[CP] The "Ten" Community Project! Completed! First post!!

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Dragonfly
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Dragonfly »

Dreadopp wrote:
§-Morpheus-§ wrote:Listen, Dreadopp, your mapping style is good enough...we musn'n be Tormentor...everyone has a proper mapping style...
Josh wrote:Keep to -your- mapping style, as it's what you're comfortable with, and keeps you motivated. :D
Both too true. :) I shall stick to my mapping style then. :wink:
Glad to hear it. Like me, you'll get better as you progress in your 'mapping career' if that makes sence?
Enjay wrote:Why would anyone want to map like Tormentor? I don't mean that as an insult to Torm - clearly he is a great mapper and I love his stuff. What I mean is that everyone has their own style. I like the fact that you can often tell who made a map by how it looks. It's like handwriting, or drawing style or whatever. You may all be writing/drawing the same thing, but you can tell who wrote/drew it.

Read Torm's mapping tutorials. They are good and very worthwhile. Take ideas from the tutorial, Tormentor himself, his maps and other people and their maps too but, IMO, developing your own mapping style is important. It isn't merely a simple case of "enough detail" either.

The only time when you should want to map like another person (IMO of course) is when you are intentionally trying to make a "Torm-like" map (or "whoever-like" maps - as Torm has done with Simplicty styled maps) or if you are part of a project where different contributors will be taking part and some uniformity of experience and appearance is required.
Couldn't have put it better myself. :)
CaptainToenail
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by CaptainToenail »

Why is everyone always going on about detail? It's interesting architecture and good texture use you should really be worrying about
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Dragonfly
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Dragonfly »

Small update:-
Secret already added, 'anti idclip cheat' script for the blue key room. :wink:

Code: Select all

int secret = 1;

Script 254 (void)
{
	If(secret == 1)
	{
		Print(s:"Fucking cheater.");
		secret = 2;
	}
	Else if(secret == 2)
	{
		Print(s:"Stop trying to cheat.\n\nFor cheating, You die!");
		Thing_Damage(0,9999);
	}
	else
	{
		Thing_Spawn(3,T_bluekey,0,0);
	}
}
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Remmirath
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Remmirath »

I haven't understand if it will be a "Player walks over" activation, or "Player Presses Use" activation... :?
Because it can be useable when it is a switch even with idclip activated, but it won't activate when the player walks over with the idclip cheat...

And anyway, you can use Thing_Destroy instead of Thing_Damage...but then you have to give the player a thing ID, otherwise it would kill all the monsters on the map... :wink:
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InsanityBringer
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by InsanityBringer »

You are aware that people hate this kind of crap?
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.+:icytux:+.
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by .+:icytux:+. »

no it wouldn't, Thing tag 0 always checks for the activator of the action.

also, i dont really think tormentors maps are overdetailed at all. he just makes them look good without overdetailing. i like this guy :P
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esselfortium
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by esselfortium »

Overdetail is a fake concept.
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Remmirath
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Remmirath »

.+:icytux:+. wrote:no it wouldn't, Thing tag 0 always checks for the activator of the action.
The Wiki says that in case of Thing_Destroy, it the tid is 0, it will kill all monsters in the map...
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hnsolo77
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by hnsolo77 »

Code: Select all

[STRINGS]
QUITMSG1 = Okay then, fine.\nGo back to your Next Gen games you traitor!
QUITMSG2 = You fail it.\nYour skill is not enough.\nSee you next time.\nBye bye!
QUITMSG3 = Fine get back to work and\n deal with your dead end job
QUITMSG4 =
QUITMSG5 =
QUITMSG6 =
QUITMSG7 =
QUITMSG8 = Press y if you are a pussy
QUITMSG9 = That's it\nBe one with windows...
QUITMSG10 = Oh come on.\nDont leave...\npretty please...
QUITMSG11 = Thats right. Go get some friends \nand Come back and do the coop episode.
QUITMSG12 = No one quits the\nTen Community Project
QUITMSG13 = If you quit TEN I'll summon\nTEN cyberdemon's on your ass
QUITMSG14 = go into the red haze\nit wont hurt\n\n...\nmuch...
QUITMSG15 = This is like Contra\nonly with more rapage
OB_DEFAULT = \n
fixed spelling of traiter since its traitor, also the you are and you're the ' does not appear in the DooM Font to my knowledge, therefore this spelling will make more sense
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Phobus
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Phobus »

