Комментарии •

  • @smet145
    @smet145 29 дней назад +7

    Oh yeah, it's here again. Can't wait. Last year's was incredible.

  • @GraveUypo
    @GraveUypo 29 дней назад +5

    I guess i'll go start something right now 🤔

  • @DanoLefourbe
    @DanoLefourbe 25 дней назад

    The scope of this project is pretty incredible.
    I love how you organized it to make every ressource and every piece of information so easily accessible.
    It helped me get started making a map in a big way.
    You did some incredible work. Thank you.

    • @DavidXNewton
      @DavidXNewton 2 дня назад

      Thank you so much! It means a lot to know that these things were useful to people and I hope you had fun as well :)

  • @micuu1
    @micuu1 29 дней назад +1

    Thanks David, that answers a lot of common questions in one shot

  • @gregcappochin7298
    @gregcappochin7298 22 дня назад +1

    Gonna be hard to top last year

  • @makrostheblack4791
    @makrostheblack4791 29 дней назад +3

    Doh, I forgot to add a screenshot. >.

  • @TeaAndTankControls
    @TeaAndTankControls 29 дней назад

    Thank you for the easy to follow instructions, as always! :)

  • @RacingStripeAV
    @RacingStripeAV 29 дней назад +1

    6:53 I'm guessing this'll get answered in a later video (or no doubt there's already a tutorial somewhere out there explaining it), but if I want to use the RAMP2024 Resources PK3 textures/flats in UDB/GZDB, would I have to use SLADE to "bake" those into the WAD itself?

    • @DavidXNewton
      @DavidXNewton 29 дней назад +2

      Normally yes, you'd have to take the textures/flats you're using and drop them into your own WAD so that it could be played stand-alone. But for a RAMP submission you don't need to, because the resources in that resource PK3 will be included in the downloaded project when it's all compiled together - so when working on a RAMP map, it's enough to just have the resource PK3 loaded alongside your other base resources when you're editing and testing your map.

  • @QuotePilgrim
    @QuotePilgrim 29 дней назад +1

    If you made a script to extract the monster count from a WAD it would get it wrong by quite a wide margin for my map, as it spawns more than half of the monsters well after the level is loaded with ACS scripts.

    • @DavidXNewton
      @DavidXNewton 29 дней назад +1

      Yes, that's why I decided to avoid it - custom monsters and those not present on level start would be problems!

  • @Saxdude26
    @Saxdude26 18 дней назад

    "And OHMYGOD THERESFORTYSIXMAPSALREADY HOWDOYOUDOIT?"
    Sincerely David, this project is fantastic to watch unfold every year, and I still find myself sifting back through the wild creations people have made, from carpet bombing adventures, to quacking cyberdemons, JoJo References, and even the ambitious 100% custom art styles. It's a delight to see newcomers, and also the returning map makers growing year after year. :)

  • @skemech
    @skemech 15 дней назад

    is there a deadline or am I too late?

  • @FreyaTail
    @FreyaTail 29 дней назад

    If i plan to have different numbers of monsters based on difficulty selection, should i declare the count for a specific difficulty or the highest possible monster count?

    • @DavidXNewton
      @DavidXNewton 29 дней назад +1

      I would just take the rough average, or whatever's the medium difficulty!

  • @skemech
    @skemech 2 дня назад

    It just says "No file was uploaded!" I guess I'm too late

    • @DavidXNewton
      @DavidXNewton 2 дня назад

      This can happen if your WAD is very large - what are you trying to upload?

    • @skemech
      @skemech 2 дня назад

      @@DavidXNewton A pretty large wad lol

    • @skemech
      @skemech 2 дня назад

      90.6 mb

    • @skemech
      @skemech 2 дня назад

      @@DavidXNewton drive.google.com/drive/folders/1TeHGNiq3Icm7mklOGFnZGf06giM6EqKI