[Project] "Knee-Deep in ZDoom"

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Postby Tormentor667 » Sat Nov 06, 2004 8:14 am

Problems left on E1M4
- No Haze anymore outside the map, looks ugly now should be grey haze (or isn't this supposed to be like that anymore?)
- Player 1 Start is misplaced, intro doesn'T work via PUKE 1 for testing
- Liquid flats haven't been replaced by their warping counterparts!
- Add more monsters to the enty, also weapons to the large entry hall, without that stuff, its absolutely boring and useless
- Add silencer to the fans and a new ambient sound for a better noise they create
- This Doom3 inspired hallway (rounded) is verys empty, add monsters and things
- Change something about the 3D bridges floor, it looks ugly (these diagonal stripes heavily suck!)*
- Room under the 3D Bridge still is too empty, add detail and monsters and things!
- Same goes to the green room after that! This is E1M4, not E1M1!!!! MAKE IT HARDER
- The room before the blue door looks heavily ugly, do something about it!
- Add some fun to the regular starting room
- On the broken nukage tube in the room where you have this nukagepool and normally can see the yellow keycard on the other side (and the yellow door), their is a HOM
- Crates before the soulsphere secret on teh lift have misalignments
- If you look close enouugh you will find many more problems
- The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.
- Also a lot of monsters must be added, as I said, it is E1M4 and should be much harder!
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Postby NiGHTMARE » Sat Nov 06, 2004 8:15 am

Speaking of polyobjects, the big doors need to have a sound attached to them. I meant to do it, but never got around to it ;).
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Postby Tormentor667 » Sat Nov 06, 2004 8:16 am

@Nightmare - But this counts for all the polydoors we have :( Someone needs to add one or more new sound-sequences for polystuff I think!

By the way, I saw it is your turn now on E1M4 :) This will be a hard week for you ;)
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Postby TheDarkArchon » Sat Nov 06, 2004 8:19 am

How's E1M8, Tormentor?
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Postby Tormentor667 » Sat Nov 06, 2004 8:28 am

I'm working on E1M7 right now, week 3 for E1M8
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Postby TheDarkArchon » Sat Nov 06, 2004 8:46 am

right.
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Postby Risen » Sat Nov 06, 2004 11:20 am

Tormentor667 wrote:- The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.


I disagree. E1M4 is meant to be non-linear and I see no need for use to linearize it. Players are likely to explore the entire map anyway since I think most people make a good attempt at getting 100% kills in E1. Plus they will not want to miss any of our wonderful architecture! I don't think we need to force it.
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Postby wildweasel » Sat Nov 06, 2004 11:35 am

Someone needs to add one or more new sound-sequences for polystuff I think!

I made these door sounds for ww-xm.wad, taken from RealMyst and hacked up. We have a start, middle, and end for them. I think they may be of use to you.
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Postby Graf Zahl » Sat Nov 06, 2004 11:42 am

Risen wrote:
Tormentor667 wrote:- The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.


I disagree. E1M4 is meant to be non-linear and I see no need for use to linearize it. Players are likely to explore the entire map anyway since I think most people make a good attempt at getting 100% kills in E1. Plus they will not want to miss any of our wonderful architecture! I don't think we need to force it.



Well, I agree with Tormentor and disagree with you. You don't have to linearize the map though. Just force the player to perform a few tasks in the different parts of the map to open the exit or something like that and the problems will go away.
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Postby Graf Zahl » Sat Nov 06, 2004 11:42 am

(duplicate)
Last edited by Graf Zahl on Sat Nov 06, 2004 11:50 am, edited 1 time in total.
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Postby TheDarkArchon » Sat Nov 06, 2004 11:45 am

I see twins.
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Postby Tormentor667 » Sat Nov 06, 2004 11:50 am

Graf Zahl wrote:
Risen wrote:
Tormentor667 wrote:- The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.


I disagree. E1M4 is meant to be non-linear and I see no need for use to linearize it. Players are likely to explore the entire map anyway since I think most people make a good attempt at getting 100% kills in E1. Plus they will not want to miss any of our wonderful architecture! I don't think we need to force it.



Well, I agree with Tormentor and disagree with you. You don't have to linearize the map though. Just force the player to perform a few tasks in the different parts of the map to open the exit or something like that and the problems will go away.


Exactly, and that will make the map much more interesting, because you get away from the classic way to solve the map as player!
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Postby Tormentor667 » Sat Nov 06, 2004 1:09 pm

Concerning this exit/start thing for maps, persons talked about some posts ago, I just wanted to say, that I created a new starting room for E1M7, placed in a cave (the reason for no sky in this map, it is an underground map!)

Image
This screenshot just shows the style of the cave, so the person working on E1M6 knows what to do!
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Postby Nmn » Sat Nov 06, 2004 2:20 pm

Heh, that texture made by Yourself Nick, 100% Your work or combination of brown bcg and Rock2 ? :)
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Postby NiGHTMARE » Sat Nov 06, 2004 2:36 pm

It's actually FLAT5_7 run through a program called texsynth to create a tileable 128x128 texture, then coloured brown using one of the other new rock textures as a layer. The other new rock textures are based on existing textures as well, though far more heavily modified in some cases.
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