I'll just point out that "detail" seems to be a misunderstood concept. Sector abuse, or a high sector count, is just that. I could make a 256x256 room out of uniform 1x1 sectors and have all 65536 sectors in nice and quick (and too many sidedefs, hence having an un-usable map), but it would have no detail at all.

Now on the other hand, having shadows where light couldn't conceivably reach from the lightsources, having architecture which makes sense, having textures aligned perfectly and intentionally, having themes created realistically and immersively - now that is real attention to detail. Having a 100 sectors per room is not detail at all - it is merely having 100 sectors per room.

Personally I think that what Josh is doing works fine, because hes actually doing lighting, shadows and an interesting floor/ceiling patterning grid.

Also, having cheat blocking isn't cool :P
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Project Shadowcat
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Project Shadowcat »

I got pulled aside since I was on my lunch earlier, but it was more of a preference than anything. I've always enjoyed simple(r) maps that pay more attention to the gameplay, and make use of basic to intermediate detail that makes it look like what it needs to look like. I kind of like to build areas that make sense, that look like they would be usable. I also like to play in such areas.
I liked KDiZD more for some of the gameplay options it allowed, and for some of the realistic areas, than the details it provided. I really think in some of the areas that they went too over the top, yet in others they were absolutely spot-on and felt... "real".
It really is more of a personal complaint than a really critical issue. Perhaps I'm not patient enough with my own maps, but each time I test my map, I go, "Is this fun?" and really nothing more.

Perhaps is it more of an issue of where do your priorities lie?
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Project Shadowcat
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Project Shadowcat »

"Prospector's Ridge" is open for testing. Skill levels are not yet implemented, however through my test I felt there was plenty of health and ... enough ammo.

Instead of throwing out a preview of screen-shots, I thought I'd provide you a near-complete level. ;) Feedback is highly appreciated.
MAP 11. No MAPINFO stored yet, so if you play with music don't forget to trigger the IDMUS cheat, track 8 felt the best.

ED: File removed, check Page 40.
Last edited by Project Shadowcat on Thu Jul 03, 2008 2:47 am, edited 2 times in total.
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esselfortium
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by esselfortium »

I agree with what Phobus and Project Dark Fox said about detail. Since we're already using KDiZD as an example, I think some parts of it were absolutely beautiful, while other parts felt very cluttered or otherwise amateurish. It's definitely possible to use thousands of sectors in a cohesive way that doesn't detract from anything (interesting architecture, smooth lighting, good texture usage, etc.), but it's also possible to throw around a bunch of random poorly-aligned terminals and copy-pasta ceiling lights. Both are "detail", but one is beautiful and inspiring while the other is just unnecessary (and often unattractive) clutter.
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hnsolo77
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by hnsolo77 »

@:PDF

nice, simple yet effective design, for a bit i was thinking that this had to be outside the limit's, but you made it seem MUCH larger than what the map really was

only complaint i have is that it was too easy for me, still fun though
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Project Shadowcat
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Re: [CP] The "Ten" Community Project! SIGN UP NOW - PAGE 8!

Post by Project Shadowcat »

hnsolo77 wrote:nice, simple yet effective design, for a bit i was thinking that this had to be outside the limit's, but you made it seem MUCH larger than what the map really was
I reviewed 1024 4: Director's Cut. I learned a few lessons about confined mapmaking from that. ... Or at least, what not to do. :) Seems it paid off.
Did it seem confining in any areas?
only complaint i have is that it was too easy for me, still fun though
Noted, I may up the size of a couple of the baddies and drop the health a little more for the basic "Hurt Me Plenty" skill level.

I'll wait for a couple more players, first.
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