BUG TEST IT FIRST!!! Let us see the fully compiled mapset... I'm sure some of the maps haven't been played by everyone here yet.§-Morpheus-§ wrote:LATEST HOUR NEWS
The TEN has all maps completed and fully functional...that means i could release it now, but i need to complete the last GFX and we're done...
Cheers, guys...
[CP] The "Ten" Community Project! Completed! First post!!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Project Shadowcat
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Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
- Remmirath
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Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
Ok...i need some betatesters, though...who offers?
- Project Shadowcat
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Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
I sure as hell will.
- .+:icytux:+.
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Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
i don't think we need beta testers. the team is big enuff to test the thing themselves
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
This is great news! All our hard work is finally (almost) complete!
Indeed, I can basically do all of single player either tonight or tomorrow. (Depending what happens with gfx).+:icytux:+. wrote:i don't think we need beta testers. the team is big enuff to test the thing themselves
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
I'll give it a test all the way through, and I'll also get my brother in to test out the co-op episode 2 player as well. Should be able to get that done tomorrow, with luck.
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
Likewise, Expect a single player review sometime soon!Project Dark Fox wrote:I sure as hell will.
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
SameProject Dark Fox wrote:I sure as hell will.
SamePhobus wrote:I'll also get my brother in to test out the co-op episode 2 player as well.
- hnsolo77
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- Location: the mythical land of Toronto Canada. (not really)
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
if anyone has the latest, gimmie since i have nothing better to do tonight
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
Map01:-
Nice, simple intro map.
Kept the tech base theme going, although the red-ish area seemed a little wierd. All in all, nice map.
Map02:-
Very fun, and good use of the 'fuzzyness' on various monsters. Made the Archvile battle rather interesting. Well detailed and good gameplay!
Map03:-
Immediately the music makes me 'just keep on moving' with it's high upbeat nature.
The layout was brilliant, made the map seem 2x bigger than it actually is, but wtf? why is the yellow door pink?!
Map04:-
This map just never seems to finish!
great use of avaliable space limits, but maybe a little hard for an early on stage?
Good map nonetheless!
Map05:-
Very... annoying.
Great mapping, just I found that no matter how predictable some of the monster placement was I couldn't survive... I had little health left from the previous map making this leave me with 1-8 health alot of the time... Still a good map though!
Map06:-
Wtf. 2 caco's and about 4 imps, annoying music and nothing much to do?
Map07:-
Much better than the previous maps. I liked the referenced areas from sections of Doom2.
I found a bug, I could jump over the backwall in the red keycard area and not return, leaving me standing on the sky which is on the floor.
Map08:-
Map09:-
Nice, good layout, good use of K2 constructs (Bridges) and fun gameplay.
Good usage of slopes, too.
Map10:-
I had o use IDDQD, there was no way I could fend off an archvile while being shot at by a cyber with 24 health left and nowhere to hide. Detail was pretty nice though.
Map11:-
Heh, I just loved using up some of the plasma bullets I had left.
Nah, pretty fun map, just looks very bare in most places...
Map12:-
Who made this crap..?
Oh, wait, it's my map.
(@Morpheus: I don't particuarly like the music, it doesn't fit the map in my opinion, try the music from SP_SIMP3.wad (/idgame archive) as that's what I had in mind as I mapped it.)
Map13:-
Different Idea, but awkward to play in, sadly I didn't enjoy this map as much as I would have liked to, because of the awkwardness. also, the Mastermind battles at the end were pretty boring having one after the other in a repetitive motion.
Map14:-
"You need all the skulls for open this door" It should say to, not for.
Apart from that minor mistake I enjoyed this map thuroughly.
Map15:-
I remember testing this map so you already know my thoughts on it.
Overall:-
Pretty fun guys!
Also, Thanks for letting me be part of this.
Nice, simple intro map.
Kept the tech base theme going, although the red-ish area seemed a little wierd. All in all, nice map.
