[Project] "Knee-Deep in ZDoom"

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Postby Nmn » Sat Oct 30, 2004 2:45 pm

Ze1m2
http://ccc.1asphost.com/Sonybono/ze1m2.zip22

(rename zip22 to zip and unzip).

I have read Tormentor's post and did some fixes on the map instead of reporting them.
1.The staircase to the nukage pool behind the red key door have been retextured in red textures-Ya know, it's behind the red key door, "red" area, eh? :)
2.Removed mirrors in the dual staircase leading to the red key (they cause lots of HOMs and were pretty useless IMO, and aligned numerous small misalignments in that area).
3.Numerous aligning troughout the map
4.Minor Light improvement (beginning of the map, entrance to computer cores, and hall leading to the chainsaw room)
5.Fixed HOMs on large "tech" arches in Lexus's outside area (farthest North of the map)
6.Enhanced a bit the hidden exit "outside the facility" for the supercharge.
7.Noteworthy-removed blood demons from the hidden area (My master once said that it's not wise to punish the player with a monster after he found a secret...I agree with that)
8.Added a fake "translucent flat" trick near the beginning of the map (by the computer where You obtain the green armor)
That's all :) Bugs? IMO-R2BR (ready to be relesaed :) )

Now.. Ze1m4! Papa's coming for You, baby! D
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Postby TheDarkArchon » Sat Oct 30, 2004 2:54 pm

Kirby wrote:His original Script was like this:

Code: Select allExpand view
While(ThingCount(77,0)<0)


That script was checking to see that yes, but I think he wanted the script to check if the Objects tagged 77 were above zero. If they weren't dead, then they would be above zero, thus making it delay until they either reached zero or got below zero (in which case they were killed, and you cant really go below zero...) :P


nonononono. He was making it detect them if they were being spawned later on in the map.
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Postby Nmn » Sat Oct 30, 2004 3:00 pm

Back on topic.

You (mappers ofcourse) guys should take a look at this:

Ze1m4 (current statistics):
11739 Vertices
15373 Linedefs
26831 Sidedefs
3123 Sectors (o_O)
607 Things..


And It's still growing, I'm still working on it :thumb:
But DB Lags terribly :cry:
Last edited by Nmn on Sat Oct 30, 2004 3:17 pm, edited 1 time in total.
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Postby Graf Zahl » Sat Oct 30, 2004 3:02 pm

One thing about E1M2: The silent teleporter to the northwestern part should be converted into a silent line teleporter for more seamless transportation.
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Postby TheDarkArchon » Sat Oct 30, 2004 3:20 pm

Just played E1M8. That map is the only map that's scared me in a long time. It's fantasic. Ace job NMN. Ace Job.

Image

I paticularily liked it because the map became more hellish as you played through it. A clever, scary touch.

EDIT: Just played E1M2. It's great though it isn't as legendary as E1M8, but then, what is.
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Postby Nmn » Sat Oct 30, 2004 3:54 pm

Archon-thx dude

Rest-Have You considered Nightmare's post about outside areas and mountaints? I think he was right about the consistency, Mountains in e1m2 look like antarcitca.. while on my map it's deliberately HOT, one e1m5 those mountains are... erm.. brown96 as rocks :D

Oh, for Your enjoynment.. here's a batch of screenies, hehe
Image
RTC Inspired..
Image
"Torm said: the core room need(ed) details.."
Image
Nothing fancy here, just a room.... :)
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Postby TheDarkArchon » Sat Oct 30, 2004 3:55 pm

No problem. Though I'm relativly crap at mapping, I CAN recognise quality when I see it.
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Postby NiGHTMARE » Sat Oct 30, 2004 4:37 pm

Great screens nmn :). BTW I think using NFMTTK01 instead of COMPSPAN on those sloped walls in screen #1 might look quite nice.
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Postby TheDarkArchon » Sat Oct 30, 2004 5:00 pm

Hey, NMN. Is it OK is I send T667 a modified E1M8. My modifications are:

1. Added the Master Barons and gave then their translations.
2. Made the forcefield affect monsters
3. Sorted a couple of English errors (This is more of a minor thing.)
4. Added myself to the opening credits of E1M8.
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Postby Cutmanmike » Sat Oct 30, 2004 5:03 pm

I would, but i'm not exactly maptastick
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Postby Nmn » Sat Oct 30, 2004 5:17 pm

Archon-it's ok. You've saved him some work :)
I don't get what was wrong with the forcefields tough.. killed the demons like there's no tomorrow :| Just make sure the master barons work and all's fine.
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Postby ellmo » Sat Oct 30, 2004 6:04 pm

Hey, I just finished playing ZE1M2, and since we all are beta testers, this is what I noticed:

1. Chaingun/SuperCharge area is accesable without blue keycard (one of the oval widnows in the staircase leading to the red keycard isn't impassable)
2. The pipes with grill-like textures in the grey rock outdoor (the additional, non original one) area are passable, that plays just silly.

Other than that... *WOOT*
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Postby Bio Hazard » Sun Oct 31, 2004 1:17 am

today's progress:

all areas in the original hub now have "location" markers at entrances and exits
Code: Select allExpand view
+------+  +------+
| AREA |  | AREA |
|  C   |  |  4   |
+--++--+  +--++--+
   ||        ||
+--++--+  +--++--+  +------+
| AREA +--+ AREA +--+ AREA |
|  1   +--+  H   +--+  B   |
+--++--+  +--++--+  +--++--+
   ||        ||        ||
+--++--+  +--++--+  +--++--+
| AREA +--+ AREA +--+ AREA |
|  3   +--+  A   +--+  2   |
+------+  +------+  +------+

from now on, i will refer to these areas by thier names :p

AREA 1: i detailed the lighting
AREA 1: added the excessive detail

SCRIPTS: i optimized some of C-M's scripts so they would work faster
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Postby Csonicgo » Sun Oct 31, 2004 1:27 am

the lighting on that crate is 1337.
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Postby MasterOFDeath » Sun Oct 31, 2004 1:29 am

That whole room is 1337. Keep up the great work bio :)
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