The Power Core 3

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The Power Core 3

Postby Karnizero » Sun Sep 30, 2007 5:33 am

The Power Core 3 (aka La Fuente Energética, spanish tittle), is a remake i made from an old map of a friend of me (Eye del Cul, from http://www.arcades3d.com, spanish web).

I tried to make a map with a dusty industrial far futuristic ambience, with many more new textures, and a good ambience.

It runs only under GzDoom, cause it uses many dynamic light and maybe (i really dont remember) some more enhancements from GzDoom.
All texts in game are spanish and english, except for intermission text, only spanish.

Ok, no more sermons, and here some "shoots from the screen" (screen-shots):

1.- Comparing the original, with the remake. Original on the left, remake on the right, except in the last screen:

Image Image
Image Image

2.- Some other "normal" screens:

Image Image Image
Image Image Image
Image Image Image

And here the desired download links:

[WARNING: JUMPING IS NOT ALLOWED, REMEMBER THAT!!!!]

1.- Original map links to webpage and download:
A) Web page from the original map author: http://www.geocities.com/eyedecul
B) Link to download the original map: http://www.geocities.com/eyedecul/doom2/juente.zip

2.- Remake Downloads:
A) Reduced Version: Only Map, 1Mb approx:
- Megaupload: http://www.megaupload.com/?d=9MH16HU7
- Rapidshare: http://rapidshare.com/files/59157482/Juente_dust.zip.html
B) Full Version: Map, Music, Intermission text, TITTLEPIC, 15 Mb approx [RECOMMENDED]:
- Megaupload: http://www.megaupload.com/?d=2TXT3SEQ
- Rapidshare: http://rapidshare.com/files/59161168/Juente_dust_Full.zip.html

And that is all. I hope you enjoy that.

Cya.
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Postby Enjay » Sun Sep 30, 2007 5:56 am

Oh wow! That's very cool. The original level is one that I have played a lot and I like. This is a very different, very grimy, dirty, oppressive take on an old, familiar map. It actually took me a while to realise which map it was but then things just started looking increasingly familiar. I like it.
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Postby Karnizero » Sun Sep 30, 2007 6:15 am

Enjay wrote:Oh wow! That's very cool. The original level is one that I have played a lot and I like. This is a very different, very grimy, dirty, oppressive take on an old, familiar map. It actually took me a while to realise which map it was but then things just started looking increasingly familiar. I like it.


Just a question, Enjay, ¿I know you? I mean, ¿are you from spain, or maybe you know Eyedelcul or maybe Arcades3D?

You really surprised me when you told that you have played "juente.wad", cause that is an old map of a friend of me, but i suposed that it was not a well known wad/map.
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Postby Enjay » Sun Sep 30, 2007 6:28 am

Nope, not Spanish
Enjay's location wrote:Scotland
:)

I'm not sure if "juente.wad" was ever reviewed at Doomworld but, somehow, I came across it and it's just one of those maps that I really quite like for some reason. I like tech bases I guess. :) So, yeah, I've played it lots and think it's a pretty cool map.

The original map can be found in the idgames database here:
http://www.doomworld.com/idgames/index.php?id=12025
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Postby Karnizero » Sun Sep 30, 2007 7:01 am

Enjay wrote:Nope, not Spanish
Enjay's location wrote:Scotland
:)


Image Image
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Postby Wills » Sun Sep 30, 2007 9:14 am

Wow, those screens look really sweet. *downloads*
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Postby Matt » Sun Sep 30, 2007 12:31 pm

Oo, remake!

I originally played the version of this map in Garrulismo. Surprisingly more difficult than the standalone one despite the bigger monsters, but still one of the better maps out there. Looking forward to trying this version...

EDIT:

1) omg a modern map that runs at a decent framerate for me dude i love you

2) Interesting how the gameplay dynamic completely changes when you change the visibility like that...
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Postby Enjay » Sun Sep 30, 2007 4:09 pm

Minor problem: Assuming jumping is allowed in a GZdoom WAD, if you go upstairs and jump over the edge of the balcony opposite the yellow key, you will drop down to the lower corridor. If you do this before you hit the switch upstairs, I think you are now probably stuck because you can't get through the door which only opens via the switch.
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Postby Gez » Sun Sep 30, 2007 4:39 pm

Yeah, but you can disallow jumping in the MAPINFO.
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Postby Enjay » Sun Sep 30, 2007 5:07 pm

Gez wrote:Yeah, but you can disallow jumping in the MAPINFO.

Exactly - it hasn't been. GZdoom allows jumping and the disabling of jumping. Unless it is explicitly stated that jumping is not allowed, or jumping has been disabled via mapinfo, it's reasonable to assume that jumping (and crouching for that matter) is acceptable (IMO). However, areas where an undesired outcome (like this) can easily slip by a mapper, especially when converting an old map which has already been set up and the author "knows" where to go and what to do and so misses possible problems that jumping can create. I know, I've done it loads of times.

Although I don't think jumping is needed anywhere in the level, being able to jump enhances it (IMO), so I wouldn't want to see it disallowed (if it were, I'd edit the mapinfo myself and remove the restriction) but something could be done to stop the player getting stuck. (eg making it impossible for the player to get over the edge of the balcony, or making the door openable from the back.)
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Postby Unknown_Assassin » Sun Sep 30, 2007 5:19 pm

Enjay wrote:Minor problem: Assuming jumping is allowed in a GZdoom WAD


Never assume when the author says this :P :

Karnizero wrote:[WARNING: JUMPING IS NOT ALLOWED, REMEMBER THAT!!!!]


Interesting screenshots...*downloads*
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Postby Enjay » Sun Sep 30, 2007 5:25 pm

Unknown_Assassin wrote:Never assume when the author says this :P :

Karnizero wrote:[WARNING: JUMPING IS NOT ALLOWED, REMEMBER THAT!!!!]


Doh! and Doh! again for good measure.

As a general rule however, some of my comments still stand in as much as I would still prefer to "jump-proof" a map to ensure no unintentional jumping shortcuts rather than use the blunt weapon of disallowing jumping.
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Postby Matt » Mon Oct 01, 2007 9:35 pm

As far as I can tell (unless some of the secrets have such problems) that's the only part of the map that would create problems for jumpers.

Can't think of any good, non-obvious ways to stop that movement without making it impossible to fight the revenant from across the gap, though...
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Postby Gez » Tue Oct 02, 2007 1:32 am

It's possible to jump into the power core to get the red key without raising the bridges first. (Return jump is harder, but possible too.)
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Postby Enjay » Tue Oct 02, 2007 4:59 am

Ir's also possible to jump into the little control room where you are supposed to shoot the switch from outside. Bars on the window would solve that.

The balconies could be made blockable by putting a 3D bannister/bar around the edge using a 3D floor. Or just making the door openeable from behind. It would make it possible to circumvent the switch upstairs but I don't see that as a huge problem seeing as how you had to go upstairs to get to the balcony anyway.

The power core doors could be tied to the raising floors via a script: so they don't open unless you have hit a switch. In fact, you could make it so you have to hit all 4 switches before the doors will open.
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