DEEPEST EVIL - 6 LEVEL UPDATE B4 IDGAMES SUBMISSION

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Re: DEEPEST EVIL

Postby Xaser » Wed Dec 15, 2010 2:23 pm

Ghastly_dragon wrote:
ShadesMaster wrote:I playtested it on ultraviolence, I had sufficient ammo - but did you get the nailgun secret?

Bad idea making secret areas required. :P

Well, on UV, it's generally expected that you'll need a secret area or two to advance (or at least it's forgivable to me in that regard). Usually that pertains to things like extra ammo and health. Missing a whole weapon is a huge game changer in any regard.
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Re: DEEPEST EVIL

Postby Ghastly_dragon » Wed Dec 15, 2010 3:52 pm

Cyanosis wrote:Hexen used both styles, with the Fighter having the most whereas the Mage's weapons were all centered. I figure so long as the graphical style doesn't mismatch it's not too bad.

That's kind of justified. How would a centered sword look?
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Re: DEEPEST EVIL

Postby ShadesMaster » Wed Dec 15, 2010 4:02 pm

I could change the pistol back... I'd have to reverse the new shotgun as well tho bc both of those weapons assume he's a righty... I still have the plasma rifle kick which is a leftie thing to do tho lol!

But what did u guys LIKE so far tho about the mod, tho? Better nailgun ammo pickups and function? How about the pistol / machinegun / chaingun distinctiveness in power level? Also the demon now has an xdeath... I don't mean the alternate death, but the best 'crumpling' graphic of the ones out there!

How about that title screen, eh? :) lol

Still, any more room for improvement let me know as well. Hehe!
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Re: DEEPEST EVIL

Postby Ghastly_dragon » Wed Dec 15, 2010 4:37 pm

ShadesMaster wrote:Better nailgun ammo pickups and function?

I wouldn't say better, just different. :P

And I'm waiting to see the final product before I say what I like. Betas are for improvement, after all. :P
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Re: DEEPEST EVIL

Postby ShadesMaster » Wed Dec 15, 2010 4:44 pm

True... but save for fixes to the demo, my next thing will be more hpack maps in the immediate future!
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Re: DEEPEST EVIL

Postby gravitar » Fri Dec 17, 2010 12:07 pm

What I liked:
Nice effects, sounds etc., the weapons are still kinda doomy, maps are ok. The titlepic owns. 8-)

What I didn't like:
The new stuff, though it's polished, seems tacked on, because the maps are basically 'just' generic base maps. Some of the new scrolling textures lag. It appears like this was made for the sake of using custom resources, i.e. the monsters have no special characteristics I would really need this or that kind of weapon for. That also goes for some of the monster placement, like arachnotrons and cacos in cramped smallish rooms where they aren't that effective.

Don't get me wrong. I'm not trying to piss on your project, just saying this doesn't add that much to justify the excess of custom resources, so far atleast.
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Re: DEEPEST EVIL

Postby Hellstorm Archon » Fri Dec 17, 2010 3:34 pm

Ghastly_dragon wrote:
ShadesMaster wrote:I playtested it on ultraviolence, I had sufficient ammo - but did you get the nailgun secret?

Bad idea making secret areas required. :P


Agreed. Another rule of sane map-making:

NEVER put required items in secret areas, especially keys.
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Re: DEEPEST EVIL

Postby ChronoSeth » Fri Dec 17, 2010 4:49 pm

Hellstorm Archon wrote: Agreed. Another rule of sane map-making:

NEVER put required items in secret areas, especially keys.

I also agree. Don't use the excuse that id did it a few times either.
If I can, I'll play the mod tonight.
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Re: DEEPEST EVIL

Postby Xim » Thu Dec 23, 2010 8:34 pm

This is actually a pretty cool map-set, I like it so far. I haven't made it through the second level yet, but I am enjoying it.

Quick suggestion, give the fist and the pistol the "weapon weapon" tag, so it auto-switches to a better weapon when I get ammo.
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Re: DEEPEST EVIL

Postby 40oz » Fri Dec 24, 2010 2:56 am

Oh neato. I see a texture I made in the first screenshot. Good to know we're just as careless about ripped resources as ever.
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Re: DEEPEST EVIL

Postby wildweasel » Fri Dec 24, 2010 3:03 am

40oz wrote:Oh neato. I see a texture I made in the first screenshot. Good to know we're just as careless about ripped resources as ever.

Okay, you're apparently not in the credits in the first post, but at least the guy has the decency to even have a credits listing. You could have just asked him to add your name to the list instead of being rude about it.
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Re: DEEPEST EVIL

Postby Trooper 077 » Fri Dec 24, 2010 3:06 am

40oz wrote:Oh neato. I see a texture I made in the first screenshot. Good to know we're just as careless about ripped resources as ever.



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Re: DEEPEST EVIL

Postby ShadesMaster » Fri Dec 24, 2010 7:22 am

Done! '4' comes before any letter alphabetically, so you're the first! :)
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Re: DEEPEST EVIL

Postby Eriance » Fri Dec 24, 2010 3:05 pm

At this rate, nothing will be new by the time DE is released. Think I'll stop uploading my sprites. :P

EDIT: Just tried it. Seems pretty fun, and feels like old-school doom. A bit cramped for my taste, but not bad.
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Re: DEEPEST EVIL

Postby Ghastly_dragon » Fri Dec 24, 2010 4:49 pm

Eriance wrote:At this rate, nothing will be new by the time DE is released. Think I'll stop uploading my sprites. :P

Previews of single sprites (maybe in-game screenshots, for finished works), I guess, would be appropriate without the inherent risks of showing the whole set. I still love to see what you cook up for DE.
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