Ballern.wad (STOPPED! got corrupted and backups overwritten)

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WARCHILD_89
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Ballern.wad (STOPPED! got corrupted and backups overwritten)

Post by WARCHILD_89 »

Image



Tested with GZDOOM 1.8.2
after extracting the two pk3 files in the zip start the two pk3 together with the zip for brutal doom style or just zip and flashlight pk3 for classic action.
Flashlight will be needed in BOTH cases !!!


https://www.dropbox.com/s/vuk9pz1pf5wl4 ... D_demo.zip

Maps and Progress:
MAP01: 98% Music taken from: Lotus Esprit Turbo Challenge
Map02: 90% Music is self-made.
Map03: 20%
MAP04: 40%
Last edited by WARCHILD_89 on Thu Oct 09, 2014 2:14 pm, edited 41 times in total.
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wildweasel
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Re: Ballern.wad (REMAKE in progress)

Post by wildweasel »

Do you have any screenshots or anything to show?
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WARCHILD_89
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Re: Ballern.wad (REMAKE in progress)

Post by WARCHILD_89 »

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Last edited by WARCHILD_89 on Mon Mar 17, 2014 2:32 pm, edited 1 time in total.
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Re: Ballern.wad (REMAKE in progress)

Post by WARCHILD_89 »

Map 01 will soon be uploaded for testing purposes. Today or tomorrow.

Including:

Alternate Monster death states (extended) (credits to David G. and those who put in their sprites into the altmonsterdeathstates.wad taken from realm 667). Current supported alt deaths: IMP, BARON OF HELL, CACODEMON, FORMER HUMAN, DEMON

compatibility with blood from the brutal doom MOD (ketchuptest.pk3). Only Blood not gore!

custom Shotgun fire including its own Damagetype "shotgun"(in progress), works on Cacodemon, Imp, Demon. Bullet sprites taken from the "Heavy Rifle" for testing. Code changed.

custom damagetype "Sawed" for chainsaw: working with Demon, Baron of Hell.
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WARCHILD_89
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Re: Ballern.wad (REMAKE in progress)

Post by WARCHILD_89 »

OUTDATED ZIP WAS HERE
Last edited by WARCHILD_89 on Wed Mar 05, 2014 3:29 pm, edited 2 times in total.
Endless123
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Re: Ballern.wad (MAP01 DEMO RELEASED)

Post by Endless123 »

Good map and long enough to be enjoyable. Lots of surprises and hidden passages. A good start for a megawad :)

BTW with which IWAD do you recommend to play this map? I ask because i played it with the Doom 2 IWAD and i got a few missing textures just like when i play a wad on d2 while it was designed to be played on tnt or plutonia.
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Re: Ballern.wad (MAP01 DEMO RELEASED)

Post by WARCHILD_89 »

The map is designed with DOOM 2.WAD

Some Textures are missing because they did not exist in any IWAD, they were from other mods, I just did not replace them with original textures yet. My aim was to create a playable Test demo, so I did ignore the missing Textures.

I know two areas where it has to be fixed some other areas are just under construction(e.g.. when finding the last key you see a way outside but you can´t pass, its because I just made the sector height 0)


But in the final end version I will fix that of course ;)
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Re: Ballern.wad (MAP01 DEMO RELEASED)

Post by Endless123 »

Don't worry too much about it. This map is more than just "playable" if you ask me. Hard map for an "often-miss-target" player like me (my lack of accuracy is almost legendary where i leave :lol: ) But i manage to complete the map. I got stuck a few times and the noclip help me a bit but overall i liked this map that's why i'm looking forward for more.

In short it's a good map fun to play so keep up the good work :)
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Re: Ballern.wad (MAP01 DEMO RELEASED)

Post by Canofbacon »

It's a fun map. Honestly I feel it was to long, but that's just my opinion. I died a lot and had to use resurrect. By the way, one of the Arch-viles got stuck in a wall or something at some point, you might want to fix that. The wall had a metal texture. Overall 4/5.
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Re: Ballern.wad (MAP01 DEMO RELEASED)

Post by WARCHILD_89 »

Thanks guys!

I have to make it compatible to difficulty settings.... I never made any of these levels compatible to this.

That Arch-Vile was a test, I have to change that area...you´re right
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Re: Ballern.wad (MAP01 DEMO RELEASED)

Post by WARCHILD_89 »

UPDATE(22.02.2104):

Map01:
- added compatibility to all selectable difficulties, maybe still needs to be optimised.
- enhancing map with dynamic lights and detail in some areas at the moment.

Map02:
- Just a first impression, in progress at the moment. NO EXIT available ! Just test the map!

NOTE: if you already have downloaded the ZIP, then just replace the WAD file in the zip with the new one. But the new wad works also without the extra content in the zip

https://www.dropbox.com/s/c56iptsnikg6d ... 02TEST.wad
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Re: Ballern.wad (get latest file to test current development

Post by WARCHILD_89 »

here I have a bunch of Images to give you an impression:

NOTE: LATEST ZIP on the very TOP of the thread!

https://www.dropbox.com/sh/ku3m5zo1yttjjtl/d9CfwpQPOe
Endless123
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Re: Ballern.wad (get latest file to test current development

Post by Endless123 »

Is it just me but map 02 is a bit dark? :P

Again map01 if fun to play

I saw a little gap at a corner near the exit where we can see enemies behind that look like they are floating in the air. As for map02 i had to light my way with a lightamp powerup to see where i'm going and to see the design of the map. Even if it's unfinished i'd say it's a good start :)

Keep it up :)
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WARCHILD_89
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Re: Ballern.wad (get latest file to test current development

Post by WARCHILD_89 »

That´s because sector light is 0.

You have to enable Dynamic lights in the GL options menu ;)

look up the link to the screenshots to see how it should look like


the gap you mean...do you have a screenshot for me?
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Re: Ballern.wad (get latest file to test current development

Post by WARCHILD_89 »

added SCAR machine gun, my first weapon I´ve ever made from scratch. including Zoom

Reload compatibility coming as soon as I figured out how to code this....

here´s a first impression:

https://www.dropbox.com/sh/6z7bai6e6lojnab/KHx3Gh3F5p


EDIT: SRy it´s no Scar I scew it up, Its an ACR I think...
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