Ultimate Torment & Torture (New Screens p.26)

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Postby Tormentor667 » Mon Jun 18, 2007 5:39 pm

After some thoughts and also comments from Vader while testing UTNT I started to completely redesign MAP03 of TNT Episode 4, just as a little side note that ensures that this beast will take yet another "few days" ;) Beyond I also fixed some other problems I had with forcing monsters to spawn at certain places, thx again to Nash for providing me the perfect solution for thix :) All in all, progress runs quite well, my second ZDCC map is almost finished and I really can't wait to unleash my latest creations ;) CC3 will be the first btw *g* *advertises* Screenshots coming soon.
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Postby Amuscaria » Mon Jun 18, 2007 7:57 pm

Looks sweet. Cant wait to play this. Those gradient lighting is expeciall cool.
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Postby Tormentor667 » Tue Jul 03, 2007 1:11 pm

Big Fat Update on Torment & Torture Episode 4 - Final Map
Yeah, finally some news again and something you won't have expected maybe. Although I already was about 95% finished with TNT04 MAP3 (the final one), I completely removed it and started again from scratch. Some of you might ask now "What the fuck?! Why? This makes UTNT taking even longer!!!" but this decision (although it might take longer now) was a very good solution now. I was never that pleased with how the final map turned out and after Vader tested my latest Alpha build of UTNT and said exactly the same what I thought about the map, it was time for me to do something about it. The second and first map always stood out of the crowd of TNT maps, so epic and atmospheric they have been. The third map though was a complete let down in comparisation to the other ones, boring fights, a broing setting... nothing final-worthy. This has changed now with the map I am working on right now and which is about 30% finished!

Screenshots
Image
Image
Image
Image

Dimensions
X-Width ~ 14.000 units
Y-Width ~ 14.000 units
Z-Height ~ 7.000 units

Explanation
The new third map is the huge mountain you have already seen from several different screenshots and your aim is to climb this beast up, enter the final cavern area at the peak and destroy "The Source" and I swear, you won't ever get something larger and more evil to see in a Doom wad (well, at least I try to create something like that!) Expect hard and evil T667 battles, lots of ambush, nasty traps, simply a very hard challenge in this last installment of the TNT series! ;)

What about the old Map?
I will include this at well... expect a little... secret... alternate ending... ;)[/b]
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Postby Vader » Tue Jul 03, 2007 1:30 pm

yeah, that looks very promising... definitely an improvement if you ask me :)
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Postby Kirby » Tue Jul 03, 2007 1:32 pm

Vader wrote:yeah, that looks very promising... definitely an improvement if you ask me :)
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Postby Unknown_Assassin » Tue Jul 03, 2007 2:15 pm

Tormentor667 wrote:Dimensions
X-Width ~ 14.000 units
Y-Width ~ 14.000 units
Z-Height ~ 7.000 units


Is that going to remain the same when the map is 100% finished?
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Postby skadoomer » Tue Jul 03, 2007 2:23 pm

ARG! the lava! Its tiling hurts my eyes!
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Postby Risen » Tue Jul 03, 2007 2:28 pm

Are those supposed to be stars? If so, the stretching on the textures doesn't work at all...

It's an otherwise promising set of screenshots.
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Postby Shadelight » Tue Jul 03, 2007 2:41 pm

Vader and Kirby wrote:yeah, that looks very promising... definitely an improvement if you ask me :)
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Postby Tormentor667 » Tue Jul 03, 2007 3:23 pm

@Risen - Stars that are moving (WARP) in a very strange way, looks pretty cool ingame ;)

@Vader/Kirb/Blazing - Glad to hear that, thx guys, was a buttload of work ;)

@skadoomer - Not that bad ingame ;)

@Assassin - Yes. This one is fucking large and I am sure some persons with weaker machines will have trouble :( Need to test it yet.
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Postby The NUtcracker » Tue Jul 03, 2007 5:05 pm

I, on pg20 wrote:I am looking forward to this!
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Postby Amuscaria » Tue Jul 03, 2007 8:48 pm

Woo, nice atmosphere in these shots. :thumb:
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Postby Tormentor667 » Wed Jul 04, 2007 10:53 am

Just wait until you can play it :D
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Postby esselfortium » Thu Jul 05, 2007 12:45 am

This looks nice. :3

I have to agree with skadoomer, though. If you're using that much lava in a map for a sourceport that supports big textures and supports mixed texture/flat resources, you should get a much bigger lava graphic to use, so it won't noticeably tile when you're looking at so much of it. ;P
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Postby Graf Zahl » Thu Jul 05, 2007 1:32 am

esselfortium wrote:This looks nice. :3

I have to agree with skadoomer, though. If you're using that much lava in a map for a sourceport that supports big textures and supports mixed texture/flat resources, you should get a much bigger lava graphic to use, so it won't noticeably tile when you're looking at so much of it. ;P



Bit textures will cause performance breakdown when being warped so that's probably not the best idea. It takes 5-8 ms on a P4 3.2 GHz to warp a 256x256 texture which will bring down performance quite considerably.
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