[Megawad] No End In Sight

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chronoteeth
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Re: No End In Sight -- Beta Release

Post by chronoteeth »

so
when you're near the end of the mod
i guess you could say
the end is in sight
(of the mod)
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Tapwave
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Re: No End In Sight -- Beta Release

Post by Tapwave »

chronoteeth wrote:so
when you're near the end of the mod
i guess you could say
the end is in sight
(of the mod)
Har har har

Also, this looks mighty fine, watchlist'd.
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Xaser
 
 
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Re: No End In Sight -- Beta 3.0

Post by Xaser »

Whoa, forgot I had a thread on ZDF for this. Well, bump-ahoy!

tl;dr: beta 3 is out, containing a near-complete version of all four episodes! Let us know what you think as we carve a path to /idgames-land.
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Captain J
 
 
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Re: No End In Sight -- Beta 3.0

Post by Captain J »

Now i'm seeing this many thanks to you, xaser! Gotta give it a try and thanks for bumping this in noticing way!
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zrrion the insect
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Re: No End In Sight -- Beta 3.0

Post by zrrion the insect »

I think I looked at this back when the thread was posted, dang this is cool looking.
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Tormentor667
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Re: No End In Sight -- Beta 3.0

Post by Tormentor667 »

How could i have missed this
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Xaser
 
 
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Re: No End In Sight -- Beta 3.0

Post by Xaser »

We've kept it fairly under-the-radar as far as betas go, for whatever reason. Said reason is pretty moot now, this close to release. ;)
Nevander
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Re: No End In Sight -- Beta 3.0

Post by Nevander »

Tormentor667 wrote:How could i have missed this
I almost did. There's no way to tell right off if it's a weapon or ZDoom specific mod, or a map WAD. This is why I'm still itching for a projects division between the two so map projects can be found much easier if you want to find those, and vice versa.
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NightFright
Spotlight Team
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Re: No End In Sight -- Beta 3.0

Post by NightFright »

So there *IS* an end in sight for this project after all! You should consider renaming it upon release. :P
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Xaser
 
 
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Re: [Megawad] No End In Sight -- Beta 3.0

Post by Xaser »

Plunked in a [Megawad] semi-tag in the title. Not a perfect visibility solution, but hopefully it helps.
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Sgt. Shivers
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Re: [Megawad] No End In Sight -- Beta 3.0

Post by Sgt. Shivers »

I played through episode one tonight, it was a blast! I really liked the warehouse level, but E1M4 was a bit too hard to find my way around in. The "Biosphere" level was also very cool! :D
The wad had a real DTWID+ sorta feel to it, there was some elements from E1 there with each mappers individual quirks. If I had to compare it to anything, it'd probably be John Romero's anniversary maps.
I'm looking forwards to blasting through the next episodes!
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leodoom85
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Re: [Megawad] No End In Sight -- Beta 3.0

Post by leodoom85 »

I'm playing the E2M6 map and until now it's really fun and I like the megawads in the original Doom. I've played this wad like 3 years ago and this sudden update took me by surprise.
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Xaser
 
 
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Re: [Megawad] No End In Sight -- Beta 3.1

Post by Xaser »

As a heads-up, we just uploaded Beta 3.1, which hotfixes E4M6 to work properly in non-Boom limit-removing ports.

[Though ironically it may not make that much difference here since it worked flawlessly in ZDoom, but I digress. :P ]
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Orangewaggs
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Re: [Megawad] No End In Sight -- Beta 3.1

Post by Orangewaggs »

Yay a Doom 1 Megawad.
SO EXCITED :D
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Sgt. Shivers
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Re: [Megawad] No End In Sight -- Beta 3.1

Post by Sgt. Shivers »

I played through episodes 2 and 3, just beat 3 today. Episode 2 was excellent, some of the coolest levels I've played for the original Doom, and episode 3 seemed like it abused traps, platforming and hurtfloors too much. I really, really enjoyed episode 2 but episode 3 was painful to playthrough even with the level skip from the secret map. Gonna get started with episode 4 eventually, maybe I'll like it more.
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