The First ZDoom Community Map Project is Finished!

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Tormentor667
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The First ZDoom Community Map Project is Finished!

Post by Tormentor667 »

Well, I will make this short: The ZDoom Community Map Project "Take 1" is finally finished and can be downloaded over at http://www.tormentor667.de. It should soon be available from the idgames archive, too. I only need to upload it first.

At tormenter667.de, just move to the Doom area and then into the ZDoom Community Projects subsection. There you will find screenshots, the textfile, and the wad itself.
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Ralphis
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Post by Ralphis »

Weird, some parts are great and other parts are not so great. I guess it's what happens in a community map. Props on finishing it
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Lexus Alyus
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Post by Lexus Alyus »

What parts are not great? I think all of it is great.

:twisted:
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Bio Hazard
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Post by Bio Hazard »

Lexus Alyus wrote:What parts are not great? I think all of it is great.

:twisted:
there are these halls with cacos in them, those suck.
the room right before mine really sucks
the room that looks like the gate room really really sucks
:twisted:
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Graf Zahl
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Post by Graf Zahl »

Very funny!

The only thing about this map which sucks is the slowdown due to its massive size. This map is so huge that even on my fast computer I am only getting average frame rates. :(
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Bio Hazard
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Post by Bio Hazard »

heh, it runs faster than Z1M9 :)
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Carnevil
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Post by Carnevil »

Wow! :shock:

This is an amazing piece of work guys! You should be really proud of what you've done! It's fantastic :) Clearly a lot of hard work went into this, and it was well worth it. It turned out great. Congratulations!

Tormentor: Let me get in on the next one! :D
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Post by NiGHTMARE »

Carn: all the slots on #2 are filled, so you'll probably have to wait for #3 :).
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Cutmanmike
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Post by Cutmanmike »

Seems to run fine on my pc, even in the outdoor bits. Ok questions:

1) How long would it take the avarage doom player to complete this?
2) Where's the platformy bits? *sob*
3) Would this work fine with co-op?
4) Are we allowed to use save games? :P
5) Has anyone completed this yet?
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Tormentor667
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Post by Tormentor667 »

@Brad - But you can join the "Knee Deep in ZDoom" project over at the following forum page:
http://forum.zdoom.org/viewtopic.php?t=3255&highlight= ;)

@cutty
1) About one hour (without dying)
2) ?
3) Yes
4) Yes (why not!? :))
5) Yes ;)
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HotWax
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Post by HotWax »

cutmanmike wrote:3) Would this work fine with co-op?
No thanks to you......
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Enjay
 
 
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Post by Enjay »

cutmanmike wrote:1) How long would it take the avarage doom player to complete this?
Took me a little over 1 hour (1 hour plus 4 to 5 minutes I think). I'm not an expert player by any means but I do have knowledge of the map on my side.
2) Where's the platformy bits? *sob*
Very few (thank goodness :P ). A little hop skip and a jump over a lava pit to get a soul sphere and a blue armour is about your lot.
3) Would this work fine with co-op?
There were attempts to make it multi-compat but the map was not set up with it in mind and quite a few of the effects are not MP friendly. So, I guess HotWax has it covered.
4) Are we allowed to use save games? :P
No, most certainly not. :P

OK, play it however you want :roll:. There are autosave points in the level. One of these, however, autosaved whilst I was on 5% health and standing nose to chest with one of those nasty winged barons. :surprise:
5) Has anyone completed this yet?
see #1.
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randomlag
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Post by randomlag »

For the record, honesty is always the best policy. The credits are incomplete :)

And not to spoil your claim, but you should be aware there is actually a larger level than this if you delete the stuff that has nothing to do with the level. It's in 3057 MAP02. And if you include the junk, then 3057 it still has more vertices, sidedefs and sectors. Not that size is what makes or breaks a level. Other than lacking more hires textures (which is interesting considering the difference this makes), pretty good level considering the variety of talent.

That size level runs fine on a PIII 1 ghz which realistically is a pretty low end machine in today's world. Heck, I can even run a almost twice this size on the same machine in OGL using R3D. I have a test level with 50k linedefs and packed sides since the sidedef count is way over 100k as well as verts at 48k.

Which reminds me, that level was for testing the new extended V4 nodes in DeePBSP using a beta R3D. Interestingly, although the level size is larger, a zipped version of the file tends to be smaller than the ZDOOM version because of the double zip effect.
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Graf Zahl
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Post by Graf Zahl »

Yes, RTC-3057 Map02 has more vertices, sidedefs etc. But most of it is wasted in insane small detail instead of map size. In terms of that I think the only thing coming close is Deus Vult.
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HotWax
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Post by HotWax »

randomlag wrote:For the record, honesty is always the best policy. The credits are incomplete :)
Although I'll probably regret asking, exactly where are they incomplete?
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