[Project] "Knee-Deep in ZDoom"

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Postby Wasted Youth » Sun Oct 24, 2004 9:50 pm

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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Postby Nmn » Mon Oct 25, 2004 3:04 am

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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Postby Tormentor667 » Mon Oct 25, 2004 5:30 am

@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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Postby Nmn » Mon Oct 25, 2004 5:47 am

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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Postby Tormentor667 » Mon Oct 25, 2004 6:05 am

Sounds ... well, great, if I think about it ;)
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Postby Tormentor667 » Mon Oct 25, 2004 6:11 am

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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Re: The Art of Doom Mini-Mapping

Postby Ixnatifual » Mon Oct 25, 2004 6:55 am

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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Re: The Art of Doom Mini-Mapping

Postby ellmo » Mon Oct 25, 2004 7:36 am

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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Postby cccp_leha » Mon Oct 25, 2004 7:41 am

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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Postby ellmo » Mon Oct 25, 2004 8:48 am

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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Postby Risen » Mon Oct 25, 2004 9:30 am

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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Postby Tormentor667 » Mon Oct 25, 2004 10:55 am

@Risen - No DM Support, though you can place start points but coop support would be great :)
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Re: The Art of Doom Mini-Mapping

Postby Woolie Wool » Mon Oct 25, 2004 12:08 pm

Nmn wrote:Apetizer:
Image


I must be dreaming. *drool*
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Postby jallamann » Mon Oct 25, 2004 12:31 pm

Awesome, all!
This makes me want to learn zdoom :)
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Postby Risen » Mon Oct 25, 2004 12:36 pm

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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