The Edge of Time - TPC (Beta 1.9r1 "Contra")

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Re: The Edge of Time - TPC (Beta 1.9 "Crisis Force")

Postby FireSeraphim » Mon Oct 19, 2020 1:56 am

Posted a few screenshots of E4M1 in the opening post. This map is one I've been fighting against when mapping it due to parts of the concept not panning out like I want and struggling to balance between Suspension of Disbelief and recognizability. The underlying concept is you start out in a cave in the year 3 Million A.D and it's kinda a riff on H.G Wells "The Time Machine" but the Time Machine you find takes you to New York in the Year 802,701 A.D and well you can kinda see my struggle if you looked at my screenshots for the far future NYC especially since I'm kinda riffing off H.G Wells a bit (and his city of choice in the novel was London). Can you imagine the challenge of envisioning NYC in the same general setting and in a doom map?
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Re: The Edge of Time - TPC (Beta 1.9 "Crisis Force")

Postby ShockwaveS08 » Fri Oct 23, 2020 10:01 pm

I'm up to E1M5 on Hurt Me Plenty, and I'm having a blast so far! I would like to add a few suggestions.

1) Allow your weapons' secondary modes (where applicable) to be used with the Alt-Fire key, as opposed to Zoom.

2) Allow the automap screen to show a tally of your total reserve munition for all available weapons.

3) Allow the item-count digits in the "Items" display to be the same as the rest of the HUD, for more-consistent visual readout.

4) Allow the Zoom key to instead perform a quick-melee with the Machete, if it fits into the scope of the project.

5) Regarding E1M4's Red Keycard "hangar" showdown, there's an invisible wall blocking the way out, that only goes away once every enemy in this one area is slain. Perhaps communicate that better with red klaxons and lights, that indicate an incoming demon infestation, and prevent the door from moving until the new "lockdown" is lifted?
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Re: The Edge of Time - TPC (Beta 1.9 "Crisis Force")

Postby FireSeraphim » Sat Oct 24, 2020 1:42 am

1. No. The reason I have it set up that way is because having it bound to the altfire key doesn't sense to me if the weapon doen't fire differently in altfire (or doesn't animate differently during altfiring). I'm using the Zoom key as a toggle key of sorts and I think the toggle method is better from a gameplay POV rather than the "slap it to right-mouse" method. Also the Mod is balanced around the toggle method.

2.I'll see what I can do about that

3. Same as 2

4.No, If I give all the weapons the option to quick melee it would be a coding nightmare for two reasons (and I'm familiar with DECORATE. Not Zscript, the small handful of Zscript code was made by other people)
  • I would have to give up the "Auto-swap to nearest ideal weapon when out of ammo" if I do that since there would be new mode that doesn't consume ammo and the gameplay of the mod is balanced around that.
  • I would have to write special state checks for blade power on the other weapons and some of them are already kina coding nightmare
5. Same as 2 and 3
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Re: The Edge of Time - TPC (Beta 1.9r1 "Contra")

Postby FireSeraphim » Tue Oct 27, 2020 8:12 pm

This is mostly a minor bugfix and gameplay improvement update. Here's the Changelog
Spoiler: Beta 1.9r1 "Contra"
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Re: The Edge of Time - TPC (Beta 1.9r1 "Contra")

Postby ShockwaveS08 » Wed Oct 28, 2020 9:50 am

I've noticed a slight bug in E1M5, regarding GZDoom's portal system; approaching one from a diagonal angle will cause you to see the "dead-end" of the portal moments before you are sent to the other side. Is there a way to increase the "depth" of a portal, to avoid such immersion-breaking instances like this?
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Re: The Edge of Time - TPC (Beta 1.9r1 "Contra")

Postby ShockwaveS08 » Thu Oct 29, 2020 2:42 pm

Found another bug in E1M6: When approaching certain elevations in the map, the skybox's "seam" can be seen as its texture starts to repeat on the horizon.
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