[Project] "Knee-Deep in ZDoom"

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Wasted Youth
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Joined: Mon Jan 05, 2004 9:59 pm
Location: Earth

Post by Wasted Youth »

Too bad you can't launch rockets at the building and blow them up and save the doom marine a lot of stress and pain :lol:
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Nmn
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Post by Nmn »

Well duh, the military won't fry (like french fries :D ) their precious gateway experiments they've worked on for so long, besides, I presume the UAC got the Phobos bases when Flynn was fighting in Hell-thus they got something back to earth with them.
Wait a second.. if that's how monsters invaded earth, what about Baphomet's plans?
Ahh.. Doom story really is interesting after all :P
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Tormentor667
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Location: Germany

Post by Tormentor667 »

@NMN - Wow, that looks amazing :) But we should add some more sloped mountains around the complete building complex, so it looks like a crater as it does on the real intermission screen.

@Risen + cccp - Indeed, Week 1 hasn't started yet and we still need a a last mapper for this, but Lexus' doesn't want to participate and I have no idea who to ask else :(
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Nmn
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Post by Nmn »

Threre is a crater, tough it's not visible, I'll think about it.
Also the background mountains look waaaay too huge compraed that what we have here should be treated as "full scale". I'll think about it...
Maybe something more to enhance the horizon. I'll think about it.. :D
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Tormentor667
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Post by Tormentor667 »

Sounds ... well, great, if I think about it ;)
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Tormentor667
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Post by Tormentor667 »

Oh btw, I have some more ideas for this Intermission thing: What about adding some more gfx's to the scene?! Maybe a border around the screen making it look like a "Terminal" or "PDA" you have with you?! What about "Interlacing" (every second line black or 50% black transparent) to make it look like a real terminal?! :)
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Ixnatifual
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Joined: Fri Dec 12, 2003 6:44 pm

Re: The Art of Doom Mini-Mapping

Post by Ixnatifual »

Nmn wrote:Double Post to bump thread.
Here it is. I've altered the scripts a bit tough to have You walk around and look closer. Someone has to improve the script to make it usable for endings after every level. :) Enjoy
omfg that pwns
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ellmo
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Location: Poland - Poznan

Re: The Art of Doom Mini-Mapping

Post by ellmo »

Nmn wrote:Apetizer:
:shock:

Uh... yeah.
Just add more variety to terrain, as Torm said. Not only sloping mountains, but varying textures. Also you can set a small lake here or there... Do you imagine a waterfall somewhere in the background?

/me goes to run ZETH and map

Oh, good to hear that week 1 hasn't even started yet. Guess I'll have more time to add quality o ZE1M3...
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cccp_leha
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Location: NJ, USA

Post by cccp_leha »

Tormentor667 wrote:@Risen + cccp - Indeed, Week 1 hasn't started yet and we still need a a last mapper for this, but Lexus' doesn't want to participate and I have no idea who to ask else :(
It didn't start yet? :shock: I was under the impression that we had to submit our stuff today. In that case, "disregard the previous message".
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ellmo
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Location: Poland - Poznan

Post by ellmo »

shit... Im having some problems with sloping one hallway in ZE1M3... I thought I've seen the effect I'm aiming for in M7 or M5... I don't want to show this to you before it's finished, so I think I'll ask NMN, and see if he can do something about it.

If not, well, I'll have to pass this to someone else. Just in case. Who feels very familiar with slopes?
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Risen
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Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

Whoever has E1M7, I found another bug; one of the ceiling slopes in the hallway shortly before the (original) blue door is incorrect. If whoever is working on it can't find it, I'll get a screenshot.

cccp: No problem, I'll stay as previously planned.

Torm: Are we preserving co-op support? deathmatch support? If so, player starts be added for 5-8 and deathmatch tweaking could be an entire set of time yet again.

I don't really know what to do with E1M4 yet...
- the new parts (large open areas) just do not fit with the rest of the map. I think they should be removed... what does anyone else think?
- where is the player 1 start supposed to go? In the original location (next to players 2, 3, 4)?
- Is the map completable? I couldn't figure out how to trigger a number of the scripts to get doors and such open.

ellmo: I'm familiar with slopes, I worked on M5 and I did all of M7 so it's very likely I built what you are looking at.
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Tormentor667
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Post by Tormentor667 »

@Risen - No DM Support, though you can place start points but coop support would be great :)
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Woolie Wool
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Discord: Woolie Wool#9878
Graphics Processor: nVidia with Vulkan support

Re: The Art of Doom Mini-Mapping

Post by Woolie Wool »

Nmn wrote:Apetizer:
Image
I must be dreaming. *drool*
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jallamann
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Location: Ålesund, Norway

Post by jallamann »

Awesome, all!
This makes me want to learn zdoom :)
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Risen
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Location: N44°30' W073°05'

Post by Risen »

Tormentor667 wrote:@Risen - No DM Support, though you can place start points but coop support would be great :)
Good, I agree. I'm not too concerned with the extra effort it would take to make these into good DM levels but cooperative should be preserved. Everyone working on maps, make sure you add the extra start points.

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