Putrefier

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commander
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Re: Putrefier

Post by commander »

Jimmy wrote:Image
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esselfortium
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Re: Putrefier

Post by esselfortium »

Great to see you've posted this here :) What I've seen of it so far is really mindblowing stuff; I'm really eager to play through the finalized version when it's ready.
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Nightfall
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Re: Putrefier

Post by Nightfall »

Absolutely amazing! :D
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Amuscaria
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Re: Putrefier

Post by Amuscaria »

Image
Ed_C
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Re: Putrefier

Post by Ed_C »

After two long years, Putrefier is just about done. Before I give this the idgames treatment, I'd like to put up a public beta / bug-hunt.

Image

Mediafire

This is for GZDoom and fog must be disabled.

I am aware of the tall, spire like building being cut off by the sky at one instance. Too much work for a non-intrusive bug.

Edit* This map is an absolute beast. I kept it within the confines of my poor, ratty old laptop's hardware specs, but I had some slow-downs in a few of the more complex areas. I tested it on an e-machine (AMD 64x2 2ghz / 2gig ram) with a 4 year old, low-rent NVidia card and it kept up with it.
Last edited by Ed_C on Mon Oct 15, 2012 3:20 am, edited 5 times in total.
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SamVision
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Re: Putrefier

Post by SamVision »

Cheeses Crust!
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Arch
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Re: Putrefier

Post by Arch »

Just played through it. Detailing is brilliant, really well done, almost insane. There is eye candy everywhere.

I understand that it might have been a huge effort doing it, but forcing the player to go back everytime is not a good idea IMO.
Almost every switch opens something elsewhere, with no clue where it might be. Maybe you could add some cameras to show what happened, or at least a text.

Of course there is so much detailing that sometimes after going through a corridor for the 5th time I would still notice something new: a ceiling fan, for example.
But after the 10th time, it was annoying.

About the bug-hunt you mentined:

I could walk "inside" this sloped wall and see what was behind it: (it also happened in a corridor, but I don´t remember where)
Spoiler:
And this is how the first switch looked to me:
Spoiler:
Anyway contratulations, you´re one of the best mappers I´ve seen :wink:
Ed_C
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Re: Putrefier

Post by Ed_C »

Thanks - I appreciate it. I updated the link, already dug up a few bugs.

Light level is a bit of a concern for me. I tested it on 3 monitors - two LCD, one CRT. The best settings for brightness are Fog Mode Off with Bright Sectors settings. May take some gamma correction. Is that the only area where brightness was an issue?

As far as the clipping into planes - It happens in a few places, not too much of a hassle. Maybe one day there will be a massive breakthrough in how the player is affected by nearly vertical plane alignments :D

The layout is a bit small - Not much real-estate to work with, had to recycle quite a bit, lol. I'll give a wall mount camera a try, see how it fits.
Thanks for the input.
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Arch
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Re: Putrefier

Post by Arch »

I think a block_players flag could solve that plane clipping.. not so realistic, but less buggy.

About the ligh level, there were other dark places, but this is the only one that affected gameplay - I found that switch after pressing "use" in almost every wall :lol:

And I forgot to mention, I couldn´t get the red card, had to noclip to reach it. :roll:

BTW, are jumping and crouching alowed?
Gez
 
 
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Re: Putrefier

Post by Gez »

Little tweak: select all the skybox and other unvisitable upper/lower portal areas, and flag them as hidden on the automap. (hidden=true UDMF property). Also hide their linedefs. Always odd to switch to the automap and see a big square area of sky somewhere.

Control sectors can also sometimes be seen through the void, so it's a good idea to hide their linedefs too.

I'd suggest putting a light next to that first switch so it's easier to notice.

I'm currently stuck at the red key. I activated a switch in the room, dispatched some enemies, found the switch now accessible behind the mancubus platform, but I still can't reach the key. Maybe I should have left some imps alive, jumped atop them, and from there try to reach the red key? I haven't noticed anything new open anywhere...
mckracken
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Re: Putrefier

Post by mckracken »

the level looks so good, it makes the doom monsters almost goofy :)

love the colored lighting.
music is a great ambience piece as well. kinda reminds me of "suspiria"
Last edited by mckracken on Mon Oct 15, 2012 10:16 am, edited 1 time in total.
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Nash
 
 
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Re: Putrefier

Post by Nash »

It's way too dark. I'm sorry, I really wanted to give this a chance but I just couldn't. I had to quit after killing my first imp down the stairs in the first room because I just couldn't see anything at all.

Forcing a user to change their default brightness settings (which I have absolutely no problems with with other mapsets) isn't a good idea...
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KalebNoobMaster
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Re: Putrefier

Post by KalebNoobMaster »

Wow. That was by far the best WAD I have played in a long time. When I first saw this post, I thought this was just screenshots of a different game, then posted it here to make people think its actually Doom. :D
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Arch
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Re: Putrefier

Post by Arch »

Quake II, maybe..? :wink:
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ChronoSeth
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Re: Putrefier

Post by ChronoSeth »

Arch wrote:Quake II, maybe..? :wink:
Except for the orange sky and excessive gritty textures, this actually looks very little like Quake 2. :P
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