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So, a completely new map would suffice?
I think I can do better if I make my own map; the version you gave me to edit was very uninteresting to begin with and there wasn't much I could add to it. (not to mention that even with the edits I did it is far too much like DooM 2's MAP10.) No reason to be sorry.
You can expect a PM from me in a couple days. I'm usually a quick mapper.
I can't get it to run. It says "script error doomeu.pk3:mapinfo" line 1: gameinfo unknown top level keyword.
I read up on the previous page that you have to extract the zip in a seperate folder and add zdoom and the doom iwad to it but it still gives me the same error. I honestly haven't a clue how to set it up
edit - looks good so far. I actually quite like U1m6. Some areas were surprisingly well done in terms of the game's design such as the "simulation rooms" and the fact that it is multi-leveled too!
I honestly don't think if it should be scrapped entirely (although if it does, it should probably still keep the D2m10 footprint and recreation and training facility theme).
Also, I do agree that the lifts are too slow, but that's a minor quirk.
I think it's your computer. As far as I know, nothing would cause this on the mod's end. U1M6 won't be scrapped entirely, though it will be rearranged back into the original map10 layout.
Wow! I've been absent for a while (my computer's CPU died).
I got an answer (I think) for what the probiectile and spray rifle do.
For the Spray Rifle, "Multiple shots in a 600 are" should mean (to my understanding) "Multiple shots in a 600 map units area". It makes sense gramatically, but cant imagine what could it look like
And for the Probiectile "gives readout on enemy", I think it does something similar to the info or linetarget [wiki]CCMDs[/wiki]
Well, I guess it's impossible to know unless someone can read Tom's mind lol.
Hope it's been of help!
Sodahollic wrote:I think it's your computer. As far as I know, nothing would cause this on the mod's end. U1M6 won't be scrapped entirely, though it will be rearranged back into the original map10 layout.
For some reason there are no floor textures. I'm running with the latest SVN of ZDoom btw.
EDIT: Oh yeah and I noticed a few error messages popped up saying some stuff about texture errors too
EDIT 2: Oh wait, I think somehow my Doom.wad got fucked up, damnit now I need to re-install it. Good thing I bought a computer with a floppy disk drive.
EDIT 3: Okay, here we go. Pretty good so far, I can't wait until I see the finished product. I like the new muzzle flash for the machine gun, but it doesn't really fit with the game I don't think.
@Xim: Well, those were just taken from ben2k9's version, they were actually meant for the 0.5 machine gun. Has anybody noticed I made a new one? It's a tweaked 0.4 version, but with the 0.5 hand and stock. They will eventually be replaced. Also, the rifle/bayonet now has a wooden stock, but still looks like the 0.5 version (with gray metal sides instead of brown ones)
Would Tom Hall be easy to get into contact with for something like this?
Should episode 1 be on the light side, and episode 3 be on the dark? 2 Would be hell, obviously.
What was the "commercial episode"? Episode 6? Episode 7? Doom 2? But didn't they refer to the Lost In Hell episode as Doom 2 in the doom bible? AUGH GOD DAMNIT IM GETTING CONFUSED
Anyway, random U2M1 and other shots. Don't think I'm about to do another episode yet, my priority is the first episode.
Um... feedback? I really feel like nobody really gives a crap about this mod. Why? People just don't seem too interested. I announce a demo. Nobody seems to care. I announce I'm doing open develepment. Nobody really addresses it. Not a single person interested in joining. I post screenshots of a second episode. Not a comment. Many of my questions go unanswered. I'm just asking for more input. While I do appreciate the discussion that has taken place and the help I've received, I just feel that this kind of ignored for some reason. I don't know if I should really bother continuing with this tc. I'm still working on it, but I'm becoming doubtful.
While I haven't posted anything in the thread until now, I've been following the development of the mod with great interest. I would be very disappointed were you to cancel development.
Though I really don't have time to do good testing/mapping/etc that might help you along, this is a very interesting and promising project which would constitute a great loss if it were discontinued.
Sodahollic wrote:I don't know if I should really bother continuing with this tc. I'm still working on it, but I'm becoming doubtful.
You should make what you feel like making. Stopping work because nobody else is interested is just giving up on your own personal ambitions. Never give up your dreams.
That said, if you need another tester (or somebody to help with weapon code and making the weapons feel better to shoot), I could help.
Pretty much what Scripten said. Your thread has seen a great deal more attention than some in my opinion (17 pages for example?). Personally I rarely post in a thread even if I am quite interested in it (like Pink Silver's Pokemon mod - looks quite interesting and I love RTTs but I haven't posted there). I don't really map for public release, and I don't have much time to do anything at the moment aside from actually playing games when I get some time to myself.
I have already tried to contact John Romero asking him if he knew anything about the Doom Bible weapons and whether or not it would be feasible to ask Tom Hall himself. I'm still awaiting a response but then again I have no idea how many emails he receives a day.
This is also your first big public project (or so it seems) so perhaps you are raising your expectations a little too far. People have downloaded and played your demo and given you some feedback already (I haven't because I don't have the time and I tend to hold off on playing something until it's actually complete), and as wildweasel said the most important aspect to consider is how you feel about this mod and whether it is entertaining to work on it. While public attention is nice, it shouldn't be the driving force behind a mod.
Regarding Episode II, I would concenrate on Episode I first and get that out of the way. To me, the Doom Bible really only consists of the 1st episode. Though there were extremely brief descriptions of what the other episodes may entail, and even less resources designed for said episodes, the Doom Bible (and the pre-release versions of Doom) focus almost solely on the 1st episode so that is personally what I'm most interested in (besides the other episodes would take a great deal more work to complete). The actual shots you posted just seem to be slight modifications to the Limbo map from the 0.5 version of Doom so not much can be said about them.