[Project] "Knee-Deep in ZDoom"

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Postby Bio Hazard » Fri Oct 29, 2004 9:36 pm

Tormentor667 wrote:@Bio - Sounds even better :) About the Credits song: I already have one for that, I think, it is a remixed version of E1M8 but the neat thing about it is, that it doesn't sound that melancholic as the original does ;)


M8? :( :( :( :(

what a boring song...


GET ON IRC PLEASE
i really want to discuss KDIZD related things with you
i will be there from ~6 PM to ~9 AM your time (german time right?)

NMN, you come too
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Postby Nmn » Sat Oct 30, 2004 3:52 am

This may sound n00bish but how do I log into #NZDR ? :P :P

EDIT: Tormentor-About the soulsphere secret-You obviously haven't found ALL the secrets ;)

My notes on Ze1m3:
1.Gameplay stinks, lower level of the facility are well poluted, but are filled with generic monsters. Add some twists. Upper levels are bland in gameplay.

2.Lower Facility-in the room with the 3d bridge there are some METAL2 misalignments on the stairs. Better to something about it :)

3.Switch for the red key (backup generator activaton room) needs slight aligning.

4.Upper levels need work (You know that), so goes for the hidden exit

5.Secret Exit needs a different operating mechanism. This is because You can obtain the blue skull key in the mines and You can get back to the facility and accomplish the level, because those infamours blue key doors also operate on skulls >_<, my suggestion is to scatter random switches allover the place.

6.WTF is up with the exit room textured in Steps o_O?? I don't know whose fault is this but it seems we need to start collecting heads... :twisted:
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Postby TheDarkArchon » Sat Oct 30, 2004 5:12 am

1. There is a rescricted choice of monsters for E1M3. You can't REALLY have Hell Knights, Cacos, etc. in it.

2. That was your part.

3. Again, that was your part.

4. I didn't touch the upper level bar quickly restructuring the exit (see 6.).

5. Someone could easily change the blue key door to operate only on a blue card.

6. DB screwed up that room so I had to redo it and redo it quickly.
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Postby Tormentor667 » Sat Oct 30, 2004 6:49 am

@NMN - Okay, so I will look forward to the result again ;)

@BioHazard - Do you have AIM, ICQ or MSN? I hate to work with IRC related chats if I want to exchange important information (I might maybe forget), so a Messenger would be a much better alternativ solution (check profile for nick/uin)
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Weekend = Good Development

Postby Nmn » Sat Oct 30, 2004 7:03 am

TheDarkArchon wrote:1. There is a rescricted choice of monsters for E1M3. You can't REALLY have Hell Knights, Cacos, etc. in it.
2. That was your part.
3. Again, that was your part.
4. I didn't touch the upper level bar quickly restructuring the exit (see 6.).
5. Someone could easily change the blue key door to operate only on a blue card.
6. DB screwed up that room so I had to redo it and redo it quickly.



1.What? E1m2 has a Hell Knight near the exit.
2. and 3. So? If You've left tons of mistakes (and this goes for Your underdetailed secret exit) none other but ellmo-the next person must correct it. If the last person made something bad the next guy corrects it. Geddit?
4.6.-I don't know how You've "redo it" but it is covered with step textures and looks fugly :|

Torm-I'm on ICQ.My number: 260143784

Good news peeps: I'll post e1m8 in approx. 2-3 hours, cleaned up :D The only thing I will not do are the super barons, sorry Torm, but it's just me.. please add them in Your turn ok? And then... Ze1m4. I have already detailed the "core room" and will look forward to the bridge area next. Bwahaha! :twisted:

EDIT:
About Credits
I also have an idea concerning the credits screen. Remember how the text said "it stinks like rotten meat but looks like the lost Deimos base"? Maybe we should have a reddish vile sky and a ruined base of some sort in the distance (as the "gate" was outside the facility on Phobos? Maybe we should make the teleporter outside the Deimos anomaly and have a camera approach the facility?) Ofcourse the most suitting music is d_victor :)
Last edited by Nmn on Sat Oct 30, 2004 7:32 am, edited 1 time in total.
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Postby Tormentor667 » Sat Oct 30, 2004 7:30 am

