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PostPosted: Mon Nov 22, 2004 6:07 am
by Risen
Tormentor667 wrote:@Risen - For music of the intermission: I want the intermission map D_DM2TTL to be used, it's just an ambient sound but I think it might fit.

@Risen on the script - How does this secret thing work then? Nevertheless, we jsut have to add the script to our scripts and we don't have to change anything else!?


Music: I do not agree. I don't think it will fit. I like the way Doom's intermission music carries through, and if it is not in KDIZD, I will certainly miss it. (Actually, that's not true... because I will probably put it in myself!)

Script: If you copy this into your script, it will not work. Save it to a file. You only need to add one line to your map script: the #import line I described above. The intermap decides what level you should go to next, so it needs to know if the player is going to the secret map. Both exits in M3 go to the same map... the intermission!

M7: I'm just worried that any changes will destroy the atmosphere at the end of the map. Gameplay/atmosphere is a delicate balance and easily upset. Perhaps if you wanted to show me what you had in mind I would feel more open to it.

PostPosted: Mon Nov 22, 2004 6:14 am
by Nmn
Dang. M6 is not only ugly, but it's buggy as well :| There are many places where Transfer Light Floor is used in an extremely awkward way. Kirb must've fucked up something (sorry for the rude word but when You have to cut out almost entire locations You can get pissed) as it's mostly his areas-they share a common bug of "dark light". This is harder than I tought.

In many areas detail has been brought to rooms that have strange-ish shapes that Romero must've been obsessed with. I can't cope with them so I'll change them, however, someone already brought detail to them. :grumpy: To make them look remote-nice I need to cut the whole thing out. Sorry that I damage someone's work. I'll try to leave a lot that has been done and add to it, instead of substract and then add, but sometimes looks play the first violin (Polish-meaning-it's of most importance) and the map must be handled in a drastic way.

EDIT: Why didn't anyone tell me we are allowed to use stacked sectors? o__O... :twisted: /evil laugh

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PostPosted: Mon Nov 22, 2004 8:28 am
by Tormentor667
@Nightmare - Feel free to extend the end of E1M7 to be larger and more hellisher, but nothing is going to be changed on E1M8 anymore! And actually in this case, I really don't see any reason for this exit/start similarity!

@cccp_leha - Work on it on week 3 but make sure that you finish it up completely! I don't want this map to be unfinished after 3 weeks and two rounds!

@Nightmare Post 2 - Well, in my eyes, E1M2 is very finished, just ammo/weapon/monster balance must be adjusted but that's particularly all. E1M4 needs a lot of work as you said and well, E1M5 needs also ammo/weapon/monster balance and then we are finished with 2 more wads. Who will do the adjustment?

@NMN - Great, looking forward :)

@Risen - Okay, send me your intermission tune and I will insert it in the music wad but proceed with the rest as I said!

@NMN Post 2 - Well, have fun with that piece, you wanted to do it ;) And yes you are allowed to use stacked sectors, why shouldn't you?! :)

@Team & Risen - As I said, I have 2 weeks left now for some more work and well, I had another secret map in mind: A mixture of several map parts of Episode 2 and 3 maps, with added detail and new gameplay and stuff (hard to explain but the result will rock) so I just want to let you know, that you have to find a way, to place this wad into our project, maybe as another secret exit or as a reward for special stats in the intermission, whatever :)

PostPosted: Mon Nov 22, 2004 8:32 am
by Nmn
First-e1m4 needs work. Could someone take it? I can't ATM.
Now e1m6 needs plenty of work too (WTF is up with the heights? Who the hell uses 135, 150?! Binarial, not Decadic! :grumpy: ). I've reworked the exit to make it appear like You're going to some mining complex or such (huuuuge cavern ;)
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PostPosted: Mon Nov 22, 2004 9:06 am
by NiGHTMARE
ccp_leha: I know you're still working on it, but it'd be nice if you could upload M1 for us. If nothing else, I'd really like to play a version which is completable without cheating :).

Biohazard: Same with M9 plz, kthx :D.

