DooD

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Re: DooD

Postby Marisa Kirisame » Sat Apr 02, 2016 6:37 pm

leileilol wrote:Needs an enddne lump though

First attempt, I'll try individual word mirroring next.
Image
Update: I did it.
Image
Last edited by Marisa Kirisame on Sat Apr 02, 2016 7:05 pm, edited 1 time in total.
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: DooD

Postby TheRailgunner » Sat Apr 02, 2016 6:38 pm

The mirrored version of the Imp room in Map 08: Tricks and Traps is inescapable - there's no way to open the door going out.
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Re: DooD

Postby Ethril » Sun Apr 03, 2016 12:03 pm

Where are all the Prinnies, dood?
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Re: DooD

Postby Beed28 » Sun Apr 03, 2016 12:16 pm

I couldn't find a way to beat DooD II's MAP27 without noclipping to the exit room. I can get the red key, but after that, it's a lost cause.
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Re: DooD

Postby Ethril » Sun Apr 03, 2016 1:20 pm

Starring Shia LaBeouf as the Baron of JUST DO IT
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Re: DooD

Postby unRyker » Sun Apr 03, 2016 3:15 pm

Dood, where's my cah-codemon?
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Re: DooD

Postby demo_the_man » Sun Apr 03, 2016 8:33 pm

DOOD SS BEEB MOOM 2O02

EddE
OverrevO jooj ss overrevo
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Re: DooD

Postby demo_the_man » Sun Apr 03, 2016 8:36 pm

yes i doodified (dooded?) my last post

maybe we should make dood 3?
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Re: DooD

Postby Big C » Sun Apr 03, 2016 10:16 pm

The batch files for the mod don't seem to do anything aside from briefly bring up a DOS window.
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Re: DooD

Postby DeXiaZ » Sun Apr 03, 2016 10:43 pm

Thanks for bugreporting. I don't know when I'll fix them for reuploading maps as v1.1.

I couldn't find a way to beat DooD II's MAP27 without noclipping to the exit room. I can get the red key, but after that, it's a lost cause.


You did it wrong. Tested it 2 minutes ago, everything is ok. The center Marbface-floor is a teleport like the original Doom 2. You MUST go through those devil-face teleports to achieve the final room with archviles and 2 doors to exit.

About DooD 3 - would be funny, but it needs to reverse MODELS and it seems to me hard thing (harder than reverse pictures). Also for achieving full DooD experience maps should be reversed too, but it seems that original maps can't be edited so easy (I mean you can always re-extract them, port them to Q4Radiant and add again all textures and items, but this method seems tooooo unpleasant)

:mrgreen:
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Re: DooD

Postby Darsycho » Sun Apr 03, 2016 10:55 pm

Why fix bugs in a mod like this? xP
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Re: DooD

Postby Beed28 » Mon Apr 04, 2016 7:28 am

DeXiaZ wrote:You did it wrong. Tested it 2 minutes ago, everything is ok. The center Marbface-floor is a teleport like the original Doom 2. You MUST go through those devil-face teleports to achieve the final room with archviles and 2 doors to exit.

Oh wow, I didn't realise I had to go through them in the second copy of that room as well (not counting the mirrored side). Wasn't that obvious. In the original, it was a one way teleport only. Thanks.
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Re: DooD

Postby DeXiaZ » Mon Apr 04, 2016 9:29 am

Darsycho, ahaha, right ;)
Beed28, you're welcome :)

News: DooD now is available on Moddb.com!
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Re: DooD

Postby LedIris » Mon Apr 04, 2016 9:39 am

Final DooD would be a godsend
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Re: DooD

Postby Princess Viscra Maelstrom » Mon Apr 04, 2016 11:09 am

the exits should probably be made more clear. i keep exiting maps with about half the level's population still being alive.
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