[Project] "Knee-Deep in ZDoom"

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Postby Risen » Fri Nov 05, 2004 3:45 pm

Consequent exits are, in my opinion, always a good idea. However,

I think they should not be that one level ends in the same room that the next one begins. Instead, things like a tram would be good, or a vehicle, or perhaps a tunnel entrance, or something of that sort. Remember that we do have an intermission map, and that the buildings are not immediately next to each other.

If these exits are implemented in a way that I can add representations of them to the intermission map as well, then let's do this. If not, then keep the buildings separate, without consequent exits.

For cool vehicle cutscenes, feel free to use the moving technique (but not the car) I developed in my car test:
http://twicerisen.ath.cx/rn/cartest.zip
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Postby Bio Hazard » Fri Nov 05, 2004 6:17 pm

Tormentor667 wrote:@BioHazard - E1M9 must be done for now ;) I want to see something!

i get another week on it remember? :p

if you want it anyway, come to #NZDR...


i havent worked on M9 since my last post since i had a family emergency thing going on and i had to watch a bazillion little kids for a few days

its going to be over pretty soon though and i can get back to work
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Postby Tormentor667 » Fri Nov 05, 2004 7:37 pm

@ellmo - It's okay for me, so everyone can do it if he wants to ;)

@Bio - Yes, you are right, I forgot about it ;)
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Postby ellmo » Sat Nov 06, 2004 2:57 am

Risen wrote:If these exits are implemented in a way that I can add representations of them to the intermission map as well, then let's do this.


Okay, so there's a tram line connecting Toxin Rafinery and Command Control :) Or, should I say -will be. Please be sure you place it on the intermission.
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Ze1m4

Postby Nmn » Sat Nov 06, 2004 4:06 am

Due to Real Life (tm) I couldn't add all the architecture. I barely have time now, so someone pick this Legacy up ;) I trust You guys, don't mess my map tough or off with yer heads :D
The bastard needs detail and expert's hand (2 MB for the map alone, sector count over 4000 o_O Consider Yourself warned :)

http://ccc.1asphost.com/Sonybono/Ze1m4.zip22
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Postby ellmo » Sat Nov 06, 2004 5:18 am

I think it's more than 4mb for the map herself... ZE1M3 is 2,0mb right now...
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Postby Cutmanmike » Sat Nov 06, 2004 5:27 am

I just took a sneak preview at that wad. Although the textures aren't there for me I can still tell that it's very detailed :D

I love those ceiling fan things too, it's a pitty they make such an annoying noise
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Postby ellmo » Sat Nov 06, 2004 6:39 am

cutmanmike wrote:I love those ceiling fan things too, it's a pitty they make such an annoying noise


Yeah. Nick, you know what to do with them? Just put SoundSequence9 in any of the secotrs used in fans. Works 100%. Oh, and try do detail the tram a bit more. I think NMN fucked it up somehow. Maybe I'll build a tram at Ze1M3 first, then you'' copy it.
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Postby Cutmanmike » Sat Nov 06, 2004 6:47 am

Soundsequence9? Why would that fix it eh?
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Postby Graf Zahl » Sat Nov 06, 2004 6:55 am

Because it's silent (unless it is overridden in the SNDSEQ lump.)
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Postby Nmn » Sat Nov 06, 2004 7:02 am

ellmo wrote:I think NMN fucked it up somehow.

Simply genius sentence :?
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Postby NiGHTMARE » Sat Nov 06, 2004 7:28 am

http://uk.geocities.com/nb_nmare/ze1m5.ZIP

Make sure you use the latest version of the resource wad, which you can find in this post.
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Postby Tormentor667 » Sat Nov 06, 2004 7:50 am

Problems left on E1M5
- Ammo/Monster balance
- More monsters are needed, escpecially new ones
- The polydoors after the first big nukage room need bleeding-fix
- All the liquids must be replaced by their warping versions I added to the resource wad!!
- The exit switch is grey brick and doesn't fit into the brown brick. Add some border textures around it
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Postby NiGHTMARE » Sat Nov 06, 2004 7:53 am

Oh yeah, I forgot to mention the polyobjects problem. It happens with the small grey door (sector 338) as well.
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Postby Graf Zahl » Sat Nov 06, 2004 8:04 am

Try to rebuild the nodes with ZDBSP. It should cure the problem. The sectors are set up correctly so this is purely a node builder issue. For maps with Polyobjects no other node builder should be used.


EDIT: With gennodes set to 1 the bleeding goes away so it is exactly that.
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