[Project] "Knee-Deep in ZDoom"

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Postby Nmn » Sat Nov 06, 2004 3:06 pm

>_< Meh. I would prefer something from scratch :(
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Postby Tormentor667 » Sat Nov 06, 2004 3:15 pm

Well, it is hard to do something Doom-E1 styled from scratch, so I am ok with this texture ;)
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Postby ellmo » Sat Nov 06, 2004 4:14 pm

Tormentor - it's Puke 100 to run the E1M4 from the beggining...
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Postby Chris » Sat Nov 06, 2004 6:49 pm

Try to rebuild the nodes with ZDBSP

If this is ZDoom-only, why build the nodes at all? Leave them empty and let ZDoom build them. It'd be smaller with less data, make use of a ZDoom-only feature, and solve most problems caused by node buillders that aren't ZDBSP.

(the reason for no sky in this map, it is an underground map!)

What are you talking about? E1M7 has areas where you can see the sky. One of the secrets is outdoors, as well.
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Postby NiGHTMARE » Sat Nov 06, 2004 7:14 pm

The original E1M7 has areas where you can see the sky. The KDIZD version doesn't.
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Postby Chris » Sat Nov 06, 2004 7:17 pm

Why? That sucks, I like outdoor areas.
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Postby NiGHTMARE » Sat Nov 06, 2004 7:21 pm

Because Risen wanted to turn it into a dark, claustrophobic, atmospheric place. Besides, there are plenty of outdoor areas in earlier maps ;).
Last edited by NiGHTMARE on Sat Nov 06, 2004 7:25 pm, edited 1 time in total.
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Postby Siggi » Sat Nov 06, 2004 7:24 pm

Chris wrote:Why? That sucks, I like outdoor areas.


You could always take your PC outside and play the level there :wink:
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Postby Da_maniaC » Sun Nov 07, 2004 6:29 am

Heh, i remember it saying on the first page that this project was gonna add a lot off new stuff... instead , also 80 % got modified (if not more).

That doesnt mean i dont like all off it... because ive seen really cool screens where you could still recognize the original... but no open areas in a map just sucks imo.
Not only does it look less realistic.. imo being able to see some outside courtyards or whatever, add greatly to the atmosphere as well.
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Postby Nmn » Sun Nov 07, 2004 6:58 am

No open areas suck? Show me a spot in Area 51, or any underground lab where You can see a bit of sky and I'll support that arguement.

Underground maps are hard to construct IMO, because we're very used to seing skies in all maps (almost), especially when it comes to Tech Bases.

2 of my favourite underground tech maps were D64 ones: Alpha Quadrant and Main Engineering.
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Postby Risen » Sun Nov 07, 2004 7:47 am

The decision was made a while ago an nobody complained then. This is one map out of the entire set and personally, I think it is an interesting change to not have sky in it. Not being able to see the sky doesn't kill the map and I think it is a good decision for this one.

Tormentor, a new cave start area is good, but please preserve the opening trap I set somehow.
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Postby Tormentor667 » Sun Nov 07, 2004 8:01 am

Yes, I totally agree Risen and NMN and that's why I won't change anything about it!

@Risen - You mean the opeing door? Or what trap?!
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Postby Chris » Sun Nov 07, 2004 8:36 am

Yeah, I suppose. I guess it's just that those mountains have a special place in my heart since they were the first ones to have such an air of realism associated with it. And it's not that "maps with no sky suck" it's just that I don't like the idea of that particular map without a sky. But, well.. I haven't seen the map and given the others I have seen so far, the level architecture will probably make up for it.
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Postby Tormentor667 » Sun Nov 07, 2004 10:50 am

Chris wrote: But, well.. I haven't seen the map and given the others I have seen so far, the level architecture will probably make up for it.


Exactly!
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Postby Csonicgo » Sun Nov 07, 2004 5:15 pm

Tormentor667 wrote:
Chris wrote: But, well.. I haven't seen the map and given the others I have seen so far, the level architecture will probably make up for it.


Exactly!


I hope gameplay is a factor here.....
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