Freedoom stuff I've been working on

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Freedoom stuff I've been working on

Postby Talon1024 » Fri Aug 25, 2017 10:50 pm

MAP25 "Red Works"
I've been working on vanillafying Freedoom MAP25. However, there is one major problem, and one minor problem I can't seem to fix.
The major problem is that, in vanilla and chocolate doom, the floor in the sector with tag 30 does not change to blood, and when I step in it, the game crashes with "P_PlayerInSpecialSector: unknown special whatever". However, this works just fine in Boom and GZDoom.
The minor problem is drawseg overflows in the deathmatch arena, but they don't seem to be too bad when I test it in ChocoRenderLimits.
Also, GZDB's Visplane Explorer mode shows visplane overflows in a particular area, but when I test it in ChocoRenderLimits, it works just fine and I don't get any VPOs.

Features:
- (Should be) No visplane overflow crashes in Vanilla or Chocolate Doom.
- Secret area in water cave is now accessible again.
- Plutonia textures because why not.

Version 1 download

v1-v2 changes:
- Tweaked difficulty; should be less annoying on harder skill levels. Tested on ITYTD, HNTR, and HMP.

Version 2 download

v2-v3 changes:
- Fixed P_PlayerInSpecialSector issue, and the water pool turning to blood in Vanilla.

Version 3 download

C3M5 "Oblation Temple"
I've also been working on a C3M5 map for Freedoom.
http://www.ciinet.org/kevin/myimages2/doom/freedoom/maps/sp/shots/c3m5_1.png

Stealth sphere
Animated GIF:
Image
Doom palette frames:
ImageImageImageImage
True colour frames:
ImageImageImageImage
Last edited by Talon1024 on Sat Sep 23, 2017 11:30 am, edited 6 times in total.
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Re: Freedoom stuff I've been working on

Postby Voros » Sat Aug 26, 2017 12:21 am

Map25 needs some serious work with layout and difficulty. It's simply annoying.

Also, trying to access/download your map25 WAD gives a forbidden message.
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Re: Freedoom stuff I've been working on

Postby Talon1024 » Sun Aug 27, 2017 8:05 pm

Fixed the 403 forbidden error. I also uploaded a newer version of MAP25 that should be less annoying in terms of difficulty.

Also, can you notify @Jaws in Space please, since he is the czar for that section of Freedoom?
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Re: Freedoom stuff I've been working on

Postby Talon1024 » Fri Sep 08, 2017 6:23 pm

I finally got the P_PlayerInSpecialSector issue in MAP25 sorted out. I fixed it by swapping the positions of the third and 75th linedefs of the sector that has tag 30 in the LINEDEFS lump manually with SLADE. I may have made some other changes, but I really can't remember what other changes I made, if any.

Version 3 download
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Re: Freedoom stuff I've been working on

Postby Voros » Fri Sep 08, 2017 9:36 pm

Testing on HMP.

General
- I never liked toxic blood sectors. I'm sure other don't either. Your wish on what to do with them.
- Baron/Hellknight/Revenant fights are a real PITA until you the SSG. Close encounter fights with them are even worse.

Things I Have On My Mind
- (2713,-1846): It wouldn't hurt to add a small platform here.
- (1977,-2162): I'd rather see this series of rooms shortened to 3 rooms, while using mid tier enemies (no barons/hk/revenants)
- (-1037,-855): The steps here are really hard to recognise after flicking the switches. This has always frustrated me.
- (-1910,472): This room doesn't have to be this big. Just saying. MINOR
- (-967,1066): These steps too are barely distinguishable from the wall.
- (-1936,-581): Texture alignment doesn't match with the "outer walls" after this small room opens. MINOR
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Re: Freedoom stuff I've been working on

Postby Talon1024 » Tue Sep 12, 2017 9:16 pm

Thank you for your feedback. I did some more tweaking of the layout and difficulty again.
  • I shortened the series of rooms leading up to the yellow key switch. There's a Hell Knight miniboss guarding the switch, but you get to pick up an SSG after defeating him. I also added the "alien letters" to that series of rooms.
  • I tweaked the damaging blood areas so that there aren't so many of them.
  • Removed invis sphere and shell box from cave secret, and added a backpack. I personally found the invis sphere useless.
  • Removed some spectres and shotgunners from the large room, and added the ambush flag to a few more monsters.

Version 4 download
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Re: Freedoom stuff I've been working on

Postby Talon1024 » Sat Sep 23, 2017 11:28 am

I'm working on a new "Stealth sphere" sprite because the current one looks too much like the one from Doom.

Animated GIF:
Image
Individual frames (Doom palette):
ImageImageImageImage
Individual frames (True colour):
ImageImageImageImage
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Re: Freedoom stuff I've been working on

Postby Blue Shadow » Sat Sep 23, 2017 4:47 pm

It's probably better if you started a dedicated thread in the projects forum, since as far as I can see, it's turning into one.
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Re: Freedoom stuff I've been working on

Postby Voros » Sat Sep 23, 2017 8:18 pm

It looks too much like a wooden ball and feels a bit inconsistent with the other pickups (they have a design that reminds us of orbs that contains something inside). Maybe you could have a go with emulating the dark color a Spectre has?
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Re: Freedoom stuff I've been working on

Postby Talon1024 » Sun Sep 24, 2017 10:28 am

Thanks again for the feedback, Voros. How is this?
ImageImageImageImage
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Re: Freedoom stuff I've been working on

Postby Voros » Mon Sep 25, 2017 4:24 am

>:D There we go. Much better.
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