The [ZDoom Community Map] Project "Take 2"

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Kirby
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Post by Kirby »

Are you kidding me? I just looked and its there......

What browser do you user/ FTP program?
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Talonos
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Post by Talonos »

Thanks, Kirby. I got it.

I will work on it this week.
NiGHTMARE
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Post by NiGHTMARE »

No, don't get rid of that bit! Those circular rooms are the best looking part of the map. If anything, delete the corridos in the upper right which go nowhere.

Or better yet, turn the map into a hub already :).
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BetaSword
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Post by BetaSword »

For the red keycard, I'd suggest either of the two areas that are pointed to by the bright red arrows.

Image
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Bio Hazard
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Post by Bio Hazard »

would you guys like one of my bug trackers?
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Kirby
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Post by Kirby »

That would be nice :)
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Talonos
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Post by Talonos »

Okay. I got a chance to take a look at things. It is in a bit of a mess, but nothing that can't be worked out.

No, Kirby, I'm not deleting anything. The cool thing about a community map project is that even if stuff looks bad, somebody who's better can fix it up. I'll keep it there, and people can make it look better later.

The red keycard is where it is for a specific reason. If I move the red keycard, then there is no reason to activate Xaser's elevator section.

Anyway, this is my plan. there is one door in Kirby's section that was previously impossible to open. I'm changing that door so it will open if you collect a specific number of back-up batteries to power the motor/door lifting mechanism or whatever. Now, we are all aware that there are places that don't go anywhere aside from a dead end. I'm going to put a back-up battery in each such dead end, and then when you have them all, you can pass through Kirby's door. An example of a "Dead end" is the room with the soulsphere. (You know, the one that's impossible to get?) This room has a hallway leading north that is obviously unfinished. I'm going to put a battery at the end of that hall. If somebody wants to finish up said hallway, they would make a room at the end, maybe a hallway to another room, ect. and then place the battery there. If somebody wants to continue that part of the map, then thet would attachmore rooms on, ect. and then move the battery to their part of the map.

Am I making any sense? Basically, any time a mapper continues a dead end, take the battery from the dead and and move it into their room.

I'll keep working on it.
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Phobus
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Post by Phobus »

I'm intersted in having a look, though I won't add anything, is that ok?
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Kirby
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Post by Kirby »

@Talonos - That's actually a much better plan, good job :)

@Phobus - You can always look at the version of the wad that's up on the server ATM....
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Phobus
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Post by Phobus »

O.K then, do I need any particular version of ZDoom or will .63a do?

Never mind, .63a is sufficient.

I had a look around the level but I must say it's very confusing, even when you start at the beginning and try to work your way through.
I also found that I couldn't activate the jetpack, but used the "fly" console command anyway. I liked the escape pod bit, though it is difficult.
What's with the FIREBLU textures, are they there to be replaced when something better arises?
Also there is are a few texture problems, like on your doors and stuff.
You also can't get out of the excavation site.

However, it does look quite good and could be developed, straightened out and generally sorted into a great map.
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Kirby
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Post by Kirby »

Phobus wrote:You can't get out of the excavation site
That's one of the reasons I wanted to get rid of that entire section. It doesn't go anywhere (but Talonos is giving it a purpose)

About the jetpack - Did you set a key for it in the menu?
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Phobus
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Post by Phobus »

No, I configured fly/swim keys, so I assume that the jetpack gets it's own key reference in options?
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Talonos
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Post by Talonos »

Okay. I'm done.

It's all set to start another round. This is the deal. I've identified two reasons why the project failed.

1: People did their own thing. They made an area ahead of time, and then pasted it in a convienient looking place. If they looked at what the other people did and kept going with what the previous people were doing, it would have been more cohesive.

2: People didn't know what was going on. Pretty soon there were so many areas, and so much stuff to do, that nobody knew the flow of the map. This is a pretty easy problem to solve. Make a walkthrough.

Each time somebody adds something to the map, they should update the walkthrough. That way, everybody knows what does what, what you need to do to activate what, and so on. That way, people don't end up entering a room and saying "What is the purpose of this?"

I've made a walkthrough for everything up till now. In this walkthrough, I've identified areas to improve, and what places would be best to continue off of. I'll post it in a bit, as soon as I get it up.

See you in five minutes.
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Talonos
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Post by Talonos »

Okay here it is. Not edited for spelling and grammer, mind you.
Walk-through:

This wad hasn't been balanced for health/ammo yet. This walkthrough is for designners who look at this monster and can't figure out what do do with it (Which is understandable.) Also, depending on your version of zdoom, you either may or may not be able to use the DEHACKED weapons.

You start off in a hanger with a few pod-like ships and some corpses. There is a switch at the south-western most edge of the room. This switch says "Temporary intro switch" when you approach it. Fire your pistol. If one ammo is used per shot, then your version of zdoom doesn't support dehacked weapons (Like mine.) The intro level is impossible to complete without dehacked weapons, so skip the next paragraph. If your ammo goes down by more than one (three, I beleive) than your version of zdoom supports deacked weapons. Hit the switch to see the intro.