@NMN - 1. Removed it!
...and okay, I will add them on my turn and by the way, also fix the resource wad finally (damn, this takes far too long now!!!)
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Postby Tormentor667 » Sat Oct 30, 2004 7:44 am

Finally
http://home.arcor.de/tormentor667/kdizd ... m2.zip.zip

E1M2 is in my eyes finished, I tested it on UV and it works fine, I can't find any bugs, detail issues or misalignments so I am really done with that now. What things are open:

- Skill Level Adjustement for 2Y2D, HMP, etc.
- If you find glitches, misalignments or anything else, fix it :)
- DONT ADD ANY NEW STUFF, because this would just enlarge the developement of this map and the time we need to betatest!

--------------
Now I will take a look at the resource wad, fix the SUPPORT2 texture, add the Super Barons and fix the DECORATE
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Postby TheDarkArchon » Sat Oct 30, 2004 8:08 am

I've sent you a new resource WAD this morning. It should have fixed the monster problem (But I forgot the super barons >_<), it has the fixed SUPPORT2 texture and has new muzzle flashes for the rifle.

EDIT: There was a glaring error in one sprites name. I'm going to send a new one now. May as well add the super baron while I'm at it.
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Postby Tormentor667 » Sat Oct 30, 2004 8:24 am

@DarkArchon - Sounds very amazing :) *is happy* so i will wait for the second one ;)
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Postby TheDarkArchon » Sat Oct 30, 2004 8:25 am

I'm sending one the now, adding the super Barons and a slight bug fix. (One of the grenade rotations was called PLSGA3A7 when it should have been PLSSA3A7.)
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Postby Tormentor667 » Sat Oct 30, 2004 8:56 am

The latest version I have now is with the fixed muzzle flash (thx much better), the fixed SUPPORT but no super baron :(
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Postby TheDarkArchon » Sat Oct 30, 2004 8:58 am

I'm sending that one now. Got disconnected as my mum needed to use the phone. 56K is evil :evil:
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Postby NiGHTMARE » Sat Oct 30, 2004 9:00 am

BTW we need to decide what rock texture(s) we're going to be using for outside areas, as they aren't exactly consistent across the episode ATM :).
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Postby Nmn » Sat Oct 30, 2004 9:02 am

Ze1M8! 3rd phase

http://ccc.1asphost.com/Sonybono/ze1m8.zip22

(You know what to do, rename zip22 to zip and unzip :)

1.Added "height changes" of growing flesh to make it look like it's growing more.
2.Added trap in Hall Leading to the "star" in the facility
3.Slightly detilaed Hell areas
4.Added more monsters...
5.Added force field trap... it's a specific "trap" ;)
6.Enhanced cameras and Lexus's cutscene
7.Changed skybox a bit
8.Added new "exit" (DB ate the old one :cry: )
9.Minor fixes

Did Not Do:
1.Didn't add super-barons.. >_<

I'm done with it. Tormentor, feel free to take it over and enhance (like adding super-duper-barons and stuff.. I'm going for e1m4. Needs a lot of work...

Oh Risen... sorry dude, but I've had no luck on Intermission map :( Take it.. no nighttime areas unfortunately... You have to mess with it.

EDIT: I'm in the phase of Beta-Testing (bug hunting ;) E1m2. I have already found several unalignments.. o_O .. shame on Torm :), but I must say that You've done a great job in extra-detailing the place. :thumb:
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Postby Tormentor667 » Sat Oct 30, 2004 9:20 am

1. Well done :)
2. Well done :)
3. Well done :)
4. Not well done :( (just zombiemen, but I will work this out ;))
5. How does it work?! :(
6. Well done :)
7. Partially Well Done (I will add a slightly different fire to the box!)
8. Well done :)
9. Well done ;)

So, it is as I want it almost to be, I will clean things up and then finalize it :)

*/me is pleased*
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