Spoiler:
How do you get through that door that leads to Z1M9 on Z1M3?
I've been wandering around that level for hours trying to figure it out.
[Project] "Knee-Deep in ZDoom"
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Bio Hazard
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It was extensively co-op tested. But M8 was done after the co-op testing.Psycho Siggi wrote:I thought this had been coop tested.Tormentor667 wrote:Darn... I already expected this to happen
... Actually, co-op testing hadn't been done in months...
I told you guys (KDiZD team) to add the ZDCMP checkpoint system. Was that not done? I gave you the code a couple years ago.
Note: I don't mean to be pointing fingers. Maybe the checkpoint system can be added in 1.1?
We know, and it's not a big deal. Congratulations for finding and figuring that out!Zippy wrote:[2. Z1M6 blue key]
I remember finding and reporting that to the bugtracker, and somebody marked it fixed... so I assume there is a way around it somehow... we can double check it for 1.1.darmuss wrote:[stuck in z1m8]
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LogicDeLuxe
- Posts: 198
- Joined: Mon Apr 26, 2004 11:32 am
Just finished playing. Seriously, Bravo!
I have to say the levels are absolutely stunning. Some of them (z1m2, z1m6, z1m7 and z1m9) stood out as just awesome remakes of the originals. In fact, I had to actually replay doom1 just to remember how some of the original maps looked. Needless to say, E1 now looks pretty tame in comparison to some of the stunning effects and details that went into this project. All the areas where cleaver takes on the original which both added to but kept in mind the original maps. My biggest gripe with the project was how often i died because i went into an area expecting something like what i was used to playing for the past decade and a half, but was hit with something much more forceful and unexpected. With no autosaves outside of entering a new map, i wound up replaying a lot of the same areas (namely because of detail admiration). I forgot that most modern FPS do the saving for you, while kdizd remembers the good old days of save it yourself.
So, are you guys going to try and extend this to the rest of the mod community? I saw noting about this outside of doomworld and newdoom, so why not register with moddb and get some extended coverage? You've certainly worked hard enough that I'm sure people who enjoy remakes will be impressed with your efforts.
I have to say the levels are absolutely stunning. Some of them (z1m2, z1m6, z1m7 and z1m9) stood out as just awesome remakes of the originals. In fact, I had to actually replay doom1 just to remember how some of the original maps looked. Needless to say, E1 now looks pretty tame in comparison to some of the stunning effects and details that went into this project. All the areas where cleaver takes on the original which both added to but kept in mind the original maps. My biggest gripe with the project was how often i died because i went into an area expecting something like what i was used to playing for the past decade and a half, but was hit with something much more forceful and unexpected. With no autosaves outside of entering a new map, i wound up replaying a lot of the same areas (namely because of detail admiration). I forgot that most modern FPS do the saving for you, while kdizd remembers the good old days of save it yourself.
So, are you guys going to try and extend this to the rest of the mod community? I saw noting about this outside of doomworld and newdoom, so why not register with moddb and get some extended coverage? You've certainly worked hard enough that I'm sure people who enjoy remakes will be impressed with your efforts.
More issues found:
In Z1M3, just outside the secret exit is a "window" in a wall that looks into a hellish snake-covered flesh... thing. You can jump into the window and fall into the decoration, however you will then be stuck and unable to get back out. This window should be marked as impassable to prevent this.
Not really KDiZD's fault, but also in Z1M3, when you get the "Terrorsphere", the "secret found" text doesn't appear, I'm assuming because the "You got the Terrorsphere" text overrides it. In any case I would have expected the sound to play at least.
Maybe make the ledge a secret sector instead of using a secret thing?
Z1M9, there is a missing lower texture under the slime in the long hallway with the slime trench in the center. The texture in question is missing from the furthest end of the trench, and you have to crouch under the ooze to see it. (Sorry for the crappy description, I only played the level once so far and don't remember exactly what's in the corridor)
Speaking of Z1M9, did you use Thing_Hate to make those hell demons (or whatever you call them) attack the barrels? That's just genius is what that is.
In Z1M3, just outside the secret exit is a "window" in a wall that looks into a hellish snake-covered flesh... thing. You can jump into the window and fall into the decoration, however you will then be stuck and unable to get back out. This window should be marked as impassable to prevent this.
Not really KDiZD's fault, but also in Z1M3, when you get the "Terrorsphere", the "secret found" text doesn't appear, I'm assuming because the "You got the Terrorsphere" text overrides it. In any case I would have expected the sound to play at least.
Z1M9, there is a missing lower texture under the slime in the long hallway with the slime trench in the center. The texture in question is missing from the furthest end of the trench, and you have to crouch under the ooze to see it. (Sorry for the crappy description, I only played the level once so far and don't remember exactly what's in the corridor)
Speaking of Z1M9, did you use Thing_Hate to make those hell demons (or whatever you call them) attack the barrels? That's just genius is what that is.
- TheDarkArchon
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- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
That's odd. When I did it, I died as soon as I hit the floor.HotWax wrote:In Z1M3, just outside the secret exit is a "window" in a wall that looks into a hellish snake-covered flesh... thing. You can jump into the window and fall into the decoration, however you will then be stuck and unable to get back out. This window should be marked as impassable to prevent this.