You start in your ship. After you are able to move, run around behind your chair to the door on the east end of the room. Go through it, and then take the door on the north side. You will get in the escape pod, and it will be ejected out of the ship. After the pod starts up, you will fly towards the city. You are in a turret like device. While you don't control your movement, you can to turn and blast monsters away using the escape pods triple railgun cannons. After a while, you reach the city. The screen will fade out, and you will be back in the hanger where you started.

There is a shot gun in the hanger somewhere, but it's dark, so it's hard to see in there. From here, go to the staircase to the northeast of the room. Go up the stairs, and press the switch. Go back down, and go to the open door. Beyond it are many, many imps, a few zombiemen, and a demon. Exit out this door to find the central courtyard. TO the north, there is an alleyway with a hole in it. Drop down through the hole, and climb the ramp in the dark room. Open the door at the top, and grab the yellow kaycard from in front of the door. (The door itself doesn't go anywhere. I'd recomend that somebody make a bunch of areas past this door, and move the yellow keycard into said areas.)

Leave, go back to the bottom of the hole, jump up out of it, and go to the building directly to your east. There is no door, but a hole is blown into the wall, so you can enter it. There is a soulsphere in here, but it is impossible to get. (If somebody wants to, they could make a way to get this soulsphere. Neither jumping nor the jetpack can get to it right now, because the wall in impassible.) There will be a hallway leading north. The hallway streches on to infinity, but there is a battery there. Laugh at it (I'm no artist) and pick it up so that is disgraces the map no longer. (This hallway is another spot i'd recomend continueing from. Make a bunch of rooms or something, then move the battery into those rooms.)

Leave, and go back to the central courtyard. On the west side of the courtyard, there is a large building with red, flashing columns on the northern side. On the eastern side, there is a door, which may have imps and zombiemen pouring out aleardy. Kill them, and enter the building. There will be a two way split, going north and south. It really doesn't matter which way you go, because they both lead to the same room. Kill the demon in the room, collect the ammo, and flip the switch on the westernmost side. Two doors, one on the northwest and one on the southwest, will open. Head through through either. There will be a shotgun guy or two. Kill them, take their ammo, but hurry. On the window side of the hallway, there will be another few shotgun guys, and in the small courtyard you see out the window there are zombiemen. You could take care of them by shooting out the window, but I prefer to take them out when I'm closer so as to conserve ammo. The door at the end of the hallway opens into a room with a ramp. At the bottom there is another shotgun guy and a demon. Kill them, and open the door. Don't open the door in front of you. Instead, turn west, and go through one of the two doors there. In the room that follows, there will be a hellkignt and some weaker guys. Kill them. On the east wall, there is a hole. Fal down it, and follow the hall to a ladder leading to the small courtyard you saw earlier. Kill the guys, collect all of the ammo hanging around, and grab the jetpack. You can use this jetpack by pressing "R" Be careful, though. YOu have limited fuel. Leave the building, and go back to the main courtyard.

Across the street, there will be another building to the west. It's the one with the large UAC logos on it. Head through the door, and go up the stairs. There may be some specters there. If not, don't sweat it. Anyway, at the top of the stairs is a room with a computer and a door. The computer will give you fuel it you're out (Which you aren't) and the door leads to a hall that leads to a rooftop. Grab the fuel canister from the corpse there, and jetpack north, across the gap. There is a hole in the ground. Don't drop through it. Instead, turn south. In the southeastern corner, therer is a building with a lower roof. On it are a lot of fuel and some random goodies. Jet down, grab them, and jet back up to the northern rooftop. Fall down the hole. Go either east or west, and follow the hall until you get to a room with a large missile in it. There is a large computer console on the southern half of the room. Activate it. You may not be able to hear it, becaus I made it too quiet, but there is some voice-acting as the computer asks you for a password. You guess randomly, (Incorrectly, of course) and lots of plasma starts to come out the walls. You have to act quick. Either run back to the first room and hide in the north western or north easter corner and wait the plasma out, or run north from the console and jump down the hole. Once down the hole, you will be back in the room with the fuel computer. Leave the building, going back to the main courtyard.

In the main courtyard, go south, and turn east when there's a splitup. There is a large hole on the floor. Jet across it, and continue east. There is an alleyway leading north. Go north there. On the east side o this alleyway, there is a spot on the wall that is lighter than the surrounding wall. step back, with your back touching the west wall in the alleyway, and your front facing the spot of light. Jet up until you see the ventelation duct. Go through it when you can. Follow the duct until you reach the top of a large room with elevators in it.

Fall down into this room, and kill everything there. Somewhere in the room, there is a switch. I forget where. Find it, press it, and go through the door to the east. There are no monsters in this part of the map (Another thing a subsequent mapper can fix) so just wander around until you find the second hideous battery. Pick it up, and head back to the room with the elevators in it. Turn south, now, and press the switch. The laser barriers will drop, and you can go through. Exit the building by following the hallways out.

