Demon Eclipse Mod Thread - New Beta Up-Testers needed. p. 1

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Belial
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Post by Belial »

Map01 is neither cramped nor small.

@Eriance: I've played map01 in .96x and I was unable to select the rocket launcher and plasma rifle. What's wrong with them?
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Tormentor667
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Post by Tormentor667 »

Belial wrote:Map01 is neither cramped nor small.
It is... some rooms and hallways are so damn small, its very hard to dodge fireballs and avoid enemies. And beyond, the level of detail and architecture is partially so senseles and bad, it just doesn't look as good as episode 2!
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Belial
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Post by Belial »

Because it doesn't need to. It's fine the way it is. It's a good techbase episode. IMO it should be made a separate release because of the huge differences between both episodes.

And map01 is mostly large rooms and open areas. The hallways connecting them are also of normal width and they are not too crowded anyway.
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Amuscaria
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Post by Amuscaria »

Belial wrote:Map01 is neither cramped nor small.

@Eriance: I've played map01 in .96x and I was unable to select the rocket launcher and plasma rifle. What's wrong with them?
That's odd...I was able to select them just fine. Try doing all weapons and see if you can select them. If so, then i might have numbered their DoomEd number wrong. I checked it, and it looks ok. O_o Fif you load ALL the wads at the same time? You need DE-Main2 to have the new rocket Launcher, as well as all the new UAC weapons.

In the new update i will seperate all the items into their own wads (items, weapons, monsters, maps, etc). This would be easier for me to locate an error should they arise.

To Tormentor:

Yes, Map 01 and most of ep1's maps are crapped compaired to EP to, but it was intended to be that way. The original doom2 monsters were too easy, and giving a large room would make it too easy to run away from them. I made it cramped to it looks a bit more like Doom and that the mosnter can still hit you. I will add some areas to some rooms, however to make it a bit bigger. Especially that secret room with the 2 hellknights and the water pump-thing.
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Belial
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Post by Belial »

I load all wads and in ep1 I get a) no weapon selection for rl and plasma; b) when I shoot the plasma rifle shows the original frames.

They work fine when I use IDFA.
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Post by Amuscaria »

Belial wrote:I load all wads and in ep1 I get a) no weapon selection for rl and plasma; b) when I shoot the plasma rifle shows the original frames.

They work fine when I use IDFA.
Yeah, I named the Doomed Numbers wrong. This will be fixed in the enxt upload once I figure out what is wrong with the following:

I'm also having a problem with the A_CustomBulletAttack command in decorate. The monster would go into the frames, but not do anything. Her'es the decorate line that I;m using. I want this puff to do NO damage, because the puff itself is a fire that i want to burn the player.

DIAB I 5 BRIGHT A_CustomBulletAttack (0,0,0,0,"DFire",10240)
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Post by Graf Zahl »

Post the entire monster. Otherwise it is impossible to see what is wrong.
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Amuscaria
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Post by Amuscaria »

Graf Zahl wrote:Post the entire monster. Otherwise it is impossible to see what is wrong.
The rest of the monster works just fine, it's just that part. But here's the entire monster and the attacks it uses.
Spoiler:
I'm trying to emulate the Fire-Attakc of the archvile, but not sure how to make the fire appear and stick to the front of the player. Do I just make a normal missile and put a A_Fire command on that missile and have the monster fire it like normal? Or can i not emulate the effect at all?
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Post by Tormentor667 »

Belial wrote:Because it doesn't need to. It's fine the way it is. It's a good techbase episode. IMO it should be made a separate release because of the huge differences between both episodes.
It is not, take it or leave it, just read comments on Doomworld and most of them say exactly the same. The later maps of Episode 1 are better but the first few, especially MAP01, shows some wierd usage of textures, of sectors and size. For example the first room after the vent is to small, it's so small that even the BIGDOOR texture gets cut off! And on some areas there are evil texture clashes (SHAWN/STARTAN) that look aweful. It's not much work that has to be done, but it is quite obvious that someone could heavily improve the maps, especially if you compare them to Eriance's later maps of Episode 2! Why leaving something as it is if it can be improved?
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Belial
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Post by Belial »

Tormentor667 wrote:It is not, take it or leave it, just read comments on Doomworld and most of them say exactly the same.
Who? What? Where? Read the original thread, only DeumReaper commented on the visuals. Udderdude's "The maps look like ass" line doesn't mean shit.
The later maps of Episode 1 are better but the first few, especially MAP01, shows some wierd usage of textures, of sectors and size. For example the first room after the vent is to small, it's so small that even the BIGDOOR texture gets cut off! And on some areas there are evil texture clashes (SHAWN/STARTAN) that look aweful.
'So what/I don't care' I guess, because I've never noticed anything wrong while playing them. The maps play well enough for me to ignore such slight 'mistakes' easily.
It's not much work that has to be done, but it is quite obvious that someone could heavily improve the maps, especially if you compare them to Eriance's later maps of Episode 2! Why leaving something as it is if it can be improved?
Because I don't consider the Ep2 maps to be superior just because they're more 'detailed'.
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Post by Ryan Cordell »

