Page 68 of 352

PostPosted: Sat Oct 09, 2004 6:40 am
by Graf Zahl
E1M5:

Sectors 89 and 1342 are not closed.

PostPosted: Sat Oct 09, 2004 6:56 am
by NiGHTMARE
Found a couple of errors in E1M5:

- In the original startiing room, the floor of the metal pillars on the 3D bridge scroll.

- When you go through the door, the ceiling above the floor lights is lit up, when it clearly shouldn't be (since none of the other ceilings above the floor lights are lit).

- The GRAY2 secret door (linedef #818) has the upper unpegged flag set.

- Not a bug as such, but the long green sloped tunnel is almost begging to have a pool of nukage at it's lowest points (simply because so many games which have these kinds of tunnels do that ;))

This map's looking amazing BTW... :)


No bugs to report on E1M7, but this map MUST have Dark Imps! Oh, and this one looks amazing too :).

PostPosted: Sat Oct 09, 2004 7:13 am
by Enjay
Tormentor667 wrote:@Enjay - I will likely add your tanks and the new clouds ;) Thx for this!


Cool. Glad they're of use.

PostPosted: Sat Oct 09, 2004 7:37 am
by cyber-menace
Hehe, I slapped my tanks together in about 5 minutes because I couldn't really think of a good way to make them, thus explains their odd shape and appearance.

EDIT: BAH! I can't figure out what to do after the area where you used to get the red key in E1M5. I looked everywhere and found nothing...

PostPosted: Sat Oct 09, 2004 8:52 am
by Risen
Yes, I'd like to help polish this thing up.

I'm really not a big fan of any of the new monsters, they just don't feel like they belong. Whenever I encounter one, I don't feel like I'm playing Doom anymore.

Has anyone recorded a demo on E1M7 yet? Thoughts on the ending? I'm really interested to see how other people made their way through it and what your thoughts are.

E1M5: Looks great! However, I found the gameplay to be lacking in a few areas. Some of the fights were simply unfair and the detail did take away from how the level played at certain points. I really like what you did with some of my areas and don't like some of the others. Also noticed a few bugs in addition to what was listed above. Found some HOM in the dark pillar room. Underneath the crate in the main area is not swimmable. Overall it's a very nice job and with some final touching up it will be an awesome map!

PostPosted: Sat Oct 09, 2004 9:35 am
by Tormentor667
@cybermenace - Damn, I forgot to make the room after this teleporter and the redkey... I will remove this extra and place the redkey there again in Round 2

@NMN+Risen - Great, two persons are in!

@Risen (on E1M7) - I like the ending pretty much but don#t you think the 6 cacos are a bit too hard!? :) All in all you did a lot of great work to E1M7 but in my eyes it is a bit TOO dark. It is partially hard to move through the map if almost every room has a light level between 0 and 80, maybe we could do something about it. Also I'd like to see some more hellish areas in this map, maybe also in E1M8 (as I will do this in round 2). But, well, the rest is perfect :) And concerning the gameplay in E1M5: I didn't touch this, no time for that but this will be also done in round 2! And for sure, the bugs will be fixed (maybe by you!? :))

PostPosted: Sat Oct 09, 2004 9:48 am
by Risen
Tormentor667 wrote:@Risen (on E1M7) - I like the ending pretty much but don#t you think the 6 cacos are a bit too hard!? :) All in all you did a lot of great work to E1M7 but in my eyes it is a bit TOO dark. It is partially hard to move through the map if almost every room has a light level between 0 and 80, maybe we could do something about it. Also I'd like to see some more hellish areas in this map, maybe also in E1M8 (as I will do this in round 2). But, well, the rest is perfect :)

I didn't think 6 were too hard. This is E1M7 after all, not E1M4. It should be getting harder! I do not consider myself a great player but I never died there. You should have a good supply of ammo and health when you go in, and be equipped with enough weaponry to handle it. If you find all the secrets in the map then it's not too hard even from a pistol start. If you drop the skill to 1 or 2 then you only get 2 cacos and some imps.

I didn't realize the extent of the hell areas in other maps. I think it would be awesome to extend the map after the tunnel to the exit switch.

The map actually has a base lighting of around 96, and I placed the lights so that you would be going in and out of light and dark areas. Lots of silhouettes and such, and never so dark that you lose your way. Let's see what other people have to say and then we'll go from there.

Tormentor667 wrote:And concerning the gameplay in E1M5: I didn't touch this, no time for that but this will be also done in round 2! And for sure, the bugs will be fixed (maybe by you!? :))

That makes sense. We'll fix it up good!

PostPosted: Sat Oct 09, 2004 9:58 am
by Tormentor667
Well, I think we could start adding hellish parts in E1M6 a bit and enhance this in E1M7 and E1M8, considering the fact that even E1M9 (which needs a lot of improvement in later areas by the way) has some hellish stuff in it :)

Oh and by the way (:EDIT:), I already do some work to the maps I already got ;)

And (:EDIT2:) I am still waiting for E1M1, E1M2, E1M4, E1M6, E1M8! I got E1M3 via E-Mail!

PostPosted: Sat Oct 09, 2004 10:32 am
by Kirby
E1M6 has been uploaded http://www.filegenie.com

USERNAME: DOOMUSER
PASSWORD: 8351-MGJF

It was just a little too big to upload here, so I just put it elsewhere :P

PostPosted: Sat Oct 09, 2004 10:49 am
by cccp_leha
Tormentor667 wrote:Revamp Level 2
I already asked for the following people to participate in this second round but not all of them replied, so please do once again so I have a summary:
- Nmn
- Nightmare
- BioHazard
- cccp_leha
- Risen
you didn't notice 1000 of my replies saying "when do we start"? :o

The reason T667 got E1M3 by EMail

PostPosted: Sat Oct 09, 2004 10:52 am
by TheDarkArchon
Tormentor667 wrote:I got E1M3 via E-Mail!


Well, I didn't have anywhere to upload it. :rolleyes:

Tormentor667 wrote:Resources
- Skull-projectile from the SoulHarvester and Hell's Fury don't work, they are not visible. Sprites missing?


My bad. I'll send you the WAD with those and the ghost sprites. (They're missing too.)

And while I remember, have you played through E1M3 yet?

Re: The reason T667 got E1M3 by EMail

PostPosted: Sat Oct 09, 2004 10:55 am
by Nmn
Tormentor667 wrote:I got E1M3 via E-Mail!

Mind sharing it? :)
EDIT: E1m6 is nice but she has plenty of things that really need to be.. well. polished up. Numerous HOMs and unaligned textures, those clouds really are scrolling too fast for my liking, some areas remain very pale, and there are some.. dark lights O___o, play the map to see what I meant.
Is our polishing job remains on cleaning up gameplay and architecture, only architecture, scripts, or maybe we can add more areas? Why is our turn so long (almost whole October?)

PostPosted: Sat Oct 09, 2004 11:02 am
by cccp_leha
Oh yeah, I'm hogging E1M1 again. So there! :P (that is if no one minds)

PostPosted: Sat Oct 09, 2004 11:28 am
by Bio Hazard
do you really want my version of Z1M4? i really didn do much (i moved some sectors a bit) and i cant upload it anywhere...

/me kicks his muse


i did have and idea in a dream last night (yes i dream about doom :p ) so i can map for something in round 2, just make sure the mao i get isint too awesome already ;)

PostPosted: Sat Oct 09, 2004 11:34 am
by TheDarkArchon
A dream is a good a place as any to get ideas. I got my idea for the "unfinished mines" of E1M3 being a secret exit waliking back from school! Using it as a secret entrance improved the map IMO.