[Project] "Knee-Deep in ZDoom"

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Postby Graf Zahl » Fri Nov 12, 2004 11:18 am

Only if you change variable names, function names or script numbers. The whole concept of a library is to limit the connections between the files as much as possible.
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Postby Tormentor667 » Fri Nov 12, 2004 11:30 am

Okay, I have uploaded E1M7 but I am actually not pleased with it. I didn't do anything to gameplay or weapon/ammo/monster balance :( I worked on this through Week1 and a few days of Week 2 but then I got struck by real life issues and so the map is still not finished :( I hope someone can take this piece of work on Week 3 :( Nevertheless, here it is:

http://home.arcor.de/tormentor667/kdizd ... -ze1m7.zip

Fortunately, I also worked already on E1M8 and it is 90% finished, so week 3 will be enough for this!
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Postby Kirby » Fri Nov 12, 2004 1:23 pm

can't wait to see this beautiful package when its done! :D
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Postby TheDarkArchon » Fri Nov 12, 2004 2:13 pm

NO spamming and, for this thread, NO offtopic posts.
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Postby Woolie Wool » Fri Nov 12, 2004 2:15 pm

This is just too cool. :shock:
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Postby Hetdegon » Fri Nov 12, 2004 5:32 pm

I agree with Kirby. This is looking great, and I can't wait for the final
WAD.
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Postby wildweasel » Fri Nov 12, 2004 5:44 pm

Tormentor667 wrote:@wildweasel - Can you point outthe link once more?

I think this ought to do it.
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Postby Risen » Sat Nov 13, 2004 9:51 am

Where are the other maps?
What is the most recent resource WAD?
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Postby Bio Hazard » Sat Nov 13, 2004 11:03 am

oh crap, i forgot that yesterday was the end of my time.

ill get it up in an hour or so

EDIT: i need the ACS headers for .93 to compile risen's script thingy
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Postby Risen » Sat Nov 13, 2004 11:26 am

For now I will not use a library because each map needs to be done separately, we would have 9 library lumps floating around and that would not be very helpful either.

To compile my scripts you will need to download the newest version of ACC from the zdoom files section. To get it to work in Doom Builder, use the .93 configuration released in another thread.
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Postby Kirby » Sat Nov 13, 2004 12:33 pm

AKA, this thread.
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Postby Risen » Sat Nov 13, 2004 3:45 pm

Tormentor667 wrote:Okay, I have uploaded E1M7 but I am actually not pleased with it. I didn't do anything to gameplay or weapon/ammo/monster balance :( I worked on this through Week1 and a few days of Week 2 but then I got struck by real life issues and so the map is still not finished :( I hope someone can take this piece of work on Week 3 :( Nevertheless, here it is:

http://home.arcor.de/tormentor667/kdizd ... -ze1m7.zip

Fortunately, I also worked already on E1M8 and it is 90% finished, so week 3 will be enough for this!


Hmm, I like a lot of what you did but there are other things that I don't. The trap on the bridge is broken, only the monster cache in front opens up and the containment doors did not close. This means that an entire section of the map is blocked off. You also introduced a number of other small bugs and texture errors and did not fix the switch for the force field. Nice work though, this will be a great map once it is cleaned up!
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Postby Cutmanmike » Sat Nov 13, 2004 4:20 pm

Ok now, how long until this is done ey?
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Postby Risen » Sat Nov 13, 2004 4:24 pm

Stop asking that!
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Postby Cutmanmike » Sat Nov 13, 2004 4:27 pm

Image
I was just asking :evil:

Question: Will these levels be deathmatch compatable?
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