
[Project] "Knee-Deep in ZDoom"
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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.
- Wasted Youth
- Posts: 358
- Joined: Mon Jan 05, 2004 9:59 pm
- Location: Earth
Well duh, the military won't fry (like french fries
) their precious gateway experiments they've worked on for so long, besides, I presume the UAC got the Phobos bases when Flynn was fighting in Hell-thus they got something back to earth with them.
Wait a second.. if that's how monsters invaded earth, what about Baphomet's plans?
Ahh.. Doom story really is interesting after all

Wait a second.. if that's how monsters invaded earth, what about Baphomet's plans?
Ahh.. Doom story really is interesting after all

- Tormentor667
- Posts: 13556
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@NMN - Wow, that looks amazing
But we should add some more sloped mountains around the complete building complex, so it looks like a crater as it does on the real intermission screen.
@Risen + cccp - Indeed, Week 1 hasn't started yet and we still need a a last mapper for this, but Lexus' doesn't want to participate and I have no idea who to ask else

@Risen + cccp - Indeed, Week 1 hasn't started yet and we still need a a last mapper for this, but Lexus' doesn't want to participate and I have no idea who to ask else

- Tormentor667
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- Tormentor667
- Posts: 13556
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Oh btw, I have some more ideas for this Intermission thing: What about adding some more gfx's to the scene?! Maybe a border around the screen making it look like a "Terminal" or "PDA" you have with you?! What about "Interlacing" (every second line black or 50% black transparent) to make it look like a real terminal?! 

- Ixnatifual
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Re: The Art of Doom Mini-Mapping
omfg that pwnsNmn wrote:Double Post to bump thread.
Here it is. I've altered the scripts a bit tough to have You walk around and look closer. Someone has to improve the script to make it usable for endings after every level.Enjoy
Re: The Art of Doom Mini-Mapping
Nmn wrote:Apetizer:

Uh... yeah.
Just add more variety to terrain, as Torm said. Not only sloping mountains, but varying textures. Also you can set a small lake here or there... Do you imagine a waterfall somewhere in the background?
/me goes to run ZETH and map
Oh, good to hear that week 1 hasn't even started yet. Guess I'll have more time to add quality o ZE1M3...
It didn't start yet?Tormentor667 wrote:@Risen + cccp - Indeed, Week 1 hasn't started yet and we still need a a last mapper for this, but Lexus' doesn't want to participate and I have no idea who to ask else

shit... Im having some problems with sloping one hallway in ZE1M3... I thought I've seen the effect I'm aiming for in M7 or M5... I don't want to show this to you before it's finished, so I think I'll ask NMN, and see if he can do something about it.
If not, well, I'll have to pass this to someone else. Just in case. Who feels very familiar with slopes?
If not, well, I'll have to pass this to someone else. Just in case. Who feels very familiar with slopes?
Whoever has E1M7, I found another bug; one of the ceiling slopes in the hallway shortly before the (original) blue door is incorrect. If whoever is working on it can't find it, I'll get a screenshot.
cccp: No problem, I'll stay as previously planned.
Torm: Are we preserving co-op support? deathmatch support? If so, player starts be added for 5-8 and deathmatch tweaking could be an entire set of time yet again.
I don't really know what to do with E1M4 yet...
- the new parts (large open areas) just do not fit with the rest of the map. I think they should be removed... what does anyone else think?
- where is the player 1 start supposed to go? In the original location (next to players 2, 3, 4)?
- Is the map completable? I couldn't figure out how to trigger a number of the scripts to get doors and such open.
ellmo: I'm familiar with slopes, I worked on M5 and I did all of M7 so it's very likely I built what you are looking at.
cccp: No problem, I'll stay as previously planned.
Torm: Are we preserving co-op support? deathmatch support? If so, player starts be added for 5-8 and deathmatch tweaking could be an entire set of time yet again.
I don't really know what to do with E1M4 yet...
- the new parts (large open areas) just do not fit with the rest of the map. I think they should be removed... what does anyone else think?
- where is the player 1 start supposed to go? In the original location (next to players 2, 3, 4)?
- Is the map completable? I couldn't figure out how to trigger a number of the scripts to get doors and such open.
ellmo: I'm familiar with slopes, I worked on M5 and I did all of M7 so it's very likely I built what you are looking at.
- Tormentor667
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- Woolie Wool
- Posts: 1713
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Re: The Art of Doom Mini-Mapping
I must be dreaming. *drool*Nmn wrote:Apetizer:
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Good, I agree. I'm not too concerned with the extra effort it would take to make these into good DM levels but cooperative should be preserved. Everyone working on maps, make sure you add the extra start points.Tormentor667 wrote:@Risen - No DM Support, though you can place start points but coop support would be great :)