Knight Man
Tornado Man
Napalm Man

8
Forum Games / Re: [Semifinals] Cutstuff 2020's Best Robot Master EVER
« on: February 11, 2021, 09:23:16 PM »
Hard Man
Galaxy Man
Snake Man

Knight Man
Nitro Man
Blast Man

9
Forum Games / Re: [Quarterfinals] Cutstuff 2020's Best Robot Master EVER
« on: February 05, 2021, 03:55:04 AM »
Burner Man
Knight Man
Blast Man

Punk
Air Man
Guts Man > Shadow Man > Pharaoh Man

10
Forum Games / Re: [Quarterfinals] Cutstuff 2020's Best Robot Master EVER
« on: January 31, 2021, 06:01:35 PM »
Snake Man
Tornado Man
Blast Man > Hard Man > Punk

Burner Man
Shadow Man
Fire Man > Turbo Man > Pharaoh Man

11
Forum Games / Re: [Quarterfinals] Cutstuff 2020's Best Robot Master EVER
« on: January 28, 2021, 04:21:47 PM »
Dust Man
Galaxy Man
Napalm Man

Magic Man
Knight Man
Guts Man

12
Forum Games / Re: [Round 3] Cutstuff 2020's Best Robot Master EVER
« on: January 26, 2021, 09:16:48 PM »
Blizzard Man
Pharaoh Man
Fire Man
Fuse Man > Burner Man > Magnet Man

13
Forum Games / Re: [Round 3] Cutstuff 2020's Best Robot Master EVER
« on: January 24, 2021, 08:13:52 PM »
Knight Man
Shadow Man
Wood Man
Sheep Man
Guts Man

Jupiter
Tundra Man
Quick Man
Dive Man

14
Forum Games / Re: [Round 3] Cutstuff 2020's Best Robot Master EVER
« on: January 22, 2021, 03:15:27 AM »
Tundra Man
Punk
Flame Man
Knight Man > Nitro Man > Shadow Man

Splash Woman
Frost Man
Ballade
Sword Man > Blizzard Man > Buster Rod G

15
Forum Games / Re: [Round 3] Cutstuff 2020's Best Robot Master EVER
« on: January 18, 2021, 10:04:18 PM »
Fuse Man
Hard Man
Fire Man
Dust Man

Blade Man
Crash Man
Centaur Man
Sheep Man

Pages: [1] 2 3 ... 67