Map02:-
Very fun, and good use of the 'fuzzyness' on various monsters. Made the Archvile battle rather interesting. Well detailed and good gameplay!
Map03:-
Immediately the music makes me 'just keep on moving' with it's high upbeat nature.
The layout was brilliant, made the map seem 2x bigger than it actually is, but wtf? why is the yellow door pink?!
Map04:-
This map just never seems to finish!
great use of avaliable space limits, but maybe a little hard for an early on stage?
Good map nonetheless!
Map05:-
Very... annoying.
Great mapping, just I found that no matter how predictable some of the monster placement was I couldn't survive... I had little health left from the previous map making this leave me with 1-8 health alot of the time... Still a good map though!
Map06:-
Wtf. 2 caco's and about 4 imps, annoying music and nothing much to do?
Map07:-
Much better than the previous maps. I liked the referenced areas from sections of Doom2.
I found a bug, I could jump over the backwall in the red keycard area and not return, leaving me standing on the sky which is on the floor.
Map08:-
Code: Select all
Script 1 OPEN
{
Sector_Setcolor(My,Eyes,Now,Hurt);
}
Nice, good layout, good use of K2 constructs (Bridges) and fun gameplay.
Good usage of slopes, too.
Map10:-
I had o use IDDQD, there was no way I could fend off an archvile while being shot at by a cyber with 24 health left and nowhere to hide. Detail was pretty nice though.
Map11:-
Heh, I just loved using up some of the plasma bullets I had left.
Nah, pretty fun map, just looks very bare in most places...
Map12:-
Who made this crap..?
Oh, wait, it's my map.
(@Morpheus: I don't particuarly like the music, it doesn't fit the map in my opinion, try the music from SP_SIMP3.wad (/idgame archive) as that's what I had in mind as I mapped it.)
Map13:-
Different Idea, but awkward to play in, sadly I didn't enjoy this map as much as I would have liked to, because of the awkwardness. also, the Mastermind battles at the end were pretty boring having one after the other in a repetitive motion.
Map14:-
"You need all the skulls for open this door" It should say to, not for.
Apart from that minor mistake I enjoyed this map thuroughly.
Map15:-
I remember testing this map so you already know my thoughts on it.
Overall:-
Pretty fun guys!
Also, Thanks for letting me be part of this.
- Project Shadowcat
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Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
In the caverns it's intentional, however I couldn't do a lot more about the steel structures.Josh wrote:Map11:-
Heh, I just loved using up some of the plasma bullets I had left.
Nah, pretty fun map, just looks very bare in most places...
Where is the download?
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
Hmm, I'll post a fix to that, thx for spotting it and I really liked how you enjoyed the map.Josh wrote:Map07:-
Much better than the previous maps. I liked the referenced areas from sections of Doom2.
I found a bug, I could jump over the backwall in the red keycard area and not return, leaving me standing on the sky which is on the floor.
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
It never ends . Nah, but really, thanks! I am glad you enjoyed it.Josh wrote:This map just never seems to finish!
great use of avaliable space limits,
Good map nonetheless!
I mentioned that when that map was first completed, but Morpheus thought it was in a good spot, so i guess it stays .Josh wrote:maybe a little hard for an early on stage?
Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
Indeed, I would like to try it too...Project Dark Fox wrote:Where is the download?
@Josh: Don't forget the coop episode
- Remmirath
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Re: [CP] The "Ten" Community Project! ALL SLOTS TAKEN Kthxbai
@Josh: I'll change the music on MAP12...thanks!
Well, i left my download link on my PC, not on this i'm writing, so i'll switch it on, and i'll send you the link...
Ah, i uploaded it on Sendspace, so move on to download it, otherwise it'll expire...
Well, i left my download link on my PC, not on this i'm writing, so i'll switch it on, and i'll send you the link...
Ah, i uploaded it on Sendspace, so move on to download it, otherwise it'll expire...