[Project] "Knee-Deep in ZDoom"

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Postby Tormentor667 » Mon Oct 25, 2004 2:03 pm

BTW, has everyone of you the problem, that not all of the DECORATE units are shown in DoomBuilder?!
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Postby ellmo » Mon Oct 25, 2004 3:05 pm

I don't have the problem. As far as I don't use DB, and I never use it. :wink:
end... urm, I think that hallway is nearly sexy enough.
Last edited by ellmo on Wed Oct 27, 2004 1:28 pm, edited 1 time in total.
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Postby TheDarkArchon » Mon Oct 25, 2004 3:11 pm

Nice work.
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Postby Tormentor667 » Mon Oct 25, 2004 3:28 pm

@ellmo - Yes, nice work, but please avoid the usage of these recolored "TEKGREN" textures, they really don't fit into Doom1 :(
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Postby cyber-menace » Mon Oct 25, 2004 5:19 pm

Risen wrote: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.

Extra effort for DM? I find it a lot more effort to maintain Co-Op support... DM only requires a bunch of if (GameType () != GAME_NET_DEATHMATCH) lines and perhaps a DM only script to get a decent area picked out. I actually make my maps only DM in small sections of the stage so as to make it a good DM map pack too.

@Torm - I could help mapping, but I don't know how much good I would be. E1M9 was my first E1ish attempt at constructing anything so I may not follow your style all too well...
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Postby Bio Hazard » Mon Oct 25, 2004 5:23 pm

who is working on M4? it needs a lot of work
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Postby Risen » Mon Oct 25, 2004 6:15 pm

I have it right now, see previous page... if you can help answer any of the questions I have, please do.

DM considerations: It's easy enough to throw in some DM starts but for a map to flow correctly and play fairly in DM it takes careful positioning of items, powerups, weapons, and start spots. Cooperative is difficult, too, but it can generally follow the single-player path and only takes adjustments when the game expects there to be only one player.

Edit: Figured out where the player 1 start is supposed to go.
I also figured out that the map cannot be completed as it stands.
That leaves the question of can I rip some new areas out?
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Postby Bio Hazard » Mon Oct 25, 2004 7:11 pm

Risen wrote:I have it right now,

great! you should be able to do it some good

Risen wrote:if you can help answer any of the questions I have, please do.

um, alrighty i guess, i dont know anything about the map though :)

Risen wrote:DM considerations: It's easy enough to throw in some DM starts but for a map to flow correctly and play fairly in DM it takes careful positioning of items, powerups, weapons, and start spots. Cooperative is difficult, too, but it can generally follow the single-player path and only takes adjustments when the game expects there to be only one player.

i have tried very hard to keep M9 CO-OP compatible, cause it would be a real shame to not be able to coop this wad

Risen wrote:can I rip some new areas out?

well, if that were my desicion, i would say go for it! this map is way too huge and a lot of it is really under-detailed
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Postby Risen » Mon Oct 25, 2004 7:15 pm

Bio Hazard wrote:i have tried very hard to keep M9 CO-OP compatible, cause it would be a real shame to not be able to coop this wad

Risen wrote:can I rip some new areas out?

well, if that were my desicion, i would say go for it! this map is way too huge and a lot of it is really under-detailed

Agreed. Maybe we should test it before it's released.

Torm, the question of ripping things out is really up to you.

I can't get anything else done tonight. I think there was something wrong with the soup I had for dinner... eellg...
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Postby Bio Hazard » Mon Oct 25, 2004 8:20 pm

Risen wrote:Agreed. Maybe we should test it before it's released.


destroyer and i would be happy to test it with you.
/me bumps destroyer
isint that right destroyer...

just show up in #NZDR when you can
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Re: [Project] "Knee-Deep in ZDoom"

Postby Kate » Mon Oct 25, 2004 11:29 pm

Tormentor667 wrote:Update August 28th
- Complete Resources: http://twicerisen.ath.cx/dropzone/zd1res.zip
Link is broken, someone might want to fix that.
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Postby Bio Hazard » Mon Oct 25, 2004 11:38 pm

yarr! been workin' all day! (OMG Bio is mapping again! :shock: )

(you can still come to #NZDR for LiveUpdates)
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Postby Wasted Youth » Tue Oct 26, 2004 12:15 am

:surprise: :thumb: :wub:
Thats All I have to say
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Postby Kirby » Tue Oct 26, 2004 12:26 am

Very sexy bio, very sexy indeed :thumb:
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Postby NiGHTMARE » Tue Oct 26, 2004 1:24 am

Risen: ripping out the big, underdetailed areas would be fine, but I don't think you should take out the nice looking areas (i.e. the bits by nmn ;))
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