Tormentor667 wrote:
Belial wrote:Because it doesn't need to. It's fine the way it is. It's a good techbase episode. IMO it should be made a separate release because of the huge differences between both episodes.
Why leaving something as it is if it can be improved?
If it's not broken, don't fix it. :P
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Post by Tormentor667 »

@Belial
Because I don't consider the Ep2 maps to be superior just because they're more 'detailed'.
It's the overall look and mapping style that's better in EP2 than in EP1!

@BladeNightflame
If it's not broken, don't fix it.
Don't think so limited, as I said, if you can improve something with a little more work, do it! It's worth if you consider the end-result!
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Post by Nash »

On the [url=http://forum.zdoom.org/potato.php?t=9237&postdays=0&postorder=asc&start=255]18th page[/url], third post down, I wrote: Episode 2 generally looks a lot better than Episode 1. The mapping style in EP2 looks more matured.
Unfortunately I'm going to have to agree with Tormentor.

The difference was huge enough to be really distracting to me.

My first impression of Episode 1's map was "1994". And I'm not talking about looks only. The gameplay felt really lacking... in... something. I'm not sure what.
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Belial
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Post by Belial »

Tormentor667 wrote:It's the overall look and mapping style that's better in EP2 than in EP1!
I disagree. It's just different.
Nash wrote:My first impression of Episode 1's map was "1994".
You have got to be fucking kidding. Even if you think the 'mistakes' Torm pointed out are severe that comparison is ridiculous.

The gameplay is exactly what it's supposed to be. It's Doom, without the funky stuff.
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Post by Amuscaria »

All this arguing is really based on each of your personal points of view, and I don't see a point of having to continuing to go off topic to argue about it. I agree with each of you on certain aspects. However, I have my own mapping style, and I normally prefer the cramped tech-bases and the opened-Hell levels. I like this simply because of the monsters I usually place i these maps and how I play. I understand that other people might not play like me nor prefer such cramped places.

As for the maps lacking in gameplay, it's because episode one is doom2 formatted while the second is Zdoom-Hexen. I did not feel the need to convert the first episode into Hexen format because it would requite me to redo all the tags and add a bunch of things that I felt was unnecessary. The bottom line is, Episode one is meant to be like doom. I wanted the player to have a new experience from episode to episode.

I will change some things on the maps, but only if they caused severe retardation of gameplay. If it's within acceptable ranges, I will not change it. I understand that Tormentor likes to have large open maps, as it's obvious from his TNT series. However, I prefered cramped to medium sized maps. I personally loved how Congestion 1024 was, though i doubt many other people do.

Episode 2 will have more open maps like Tormentors to make the episode consistant (though not as big). I will continue to update the maps and add new places as I create new weapons and monsters. This project was originally just a set of doom2 maps that I merged with another project to provide a custom monster/weapon resource pack for the doom community. The focus is to give a large amount of resources out while having a decent set of maps to test them in different situations.

I'm still working on a flamethrower and the Pyrocannon for Tormentor's TNT. So I wont be doing too much mapping. I have fixed the more serious problems within the maps and adding in all the custom monsters that i have sprites for. I will also add monsters that was not originall intended for the project just to have the resource available for other doomers.
--------------------------------------------------------------------------------------
NEW BETA WAD(s):

Download Link: http://rapidshare.de/files/15300078/DE-Package.zip.html

Changes:

-Fixed Various bugs mentioned within each map and added some details.
-Fixed BloodOrb weapon no regenerating ammo correctly.
-Fixed Big of not being able to select Rocket Launcher and Plasmagun.
-Added 4 new monsters (Cyber Annihilator, Spider Demolisher, Fallen, and Diabloist)
-Made the Hellstaff fire faster and change it's powered up mode.
-Did some minor tinkering with other decorate files to make it more efficient.
-Seperated main wads into seperate wad; one for textures and flats, monsters, weapons, sounds, items, scenery objects, and miscellaneous stuff. This makes updating easier as well asl allowing people to find things they need better.
--------------------------------------------------------------------------------------
I've removed the Map40 from the map for now, since it caused various crashes from time to time. SO to see the new monsters, just type in 'Summon' or 'summonfriend' and put in the following.

-BloodFiend
-Lurker
-Guardian
-DEWraith
-Inferno
-ArchonofHell
-Diabloist
-Fallen
-Nightmare
-HellSmith1
-Hellsmith2 (hellsmith's second form)
-Demolisher
-Annihilator
Last edited by Amuscaria on Sun Mar 12, 2006 1:46 pm, edited 1 time in total.
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