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SamVision wrote:but I never saw any tower on that level, it was very anti climatic imo.
IYO. I'm going to guess you're very alone in this matter.
Actually, I agree with him. You should be able to see a tower. I suggest that the outside of the tower should be the base of the tower, and there would be a stacked sector with an actual tower inside. Something like this: http://files.drdteam.org/index.php/file ... m8tower.7z (run it on E2M8 with DOOM.WAD)
ChronoSeth wrote:It really wouldn't be that hard to edit a mod to be compatible with KDiZD/TSoZD.
You'd be surprised..
I got wwhc-diaz.wad working with KDIZD, and the only modification I needed to make was renaming the rifle shell casings. It works great, as long as you don't mind the grenade launcher and rifle being swapped out for the RPK and the Neutralizer.
ChronoSeth wrote:It really wouldn't be that hard to edit a mod to be compatible with KDiZD/TSoZD.
You'd be surprised..
I got wwhc-diaz.wad working with KDIZD, and the only modification I needed to make was renaming the rifle shell casings. It works great, as long as you don't mind the grenade launcher and rifle being swapped out for the RPK and the Neutralizer.
It gets a bit harder if ACS is involved. I tried to play KDIZD with a Doom 3 weapons mod that I made, which includes a library. I took care of the actor replacment and the like and gave it a go. Everything was fine until I went throght Z1M3 secret exit. After the intermission is done I was taken to Z1M4 instead of the secret level. All of that was because I had a global variable with the same number in my library as a one in KDIZD's library.
Blue Shadow wrote:It gets a bit harder if ACS is involved.
Well, granted. That's why I generally include an uncompiled copy of the ACS in everything I release (I mean, if I ever actually release anything (well, if I ever make anything anybody would ever consider playing (/me ignores the stupid overpowered monsters that nobody knows about))).
InsanityBringer wrote:Oddly enough I always considered the place you play in the original e2m8 the top of the tower, heh.
Me too.
Also, i tried my own PFEnhancer with KDiZD and it worked great (grenade launchers were replaced with the plasmagun and rifles with BFG), although ofc there were issues like new enemies not having gunflash flares, casings and brightmaps (pretty natural, as they are not meant to be replaced , but still clashing with the mod)
marble wrote:would be cool if you had to fight to the top of the tower, to find the cyberdemon. instead of just spawning at the top.
Or,you spawn Below, and hear the screams of your team mates and battlenoises and such, and then fight your way back up trough hordes of Barons Knights imps zombiemen and such, and as you get on top you see 2 marines fighting the cyberdemon(cutscene) and 1 Dies while the other cries to you for help and runs to you and then the cyberdemon kills him too, and you get all furious and fight the Cyberdemon ;o?
Or too much fantasy x]?
ChronoSeth wrote:It really wouldn't be that hard to edit a mod to be compatible with KDiZD/TSoZD.
You'd be surprised..
Pleasantly -- it's not that hard at all. Psychic works just fine with KDiZD -- the only "change" needed was to provide a patch to make the new enemies drop blood money.
Haven't tested it in a while, though, so hopefully the patch isn't incompatible with the latest Psy build... that'd be terrible.
marble wrote:would be cool if you had to fight to the top of the tower, to find the cyberdemon. instead of just spawning at the top.
Or,you spawn Below, and hear the screams of your team mates and battlenoises and such, and then fight your way back up trough hordes of Barons Knights imps zombiemen and such, and as you get on top you see 2 marines fighting the cyberdemon(cutscene) and 1 Dies while the other cries to you for help and runs to you and then the cyberdemon kills him too, and you get all furious and fight the Cyberdemon ;o?
Or too much fantasy x]?
For extra awesomeness, dead bodies could keep falling off of the top of the tower, torn apart by the Cyberdemon's rockets.