[Project] "Knee-Deep in ZDoom"

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Only if you change variable names, function names or script numbers. The whole concept of a library is to limit the connections between the files as much as possible.
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Tormentor667
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Post by Tormentor667 »

Okay, I have uploaded E1M7 but I am actually not pleased with it. I didn't do anything to gameplay or weapon/ammo/monster balance :( I worked on this through Week1 and a few days of Week 2 but then I got struck by real life issues and so the map is still not finished :( I hope someone can take this piece of work on Week 3 :( Nevertheless, here it is:

http://home.arcor.de/tormentor667/kdizd ... -ze1m7.zip

Fortunately, I also worked already on E1M8 and it is 90% finished, so week 3 will be enough for this!
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Kirby
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Post by Kirby »

can't wait to see this beautiful package when its done! :D
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TheDarkArchon
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Post by TheDarkArchon »

NO spamming and, for this thread, NO offtopic posts.
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Woolie Wool
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Post by Woolie Wool »

This is just too cool. :shock:
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Hetdegon
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Post by Hetdegon »

I agree with Kirby. This is looking great, and I can't wait for the final
WAD.
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wildweasel
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Post by wildweasel »

Tormentor667 wrote:@wildweasel - Can you point outthe link once more?
I think this ought to do it.
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Risen
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Post by Risen »

Where are the other maps?
What is the most recent resource WAD?
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Bio Hazard
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Post by Bio Hazard »

oh crap, i forgot that yesterday was the end of my time.

ill get it up in an hour or so

EDIT: i need the ACS headers for .93 to compile risen's script thingy
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Risen
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Post by Risen »

For now I will not use a library because each map needs to be done separately, we would have 9 library lumps floating around and that would not be very helpful either.

To compile my scripts you will need to download the newest version of ACC from the zdoom files section. To get it to work in Doom Builder, use the .93 configuration released in another thread.
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Kirby
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Post by Kirby »

AKA, this thread.
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Risen
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Post by Risen »

Tormentor667 wrote:Okay, I have uploaded E1M7 but I am actually not pleased with it. I didn't do anything to gameplay or weapon/ammo/monster balance :( I worked on this through Week1 and a few days of Week 2 but then I got struck by real life issues and so the map is still not finished :( I hope someone can take this piece of work on Week 3 :( Nevertheless, here it is:

http://home.arcor.de/tormentor667/kdizd ... -ze1m7.zip

Fortunately, I also worked already on E1M8 and it is 90% finished, so week 3 will be enough for this!
Hmm, I like a lot of what you did but there are other things that I don't. The trap on the bridge is broken, only the monster cache in front opens up and the containment doors did not close. This means that an entire section of the map is blocked off. You also introduced a number of other small bugs and texture errors and did not fix the switch for the force field. Nice work though, this will be a great map once it is cleaned up!
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Cutmanmike
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Post by Cutmanmike »

Ok now, how long until this is done ey?
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Risen
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Post by Risen »

Stop asking that!
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Cutmanmike
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Post by Cutmanmike »

Image
I was just asking :evil:

Question: Will these levels be deathmatch compatable?
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