The [ZDoom Community MAP] Project

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cyber-menace
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Post by cyber-menace »

Darkon wrote:and the credits sequence is uber cool!
You can thank BioHazard working somewhere around 40 hours or so on that... he has learned to hate cameras and Colony.it.
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Bio Hazard
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Post by Bio Hazard »

i only put 20 hours into that, it was 40 for evrything else
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Risen
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Post by Risen »

I have the image, but every end sequence looks for exittext (even next endpic) and changes the music. If the image could be put in as a full screen HUDmessage, then we won't have to worry about either the text or the music. I'd do it but I fear messing up the beautiful ending sequence. Anyway, I'm posting up the image and someone can finish from there with whatever works best.

And if someone wants to stick my name somewhere in a tiny credit line, that'd be cool.

Edit: It's done now. Finish the wad to see the cool endpic!

I thought a great part of this map was the boss fight and it didn't get any mention in the credit flythrough, so I chose that as the focus. Names of contributers are behind, but they are set back so they don't conflict with the other visuals. Some were necessarily hidden behind stuff, so I'm sorry if you can't find your name. If people object to this greatly then I'll revise it, but I like it as it is now. I tried to follow Tormentor's general visual style of heavy texture and effect, combined with layered images and transparency. I think it fits in. And look, I've even left an extra hour.
Last edited by Risen on Mon Aug 30, 2004 7:45 am, edited 1 time in total.
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Giest118
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Post by Giest118 »

That's a kickass picture. :D (only I'm not mentioned...)

So, I see you like my boss enemy. :)
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cccp_leha
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Post by cccp_leha »

If someone get the chance (*coughTormentorcough*) could you please change the linedefs in my label to be always shown on the automap - they are quite useless ATM.
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Bio Hazard
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Post by Bio Hazard »

ill incorperate it into the credits real quick like...

i dont see what you guys like so much about those cameras... they are just... um... cameras... i didnt get to do half of the cool stuff i wanted to do :(

hmm, nevermind... i cant think of a way to get it to appear without it going "BAM" onto the screen real abrupt like... (i want HUDMSG_FADEON! :evil: )
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Lexus Alyus
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Post by Lexus Alyus »

Giest: You are there... your just behind that 1 :D.

To be honest, I couldn't find him... but then agaion... I do have the observational skills of a Gnat! :D

:twisted:
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Enjay
 
 
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Post by Enjay »

Bio Hazard wrote:hmm, nevermind... i cant think of a way to get it to appear without it going "BAM" onto the screen real abrupt like... (i want HUDMSG_FADEON! :evil: )
How about putting it on a wall in a dark sector, then changing to a camera that looks at the wall then raising the light level in the sector it is in?
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Bio Hazard
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Post by Bio Hazard »

i thought of that, but it would be quite difficult to make a wall thats 640x480units, and it would be difficult to place a camera far enough away to see it all. i was going to do this in the credits sequence, but it was too difficult (and i was only using 512x384!)
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Graf Zahl
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Post by Graf Zahl »

If you need help just take a look at the first map of DSV5 which is doing exactly that.
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Risen
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Post by Risen »

I know there's at least one name hiding behind the big 1... but Giest should not be complaining, his boss is in the picture!

Bio: Try using a fullscreen black hudmessage on top of it that fades out, maybe?
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Tormentor667
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Post by Tormentor667 »

Great picture ;) Just tell me as soon as you guys have finished implementing it :)
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Enjay
 
 
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Post by Enjay »

Instead of making a 640x480 wall, make the texture hi-res instead and then you can have the camera closer.

(Also, the texture may need to have more standard Doom texture relative dimensions - easily achievable by adding black borders or something - not sure if it is actually needed though.)
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Tormentor667
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Post by Tormentor667 »

@Bio - If you add Risen, you can also add me to a GFX part with him (for titlepic & interpic) ;)
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Curunir
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Post by Curunir »

Tiny bug report:

In the sewers, one linedef of the railing, looking outward, into the sewage, has the railing texture misaligned and floating in the air.

Coords:
x: -4689
y: -2856
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