[Project] "Knee-Deep in ZDoom"

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Postby cccp_leha » Thu Oct 07, 2004 9:23 am

@Tormentor: when do we start?
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Postby Tormentor667 » Thu Oct 07, 2004 11:48 am

I don't know but I will tell you as soon as I have all maps from week 3!
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Postby TheDarkArchon » Thu Oct 07, 2004 12:39 pm

I have some bad news: DB had screwed up the exit for E1M3 so I have had to sort it and in doing so lost some of the detail there. :cry:

On a more positive note, I have finally got screenies.
Last edited by TheDarkArchon on Thu Oct 07, 2004 1:27 pm, edited 3 times in total.
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Postby Nmn » Thu Oct 07, 2004 12:43 pm

My eyes!! :woh: :cry:
Not bad, the architecture is right there :)
But seriously-I want to see more areas but I think the monster ammount is well.. survivable.
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Postby TheDarkArchon » Thu Oct 07, 2004 12:48 pm

I ought to deafen some of them. There is supposed to be about 4 per pool thing but they all wake up at once and, well, you see what happens.

EDIT: damn damn DAMN!! My "Fix" of the end has casued a "You need to fix these lines error. SHIT!!!!

DOUBL EDIT: Losing the door fixed THAT error. Whew!!
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Postby GeeDougg » Thu Oct 07, 2004 3:20 pm

giest118 wrote:
geedougg wrote:The Quake-style lights and the lights on the ceiling are briliant. Simply amazing. Very nice work indeed. But why'd the shot green? Are you wearing a bio suite in that shot? (Don't get me wrong it looks cool. )


Risen wrote:Sorry about the tint, I had a radsuit when I took the shot.


:P

Further proof of my endless idiocity....
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Postby Ixnatifual » Thu Oct 07, 2004 3:38 pm

Heh, that DOOM0023.png just looks so right to me... I want this wad now.
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Postby The Ultimate DooMer » Thu Oct 07, 2004 6:17 pm

Apologies to all, but I've just lost all motivation for this. I'm really behind with SSD, I'm doing a ZDCTFMP3 map, and I've ran out of ideas for E1M9. Given that I probably won't touch it again, I'm uploading it now.

Changelog:

Coloured lights on the approaches to the locked doors and in the rooms behind red/yellow doors (not excessive).

Spinning power core thingies near the forcefield and the sloped door secret. (the forcefield ones were supposed to stop when it's shut off but I couldn't get it to work)

Extra detail (crates, consoles etc.) in many rooms.

Altered the chaingun secret so you now step on a crate to drop the lift rather than the sector.

A spinning blade thingy in the sludge tank room.

The green fog room now has wade-able sludge.

Consoles now have my patented realistic look round the sides.

Some hanging-off ceiling panels in the passage leading outside.

Extra rocks outside.

A cyberdemon in the middle (you knew I was going to...). He can be crushed later on, so evasion only is needed.

Tougher monsters planted in most areas.

Added ambient sounds to cyber-menace's areas.
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Postby Bio Hazard » Thu Oct 07, 2004 6:39 pm

The Ultimate DooMer wrote:Coloured lights on the approaches to the locked doors and in the rooms behind red/yellow doors (not excessive).

some of it is nice, some of it is ugly

The Ultimate DooMer wrote:Spinning power core thingies near the forcefield and the sloped door secret. (the forcefield ones were supposed to stop when it's shut off but I couldn't get it to work)

cool

The Ultimate DooMer wrote:Extra detail (crates, consoles etc.) in many rooms.

verycool

The Ultimate DooMer wrote:Altered the chaingun secret so you now step on a crate to drop the lift rather than the sector.

i didnt live that long

The Ultimate DooMer wrote:A cyberdemon in the middle (you knew I was going to...). He can be crushed later on, so evasion only is needed.

OMGWTF? OMGWTF? you shouldnt see anything even REMOTELY colse to this powerfull untill AT LEAST after E1M7, i got killed countless times cause i couldnt get past him

The Ultimate DooMer wrote:Tougher monsters planted in most areas.

you got that right... :( i cant even get the red key on skill1 :evil:

VERDICT:

NMN:
++ cool detail
++ polyobjects

MoD:
---- OMGWTF DIFFICULTY ON SKILL1!

TOTAL: 0 points
D-
i was afraid of what you would do...
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Postby cyber-menace » Thu Oct 07, 2004 6:45 pm

Hehehe, I like the changes. They're subtle, yet very noticable. It certainly makes my area look a lot nicer. The difficulty has definately shot up a few notches and I noticed that the ammo was getting a bit tight on shells and bullets towards the end, but I didn't use many rockets so it's not a problem.

Good job TUD and good luck with SSD. I want to see it out for Christmas like you were planning!

EDIT: I second though that the difficulty needs to drop a little bit. I can beat it, but not very easily. E1 is supposed to be rediculously easy (looks at tanks...) erm... easier than normal levels.
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Postby The Ultimate DooMer » Thu Oct 07, 2004 7:13 pm

Bio Hazard wrote:
The Ultimate DooMer wrote:A cyberdemon in the middle (you knew I was going to...). He can be crushed later on, so evasion only is needed.

OMGWTF? OMGWTF? you shouldnt see anything even REMOTELY colse to this powerfull untill AT LEAST after E1M7, i got killed countless times cause i couldnt get past him.


I figured it would be better to place him there instead of some rocket turrets (which would be easier to avoid) just think of him as a mobile one of those instead of a monster. (you're not meant to kill him, you can do that by remote later)

I didn't check the gameplay btw, that's what the last two weeks are for. (so it would probably get changed anyway, regardless of what I did to it)
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Postby Graf Zahl » Fri Oct 08, 2004 2:19 am

Nice level but one thing:

REMOVE THE DAMN CYBERDEMON!!!!!!!


Shit like this only serve to annoy players and serve no real gameplay value. It's just stupid and frustrating.


And would someone please run this map through an error checker? It is full with accidentally unclosed sectors to an extent I have rarely seen!
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Postby nossr50 » Fri Oct 08, 2004 3:58 am

The Ultimate DooMer wrote:
Bio Hazard wrote:
The Ultimate DooMer wrote:A cyberdemon in the middle (you knew I was going to...). He can be crushed later on, so evasion only is needed.

OMGWTF? OMGWTF? you shouldnt see anything even REMOTELY colse to this powerfull untill AT LEAST after E1M7, i got killed countless times cause i couldnt get past him.


I figured it would be better to place him there instead of some rocket turrets (which would be easier to avoid) just think of him as a mobile one of those instead of a monster. (you're not meant to kill him, you can do that by remote later)

I didn't check the gameplay btw, that's what the last two weeks are for. (so it would probably get changed anyway, regardless of what I did to it)


Rocket turrets?

WTF
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Postby Nmn » Fri Oct 08, 2004 6:53 am

e1m3-really cool level, I enjoyed it greatly :D
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Postby Risen » Fri Oct 08, 2004 6:56 am

Tormentor, what is the decision on using other monsters beside what is normally seen in E1? I was thinking of adding some Cacos to E1M7. It's late enough in the episode and close enough to the demon's gate that figured it might make sense. I was also wondering about using the chaingunner.

I hope nobody really minds, but I removed the outside area completely. I think it might be the first map I've made with no sky in it at all! Not having this really adds to the feel I'm going for here, so I think it's the right decision. I really like the way the whole level is shaping up. There won't be many new areas to explore, (as I've said before,) but there's plenty of new life it what was existing.
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