Risen: can't really show you anything yet as I haven't made it, but basically this the plan:

- No changes up until you press the switch.
- The switch lowers the floor, revealing a cavern with a healthy dollop of skin textures.
- In one rocky wall is a door leading to a room textured with STONE2. Inside here is some kind of teleporter, which takes to E1M8.

Tormentor/Nmn: as mentioned previously, if no-one's up for working on E1M4 I'll finish it off at the end of week 3 :).

BTW there are a few non-gameplay changes to E1M2 that probably ought to be made:
- replace the fake translucent floor with a real one (i.e. use a stacked sector).
- replace the grey rock textures with the new brown ones ;).
- fix the red carpet on the stairs in the area where you get the red key (looks weird the way it covers most of some steps but not others).
- fix one of the computer panels next to the red key (it has middle textures where there should be none).
- add translucent ceiling to big metal pipes in the northern outdoor area (it currently looks like the nukage is floating ;))

PostPosted: Mon Nov 22, 2004 10:32 am
by Nmn
Risen and e1m4-thx :D I trust You that You won't rape my baby so much..

It would be nice if we would get e1m3 to test-that's the map I haven't seen for a LOONG time. :?

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PostPosted: Mon Nov 22, 2004 10:40 am
by Graf Zahl
NiGHTMARE wrote:BTW there are a few non-gameplay changes to E1M2 that probably ought to be made:
- replace the fake translucent floor with a real one (i.e. use a stacked sector).
- replace the grey rock textures with the new brown ones ;).
- fix the red carpet on the stairs in the area where you get the red key (looks weird the way it covers most of some steps but not others).
- fix one of the computer panels next to the red key (it has middle textures where there should be none).
- add translucent ceiling to big metal pipes in the northern outdoor area (it currently looks like the nukage is floating ;))



And please replace the silent teleporter in the northwest area with a silent line teleporter!

PostPosted: Mon Nov 22, 2004 10:42 am
by Tormentor667
So, who volunteers to work on E1M2 once more? I am working actually on the 2nd secret and have no time for that.

PostPosted: Mon Nov 22, 2004 11:27 am
by Risen
I vote against this second secret map if we are to finish in the allotted time frame. Tormentor, if you want to have this done soon, pick up one of the unfinished maps! Let's make what we have perfect instead of making more.

The intermission was not at all meant to include another secret map, and I don't know how long it will take to implement this.

PostPosted: Mon Nov 22, 2004 11:55 am
by Tormentor667
@Risen . I just need about one and a half week for this to finish, so just wait and after you have seen it, you will reconsider your decision!

PostPosted: Mon Nov 22, 2004 12:06 pm
by Woolie Wool
Chris wrote:I personally would rather see Heretic Ep1 rather than Doom Ep2.


"The ZDoom of the Damned" would probably never take off because many people, myself included, don't really like Heretic. Heretic is Doom's bastard stepchild.

PostPosted: Mon Nov 22, 2004 12:07 pm
by Woolie Wool
Graf Zahl wrote:That's what the skill menu is there for.

I really can't stand games with adaptive difficulty or stuff that gets unlocked when you have finished playing at least once. Depending on the game it is at least irritating and at worst frustrating. Most likely there will be more players that will be pissed off by this than those who appreciate it.


My thoughts exactly. If you think you're so tough, then play on Nightmare.

PostPosted: Mon Nov 22, 2004 12:20 pm
by NiGHTMARE
The stuff we were talking about making unlockable doesn't all have to do with difficulty...

PostPosted: Mon Nov 22, 2004 12:26 pm
by SirTimberWolf
if your still looking for someone to finish one of the unifinshed maps I might be able too

PostPosted: Mon Nov 22, 2004 12:28 pm
by Woolie Wool
Tormentor667 wrote:Okay, I am done with the music right now and you can get it over here:
http://home.arcor.de/tormentor667/kdizd ... sicres.zip

It is about 26,875,637 MB thick (yes that's quite alot), the files are compressed with OGG Vorbis and a Bitrate of 112kbps. You will find the following in the wad itself:


27 MILLION MEGABYTES?!?! How do you fit it on your hard drive?;)

(Yes, I know it's actually only 27 megs, not 27 million, but I couldn't resist making a joke. The correct way of writing it, at least in the US, is 27.875637 MB)