The switch you activated powered up an elevator in a room you saw earlier. Go west, jet across the pit, and enter the building where you got the jetpack. In the middle of the first room, there is an elevator I failed to mention earlier. Go in it, press the button in it, and exit the elevator. There is a hallway leading down to a red keycard. Get it, and you will be teleported out into the small courtyard where you got the jetpack. Leave the building. (Again, you see hallway that ends abruptly to a keycard. I recomend that a mapper contunue this hallway, add rooms, ect. and put the red keycard in there. Also, either make the elevator work so that you can return, or find a better way to get the player out than a deus ex machina teleporter.)

Once you've left the building, go east, and jet over the pit. Directly after the pit, turn south. There is a doorway wit a ton of barrels. Go through either of the doors. Inside is a room with many tough monsters (A la tormenter667) This room is hard for me to describe, but suffice it to say that at the southern end, across the pit, there is a window there you can see the blue keycard. You get to this room by entering from the east side. Kill the baron in there ,grab the keycard, go back to the big room with the pit, and head out the eastern door (You have to press a switch to get through it) Cross the bridge, get the soulsphere, and open the door on the other side.

In this building, you'll find a small room with a green eye in a cylinder in the middle. On the north end is a console. Activate it to get power generator two online. Then head east again, fighting a recolored lost soul or two and eventually two revenants. There is a pillar blocking the way, but with the yellow keycard, you can get past it. Beyond there is a third offensive battery. Get it. (Again, if somebody wants, they can continue here and move the battery.)

Cross the bridge and head back to tormenter's area. On the western wall, there is a door. Beyond it, there is a bunch of shotgun guys and an archvile. Keep in mind that the ammo placement isn't final, so if you run out, that's not because you did something wrong. It's just because there isn't enough ammo. Kill the vile and head south. There will be an underdetailed, sloped hallway, and then a monsterless series of rooms and halls heading west. (If somebody could put monsters here it would be appreceated.) Head west until you get to a room with a console in it. TAlk to it. You will be treated with a cutscene where you talk to the captain of the venus base over the radio. He gived you a visual of a huge cyberdemon (Who doesn't like to stand in front of the camera) attacking the base. You mention the giant missile you saw earlier. He tells you the code is forty... Three, I think.

Leave the building, jet across the pit, go to the building to the north, head up to the rooftop, jet across, fall down the hole, and activate the console that spat plasma at you earlier. You'll launch the missile, and the cyberdemon will blow up. Congradulations! You saved the venus surface station! Now, you need to escape.

Drop down the hole, jet across the pit, go to the bridge where the soulsphere is, and head south. You will find a door on a building to the south. Head it. You will find a relatively unpopulated circular room. Head Either south-east or south-west, kill another imp, follow the hall, and kill a revenant. Go down the staircase to the south, and enter the room. On the east side, there is a door that says it requires another battery to activate. Gads, theres another one of those monstrosities lying around? Head west, through the door, and enter a room overlooking some slime. Kill things. (The walkway eads west, but there is no door there. If somebody wants to, they cann add an area there. If so, find some way to make it nessisary to go there (I.E, lock a door and place the key in that area, put another battery there, and change the door so it requires five instead of four, ect.) Head south. Kill things. There is a door to the south that leads to a blue hallway. Follow it, being cafeful for the chaingunners, and you emerge in a vastly underdetailed cave complex. Head south, and then east, and then east again into the sewers. Kill some sewer imps, and head south and then east. I don't know much about this area of the map. Just keep going forward until you find a battery at the top of an elevator.

Head back to the door that said you needed a battery to open. Follow the hallway, killing everything you meet, until you get to a bridge. Kill the recolored monsters, head across it, and head south. Follow the hallway as it turns west. Flip the switch at the ens of it. Head back east, then up north. Follow the hallway until you meet an elevator. Go up the elevator. You will find yourself in the second outdoor area. At the north wall there is a door into another building. Enter the building, follow the hallway, hit the switch, double back and go through the newly opened door, follow the hallway, and you will find yourself in a roon where the chairs are on the ceiling...

And that's it. You can go from there.

(Beta sword asked that we keep the upside-down theme going a little longer. He said he wanted it to keep getting weirder and wierder until we get to the hellish part of the level (If we go that route.))
My last plea:

this thread is huge. It is way, way, too big. I think you should start a new thread, one that doesn't have so much baggage on it. Tell people that the project is going again, and that it's in it's next round. If people feel they don't have to read fifty pages of backstory, they are more likely to contribute again.

I'm puting the wad on the FTP in a bit. Wait until I say it's been updated before you try to download it again.
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Kirby
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Post by Kirby »

@Talonos - Good Job! :D I agree with the starting a new thread, and I think we should set new rules in it when we do, ones that involve looking at the map first before making a new area as well as the original rules in this thread. Now that we have this back to a steady standing-point, I think it's time we start signing up new people who want to work on it :)
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