Doom 2 Intermission Map (REVIVED)

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Triple S
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Re: Doom 2 Intermission Map is canceled.

Post by Triple S »

torridGristle wrote:
TheMightyHeracross wrote:I would! Here, Skunk is trying to get help for something he wants to do for his project, and Ijon strolls along and outright bashes his idea and puts him down:
Ijon "bashed" how Skunk handled asking for help by pointing out that it's not worth keeping secret (especially when it discourages people from helping) since it's not a new idea and "put him down" for giving up and saying that the community doesn't want to help each other and that it's dead after a few days of not telling anyone what he wanted with his incredibly vague post.
1) I personally hadn't seen it before... even if I had I wouldn't tell someone that wants to keep something secret that it's "not worth keeping secret," especially since full details weren't disclosed. You just don't do that.

2) He gave up not because no one offered to help, but because almost all of his responses were troll responses. And those came real quick.

3) Again, his post was vague but he stated why. The biggest issue was that, again, people took more time to make a troll response and disrespect him and his wishes rather than either just ignore it or PM him for more details. And it accomplished fuck all good.

4) I honestly don't understand how it can be defended. Again, Skunk could have handled things better in terms of seeking people directly, but that doesn't warrant being an asshat. It's counterproductive and a bigger waste of time than asking what he needs via PM.


Whatever, I'm done discussing this. I don't think anyone involved in this will change their stance on the matter so it's not worth it.
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Skunk
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Re: Doom 2 Intermission Map is canceled.

Post by Skunk »

Triple S wrote:
torridGristle wrote:
TheMightyHeracross wrote:I would! Here, Skunk is trying to get help for something he wants to do for his project, and Ijon strolls along and outright bashes his idea and puts him down:
Ijon "bashed" how Skunk handled asking for help by pointing out that it's not worth keeping secret (especially when it discourages people from helping) since it's not a new idea and "put him down" for giving up and saying that the community doesn't want to help each other and that it's dead after a few days of not telling anyone what he wanted with his incredibly vague post.
1) I personally hadn't seen it before... even if I had I wouldn't tell someone that wants to keep something secret that it's "not worth keeping secret," especially since full details weren't disclosed. You just don't do that.

2) He gave up not because no one offered to help, but because almost all of his responses were troll responses. And those came real quick.

3) Again, his post was vague but he stated why. The biggest issue was that, again, people took more time to make a troll response and disrespect him and his wishes rather than either just ignore it or PM him for more details. And it accomplished fuck all good.

4) I honestly don't understand how it can be defended. Again, Skunk could have handled things better in terms of seeking people directly, but that doesn't warrant being an asshat. It's counterproductive and a bigger waste of time than asking what he needs via PM.


Whatever, I'm done discussing this. I don't think anyone involved in this will change their stance on the matter so it's not worth it.
Thanks again. Keep being awesome. :3
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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

Image

In case you didn't see the op. Hey, go look at the op!
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Siberian Tiger
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Re: Doom 2 Intermission Map (REVIVED)

Post by Siberian Tiger »

Skunk wrote:Image

In case you didn't see the op. Hey, go look at the op!
That looks really nice! Good luck with this project!
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Re: Doom 2 Intermission Map (REVIVED)

Post by Gez »

I like the cavern view effect. Are you going to add some more greeble around the locations?
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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

Gez wrote:I like the cavern view effect. Are you going to add some more greeble around the locations?
What does greeble mean?

And probably not, it's already done and animated and programmed.
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Re: Doom 2 Intermission Map (REVIVED)

Post by Gez »

It's semi-random detail that make stuff look less flat. The locations themselves are fine but the cavern floor is a bit flat and bare.
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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

Image
Image
Image
Image

I might finish this before the end of the month! Hell yeah.
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Re: Doom 2 Intermission Map (REVIVED)

Post by Onslaught Six »

Even if I wanted to continue the project I just feel like it has no more mysteries now.
It's not the idea. It's the execution.

I'll only ever be "surprised" by a Wolfenstein intermission map one time. But if it's well done, I'll enjoy it for a hell of a lot more.

(Wow, I never noticed how the wall in the Wolfenstein intro screen just bulges out weirdly like that before.)
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Orb Swallowing Fox
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Re: Doom 2 Intermission Map (REVIVED)

Post by Orb Swallowing Fox »

Hey, great stuff! Finally had to come and comment on this one as it does seem to truly be a first to my knowledge, and a very good first at that! Never feel down, there is always someone that appreciates what you do!

Only thing is I think the cavern one could use more luminescence on things like the nukage lake, the earlier one might have been a bit bright, but perhaps something in between would work? Just a small opinion but great work nonetheless!

edit: or I don't know, it's hard to say unless I saw ingame, hard to judge in a bright forum XD
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Re: Doom 2 Intermission Map (REVIVED)

Post by armymen12002003 »

Skunk wrote:Image.
nice i love that Wolfenstein intermission screen how did you replace bj with doomguy?
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Skunk
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Re: Doom 2 Intermission Map (REVIVED)

Post by Skunk »

So I need some coding stuff with this mod. As the surprise was already spoiled, I'm not caring so much about keeping exactly what I need a secret.
1. Between Map 15 and Map 16/31: coding to determine whether or not the player is going to the secret level and change the exiting intermission picture and music accordingly for both screens.
2. Between Map 31 and Map 16/32: the Wolfenstein stats screen, but with Treasures replaced with Items. I'll make a new Doomguy sprite for the portrait of BJ. If it goes to 32, then the "Get Psyched!" Is shown instead of a real intermission screen. If it goes to 16, it cuts back to the intermission map from before, with the correct music.
3. Between Map 32 and 16: a similar stats screen, only it says "You Win!" just like in Wolf3D. Then cuts back to the Intermission Map from before, with the correct music.

I'd appreciate any help on this. And yes Graf, this is.exactly why I was asking for that to be added cause what I wanted would be so much easier for me to add to the game as opposed to ACS coding or something.
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T_Silverwolf
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Re: Doom 2 Intermission Map (REVIVED)

Post by T_Silverwolf »

I'm glad to see you rekindled your passions and didn't let the trilobites win. I also really like the approach you've taken with modeling out the areas. Though if I may suggest, the middle screenshot of this current bunch doesn't really match the theme set by the first and third. If you still have the modeling areas you had previously showed, those might be a better fit.

It's a silly thing in light of the ups and downs and I mean no offense by suggesting it, you have a lot of work invested and I hope you'll continue it through to the end.

Had I more time (and more knowledge of ACS), I'd offer help but sadly I'm lacking in both areas right now.

Wish you all the best, though, I'm interested to see where this goes!
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Nash
 
 
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Re: Doom 2 Intermission Map (REVIVED)

Post by Nash »

Hmmm the dithering is kind of unbearable in the last batch of screens... =[ Can anything be done to improve it?
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Re: Doom 2 Intermission Map (REVIVED)

Post by wildweasel »

Regarding the dithering in the Wolfenstein screenshot, it might help if the "background" shot were simply retaken; one would only have to find a room that looks somewhat like the original (I think it exists in Wolfenstein's E1M1, as a matter of fact) and palette-swap the doors from cyan to silver to match the changes made for Doom 2. Then the guard can simply be pasted in, and there will be less distortion around where BJ and the title logo were edited out.
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