[Project] "Knee-Deep in ZDoom"
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I just sent the map to NMN. Hopefully he will post it here tomorrow (or even today late-night). Before You go on criticising it in anyway - may I remind you, that I didn't even touch areas other than the ones, you will quickly notice (start room and yellow keycard neighbourhood).
Theres still much to be done, but any C&C are most welcome.
/me goes sleep
Theres still much to be done, but any C&C are most welcome.
/me goes sleep
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I got bored of average Doom sprites.cyber-menace wrote: @NMN - What's with the Doom 64 resource file you load up for your screenies?
Nick-nice texture
ellmo-I'll post the map in a jiffy, I had my connection fucked up yesterday but the bastards have been threatened and seems all's well now. ATM it looks.. very DRD

...
Ok, got it here:
http://ccc.1asphost.com/Sonybono/ze1m3.zip22
and played it, here are my comments:
The architecture quality is quite impressing. It's not so overdetailed like bloody e1m4

Sumary- nice, but doesn't feel e1-more e1 textures, less oranges, more green.
Bugs:
1.There's a load of unaligned Startan 3's in the yellow key area
2.The 2 lamps in the room behind the second door (by the window looking at the Soulsphere) have clouds flat on them

3.Why, in Heaven's name is the door leading to the pre-exit room (just behind the stairs) opened?! If this is opened the whole mine (my

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I had an idea for E1M3 - how about the area around the top of the lift to the mines is flooded with nukage, which you have to drain via a switch somewhere. That way it could start of looking a bit more like the original
.
Oh, and there would obviously have to be some kind of seal over the lift to prevent the nukage flooding into the mines, so you could make the player have to find a second switch to open that
.
One other, unrelated thing - when you get around to working on the room with the blue keycard, slow the red flashing lighting down a bit. At the moment I'd imagine it's enough to trigger an epileptic fit
.

Oh, and there would obviously have to be some kind of seal over the lift to prevent the nukage flooding into the mines, so you could make the player have to find a second switch to open that

One other, unrelated thing - when you get around to working on the room with the blue keycard, slow the red flashing lighting down a bit. At the moment I'd imagine it's enough to trigger an epileptic fit

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I disagree
-at this moment the lift appears as a decent BANG of a surprise to others-think-the player is starting Ze1m3 and thinks "uhh.. the same old nukage room again... wait a minute, WTF?! O_o"
- getting the picture?
Tough I must agree with slowing the blinking light in the Unreal-ripped off trap by the blue key
-at this moment the lift appears as a decent BANG of a surprise to others-think-the player is starting Ze1m3 and thinks "uhh.. the same old nukage room again... wait a minute, WTF?! O_o"
- getting the picture?

Tough I must agree with slowing the blinking light in the Unreal-ripped off trap by the blue key

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I knowNmn wrote:1.There's a load of unaligned Startan 3's in the yellow key area
Does it look that ugly you noticed? Or maybe I fucked up something while editing lastly. I'll see into it.Nmn wrote:2.The 2 lamps in the room behind the second door (by the window looking at the Soulsphere) have clouds flat on them
Humm... didn't even take a look there. Most probably this wasn't my mistake. TUD was working here, right? But it's of course my job to fix it.Nmn wrote:3.Why, in Heaven's name is the door leading to the pre-exit room (just behind the stairs) opened?! If this is opened the whole mine (myarea is not necessary to complete
Urm... Roger that. I'll try to fix that as well as smooth the light edges, cose they're rectangles right now, and look silly when the trap sequence is initiated.NiGHTMARE wrote:One other, unrelated thing - when you get around to working on the room with the blue keycard, slow the red flashing lighting down a bit. At the moment I'd imagine it's enough to trigger an epileptic fit
Ahem, use the CRATE, Luke.Nmn wrote:I can't seem to reach the secret "Emergency Route" in the yellow key area.
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ellmo wrote:I know


Yes, they have a "warping" effect-looks weird in the bad meaning.Does it look that ugly you noticed? Or maybe I fucked up something while editing lastly. I'll see into it.
Actually, AFAIK Archon did something with the exit roomHumm... didn't even take a look there. Most probably this wasn't my mistake. TUD was working here, right? But it's of course my job to fix it.


Not OUT of secret, Yoda-into it from the computer node area. Hmm..Use the CRATE... Luke!
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Must've been something wron with the tags. I remember I couldn't really tell why the Deep Nukages behind the blue door were acting so weird, their level was changing completely unpredictably. TUD must have fucked up something with the sector references or used the same tag twice for different actions. In that case that would be rather irritating to fix. But thanks for the info, mate. See if you can find more issues similar to this one. I bet there are more.Nmn wrote:Actually, AFAIK Archon did something with the exit room- but I could swear they were closed when I playtested Your ealier versions
Use the CRATE... Luke!
Still... use the CRATE, Luke. Patience you must learn. If this secret is really so difficult, I might consider changing the way I did it...NMN wrote: Not OUT of secret, Yoda-into it from the computer node area. Hmm..
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