[Project] "Knee-Deep in ZDoom"

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Postby ellmo » Mon Nov 01, 2004 2:38 pm

I decided not to send the map t anyone yet. I still don't think I'm quite done in some areas. But since everyone is showing off right now...
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Postby Tormentor667 » Mon Nov 01, 2004 3:45 pm

Yay :) Looks cool indeed :) Oh, and while working on E1M5, change something about the skybox flat (scale or else), right now it looks a bit ugly :(
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Postby NiGHTMARE » Mon Nov 01, 2004 3:49 pm

Already done :).
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Postby ellmo » Mon Nov 01, 2004 3:56 pm

I just sent the map to NMN. Hopefully he will post it here tomorrow (or even today late-night). Before You go on criticising it in anyway - may I remind you, that I didn't even touch areas other than the ones, you will quickly notice (start room and yellow keycard neighbourhood).

Theres still much to be done, but any C&C are most welcome.

/me goes sleep
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Postby Csonicgo » Mon Nov 01, 2004 4:05 pm

You know what we're missing?

steam, as in steam rushing out of a pipe.

and maybe a reflective mirror on the computer screens.... :twisted:
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Postby Nmn » Tue Nov 02, 2004 5:15 am

cyber-menace wrote:@NMN - What's with the Doom 64 resource file you load up for your screenies?

I got bored of average Doom sprites.

Nick-nice texture
ellmo-I'll post the map in a jiffy, I had my connection fucked up yesterday but the bastards have been threatened and seems all's well now. ATM it looks.. very DRD :P
...
Ok, got it here:
http://ccc.1asphost.com/Sonybono/ze1m3.zip22

and played it, here are my comments:
The architecture quality is quite impressing. It's not so overdetailed like bloody e1m4 ;) but there is nothing generic either. Most areas serve a purpose of entertaining the player by one or other mean, like the realism. The color scheme is decent, altough the drab orange doesn't make this look like e1 anymore. Remember that e1 was mostly greens and browns, not oranges (I'm talking about those orange tekgrens in the hall and the computer node area-where You get the yellow key). For me-it's ok, but I do not know how the rest will cope with that. I can't seem to reach the secret "Emergency Route" in the yellow key area. The new entrence to the Supercharge room is also well done.
Sumary- nice, but doesn't feel e1-more e1 textures, less oranges, more green.
Bugs:
1.There's a load of unaligned Startan 3's in the yellow key area
2.The 2 lamps in the room behind the second door (by the window looking at the Soulsphere) have clouds flat on them :|
3.Why, in Heaven's name is the door leading to the pre-exit room (just behind the stairs) opened?! If this is opened the whole mine (my :) area is not necessary to complete
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Postby NiGHTMARE » Tue Nov 02, 2004 5:41 am

I had an idea for E1M3 - how about the area around the top of the lift to the mines is flooded with nukage, which you have to drain via a switch somewhere. That way it could start of looking a bit more like the original :).

Oh, and there would obviously have to be some kind of seal over the lift to prevent the nukage flooding into the mines, so you could make the player have to find a second switch to open that ;).

One other, unrelated thing - when you get around to working on the room with the blue keycard, slow the red flashing lighting down a bit. At the moment I'd imagine it's enough to trigger an epileptic fit :P.
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Postby Nmn » Tue Nov 02, 2004 5:54 am

I disagree
-at this moment the lift appears as a decent BANG of a surprise to others-think-the player is starting Ze1m3 and thinks "uhh.. the same old nukage room again... wait a minute, WTF?! O_o"
- getting the picture? :)

Tough I must agree with slowing the blinking light in the Unreal-ripped off trap by the blue key ;)
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Postby ellmo » Tue Nov 02, 2004 9:31 am

Nmn wrote:1.There's a load of unaligned Startan 3's in the yellow key area

I know
Nmn wrote:2.The 2 lamps in the room behind the second door (by the window looking at the Soulsphere) have clouds flat on them :|

Does it look that ugly you noticed? Or maybe I fucked up something while editing lastly. I'll see into it.
Nmn wrote:3.Why, in Heaven's name is the door leading to the pre-exit room (just behind the stairs) opened?! If this is opened the whole mine (my :) area is not necessary to complete

Humm... didn't even take a look there. Most probably this wasn't my mistake. TUD was working here, right? But it's of course my job to fix it.
NiGHTMARE wrote:One other, unrelated thing - when you get around to working on the room with the blue keycard, slow the red flashing lighting down a bit. At the moment I'd imagine it's enough to trigger an epileptic fit

Urm... Roger that. I'll try to fix that as well as smooth the light edges, cose they're rectangles right now, and look silly when the trap sequence is initiated.
Nmn wrote:I can't seem to reach the secret "Emergency Route" in the yellow key area.

Ahem, use the CRATE, Luke.
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Postby Nmn » Tue Nov 02, 2004 10:04 am

ellmo wrote:I know

:? Why not fix them? :D
Does it look that ugly you noticed? Or maybe I fucked up something while editing lastly. I'll see into it.

Yes, they have a "warping" effect-looks weird in the bad meaning.
Humm... didn't even take a look there. Most probably this wasn't my mistake. TUD was working here, right? But it's of course my job to fix it.

Actually, AFAIK Archon did something with the exit room :) - but I could swear they were closed when I playtested Your ealier versions :|
Use the CRATE... Luke!

Not OUT of secret, Yoda-into it from the computer node area. Hmm..
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Postby ellmo » Tue Nov 02, 2004 10:41 am

Nmn wrote:Actually, AFAIK Archon did something with the exit room :) - but I could swear they were closed when I playtested Your ealier versions :|


Must've been something wron with the tags. I remember I couldn't really tell why the Deep Nukages behind the blue door were acting so weird, their level was changing completely unpredictably. TUD must have fucked up something with the sector references or used the same tag twice for different actions. In that case that would be rather irritating to fix. But thanks for the info, mate. See if you can find more issues similar to this one. I bet there are more.

Use the CRATE... Luke!

NMN wrote:Not OUT of secret, Yoda-into it from the computer node area. Hmm..

Still... use the CRATE, Luke. Patience you must learn. If this secret is really so difficult, I might consider changing the way I did it...
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Postby Nmn » Tue Nov 02, 2004 10:53 am

ellmo wrote:Still... use the CRATE, Luke. Patience you must learn. If this secret is really so difficult, I might consider changing the way I did it...

o______________________________O
Best secret ever.
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Postby TheDarkArchon » Tue Nov 02, 2004 11:28 am

NiGHTMARE wrote:I had an idea for E1M3 - how about the area around the top of the lift to the mines is flooded with nukage, which you have to drain via a switch somewhere. That way it could start of looking a bit more like the original :)


I like the sound of that idea.
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Postby Tormentor667 » Tue Nov 02, 2004 12:12 pm

There are some problems with the lift, just play around it and try every possible thing you can do and you will see what I mean :(
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Postby Nmn » Tue Nov 02, 2004 12:26 pm

This is easier than one could think really-just raise the lift in the mine area going to above for couple units, use the equal value in the script and raising both lifts in the script and voial.
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