Innocence X - v1.2 Now on Idgames

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jazzmaster9
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Innocence X - v1.2 Now on Idgames

Post by jazzmaster9 »

Jazzmaster9 Presents:

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A 9 Level Wad for DooM II.


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Idgames: https://www.doomworld.com/idgames/level ... g-i/inncnx
Dropbox: https://www.dropbox.com/s/hv1sta6c40qna ... nx-1.2.zip

Best played with GZDoom.

Here are some screenshots!

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Thank you
Last edited by jazzmaster9 on Wed Jun 29, 2016 7:49 am, edited 14 times in total.
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Big C
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Re: Innocence X - beta v.1

Post by Big C »

I think I'll give this a shot---I'm always down for something inspired by PSX DooM/DooM 64.
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jazzmaster9
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Re: Innocence X [Beta v.1]

Post by jazzmaster9 »

Minor update:
- Fixed some lighting on map 06
- Fixed some texturing on map 06
- Added reverb effects to some areas
Endless123
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Re: Innocence X [Beta v.1]

Post by Endless123 »

I am definitively downloading this one.

It looks too good to not pay it :D
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Rifle Marine
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Re: Innocence X [Beta v.1]

Post by Rifle Marine »

I just finished all the maps and found the secret map on 'Watch Me Die" Difficulty.
It was very fun and I enjoyed the atmosphere of Doom 64.

I'll write all of my thoughts later, if at all.
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jazzmaster9
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Re: Innocence X [Beta v.2]

Post by jazzmaster9 »

Beta v.2 has been uploaded.

- added more health near the beginning and end of levels
- Retexturing in some areas
- fixed the D_MAP03 track, apparently it cuts of at 3:11.
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jazzmaster9
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Re: Innocence X [Beta v.3]

Post by jazzmaster9 »

Beta v.3 has been uploaded.

- Did some rebalancing on Health and Armor pickups for all the maps.
- More Retexturing in some areas
- Fixed some miss tagged/valued lines (elevator speed, etc)
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jazzmaster9
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Re: Innocence X [Beta v.4]

Post by jazzmaster9 »

Beta v.4 has been uploaded
- More retexturing
- repositioned Health packs in map 06
- added a new secret to map 06
- changed some decorate code for baron of hell so it does not play the fireball sound twice at the same time.
Endless123
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Re: Innocence X [Beta v.4]

Post by Endless123 »

That's a really good map set :D

I noticed something odd but only while testing my own mod with your map set. Could be on my end but on the map when all that green mist there is a building where the red key is sometimes the door at the entrence (right where those 2 barons are placed on both sides of the door) don't stay open and it can't be re-opened after it's closed.

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There is another building on the next map when the door closes it doesn't re-open after all enemies in the room are killed.

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I know the screeshot is dark but it's the room with the red key on top of a high pillar with the need to take a teleporter to get to the switch that lowers the pillar. As i said the door does not open forcing me to use the noclip cheat to get out of that place.

EDIT : Both problems also occures with mods using custom enemies like PMSX. As i said it could be just on my end be i thought you should know in case i'm not the only one having this problem.
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jazzmaster9
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Re: Innocence X [Beta v.4]

Post by jazzmaster9 »

Endless123 wrote:That's a really good map set :D

I noticed something odd but only while testing my own mod with your map set. Could be on my end but on the map when all that green mist there is a building where the red key is sometimes the door at the entrence (right where those 2 barons are placed on both sides of the door) don't stay open and it can't be re-opened after it's closed.

Image

There is another building on the next map when the door closes it doesn't re-open after all enemies in the room are killed.

Image

I know the screeshot is dark but it's the room with the red key on top of a high pillar with the need to take a teleporter to get to the switch that lowers the pillar. As i said the door does not open forcing me to use the noclip cheat to get out of that place.

EDIT : Both problems also occures with mods using custom enemies like PMSX. As i said it could be just on my end be i thought you should know in case i'm not the only one having this problem.
I havent recieved any report of this happening in normal gameplay. The ACS code that controlls the "X monster is dead please open" are coded for vanilla monster (T_Mancubus, T_Baron etc) so mods that replaces monsters can encounter issues.
This mapset was not tested for gameplay mods.

But Ill look into it a bit more, but cant promise a definite fix if the issues is because of the mod and not the map.

Thanks for pointing those out :)
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jazzmaster9
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Re: Innocence X [Beta v.4]

Post by jazzmaster9 »

Minor update:
mostly on map 3
- Changed some light colors
- re aligned some textures
- Changed some light values
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jazzmaster9
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Re: Innocence X [Final Beta]

Post by jazzmaster9 »

beta v.5 has been uploaded.
This will be the final beta version, all updates after this will be minor/aesthetics updates.
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jazzmaster9
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Re: Innocence X RELEASED!

Post by jazzmaster9 »

Innocence X has been released!
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mario34000
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Re: Innocence X RELEASED!

Post by mario34000 »

Mm and it wad nice and in addition there is a level that makes me think of a Doom 64 By cons I do not remember his name
_mental_
 
 
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Re: Innocence X - NOW ON IDGAMES

Post by _mental_ »

Correct me if I'm wrong but it's impossible to exit red skull key room on MAP05 when playing on skill 0 or 1.
The door will never open because there is no mancubi to kill on those difficulties.
In fact, the script #3 responsible for this will exit after the first invocation for the same reason.
I think at least one mancubus needs to be present. As a quick and dirty fix I can type "puke 3" in console but anyway.

EDIT: Just noticed that on the same MAP05 red skull door can be opened without a key at all.

Also, on MAP06 one of the blue skull bar (rightmost while in game and leftmost on the map) can be raised without the corresponding key.
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