shel/system | ♫
scooblee.bsky.social
shel/system | ♫
@scooblee.bsky.social
she/they(collective)
trans polyam lesbians
chip/vgm, classic fps, retro stuffs
play petal crash !

system list: https://pk.mt/s/gtfoc
youtube: https://www.youtube.com/Scooblee1
,.yeah, maybe a lot of the extra sector work gets swapped out for blocking midtex and/or solid wall, so that it remains as one sector to influence, reducing complexity but hopefully still looking cool.,

hopefully..,..,
November 22, 2025 at 10:26 AM
it's 'next lowest', 'next highest', and 'same floor height', so there are no definitive lowest or highest floor options, and that seems like what you'd need for a dummy sector setup like this, so ptthtbtbt,.,.,.,
I'll call it quits for tonight, and see if we can't figure this out later,..,
November 22, 2025 at 10:10 AM
this maaaay be just too complicated for the engine ? it's five sectors (mirrored parts joined) with everything joined to dummy sectors with relevant height info, but boom/etc's elev/lift linedefs only let you do so much, and I'm thinking that may be the snag..,
November 22, 2025 at 10:05 AM
so I forgot to set that line to scroll/move w/height change, but even after correcting that, it doesn't exactly move like I hoped..,
November 22, 2025 at 9:59 AM
ah., that's..., not it,

. .;;
November 22, 2025 at 9:50 AM
elevator (I really hope it works),.,
November 22, 2025 at 9:21 AM
,,..also is it raht (like decay) or rowt (rote, or rotate, what it's based off of).,
November 21, 2025 at 5:19 PM
I don't remember if I worked on the startan map or not, but we did experiment with them there, even if we ended up not using them. it seemed a little finicky, but I don't think we knew what we were doing. ^^;
November 21, 2025 at 5:56 AM
[oh, I think I clobbered that cute little light sector accidentally.]
November 20, 2025 at 10:18 PM
[even if we are still kinda mostly into vanilla limitations, doing stuff with (post-)boom features and non-stock textures *is* a nice way to stretch the figurative legs out a bit, especially after a few maps with the former.]
November 20, 2025 at 10:02 AM
[maybe I'm getting ahead of myself by making the exit so soon, but it was fun to make.]
November 20, 2025 at 9:35 AM
[,..classic, doom 2 D_RUNNIN playing over this texture set feels deeply wrong, actually. we've been conditioned to expect 90's squaresoft rpgs (or, mostly yasunori mitsuda) instead.]
[I *have* been thinking about the music replace, but I haven't decided yet. still a little early for it, I think.]
November 20, 2025 at 4:02 AM
[and that last one for reference, because this one's kinda obscure as far as we know.]

[ youtu.be/Etum2D41YlQ ]
Disco - Sassou Shounen Eiyuuden Coca Cola Kid
YouTube video by chiptunes
youtu.be
November 19, 2025 at 8:57 PM
[,..what she means is, between this, the proto track that's directly a cover, the few times in the other games he apes from hataya/ogata on sonic 2/cd, and the track from the coca-cola game that sounds kinda like seven force(?).., I think he had very little problem taking from his inspirations.]
November 19, 2025 at 8:53 PM
[I think we're lucky to have been studying sunlust's maps a bit as we've been playing it, plus that whole "crunch out map01 for playstation" binge shel had.]

[,..this does have the side-effect of wanting to be reaaally mean, though. we'll see.]
[ ^^ ]
November 19, 2025 at 8:26 AM
[it's funny thumbing through this tex wad and seeing, "oh hey that's from doom 64", "oh hey, that's *also* from doom 64", etcetc.]
November 19, 2025 at 8:23 AM
[they didn't care to remove this one though, of course.]
November 19, 2025 at 4:07 AM