Page 104 of 352
Posted: Fri Nov 05, 2004 3:45 pm
by Risen
Consequent exits are, in my opinion, always a good idea.
However,
I think they should
not be that one level ends in the same room that the next one begins. Instead, things like a tram would be good, or a vehicle, or perhaps a tunnel entrance, or something of that sort. Remember that we do have an intermission map, and that the buildings are not immediately next to each other.
If these exits are implemented in a way that I can add representations of them to the intermission map as well, then let's do this. If not, then keep the buildings separate, without consequent exits.
For cool vehicle cutscenes, feel free to use the moving technique (but not the car) I developed in my car test:
http://twicerisen.ath.cx/rn/cartest.zip
Posted: Fri Nov 05, 2004 6:17 pm
by Bio Hazard
Tormentor667 wrote:@BioHazard - E1M9 must be done for now

I want to see something!
i get another week on it remember?
if you want it anyway, come to #NZDR...
i havent worked on M9 since my last post since i had a family emergency thing going on and i had to watch a bazillion little kids for a few days
its going to be over pretty soon though and i can get back to work
Posted: Fri Nov 05, 2004 7:37 pm
by Tormentor667
@ellmo - It's okay for me, so everyone can do it if he wants to
@Bio - Yes, you are right, I forgot about it

Posted: Sat Nov 06, 2004 2:57 am
by ellmo
Risen wrote:If these exits are implemented in a way that I can add representations of them to the intermission map as well, then let's do this.
Okay, so there's a tram line connecting Toxin Rafinery and Command Control

Or, should I say -will be. Please be sure you place it on the intermission.
Ze1m4
Posted: Sat Nov 06, 2004 4:06 am
by Nmn
Due to Real Life (tm) I couldn't add all the architecture. I barely have time now, so someone pick this Legacy up

I trust You guys, don't mess my map tough or off with yer heads

The bastard needs detail and expert's hand (2 MB for the map alone, sector count over 4000 o_O Consider Yourself warned
http://ccc.1asphost.com/Sonybono/Ze1m4.zip22
Posted: Sat Nov 06, 2004 5:18 am
by ellmo
I think it's more than 4mb for the map herself... ZE1M3 is 2,0mb right now...
Posted: Sat Nov 06, 2004 5:27 am
by Cutmanmike
I just took a sneak preview at that wad. Although the textures aren't there for me I can still tell that it's very detailed
I love those ceiling fan things too, it's a pitty they make such an annoying noise
Posted: Sat Nov 06, 2004 6:39 am
by ellmo
cutmanmike wrote:I love those ceiling fan things too, it's a pitty they make such an annoying noise
Yeah. Nick, you know what to do with them? Just put SoundSequence9 in any of the secotrs used in fans. Works 100%. Oh, and try do detail the tram a bit more. I think NMN fucked it up somehow. Maybe I'll build a tram at Ze1M3 first, then you'' copy it.
Posted: Sat Nov 06, 2004 6:47 am
by Cutmanmike
Soundsequence9? Why would that fix it eh?
Posted: Sat Nov 06, 2004 6:55 am
by Graf Zahl
Because it's silent (unless it is overridden in the SNDSEQ lump.)
Posted: Sat Nov 06, 2004 7:02 am
by Nmn
ellmo wrote:I think NMN fucked it up somehow.
Simply genius sentence

Posted: Sat Nov 06, 2004 7:28 am
by NiGHTMARE
http://uk.geocities.com/nb_nmare/ze1m5.ZIP
Make sure you use the latest version of the resource wad, which you can find in
this post.
Posted: Sat Nov 06, 2004 7:50 am
by Tormentor667
Problems left on E1M5
- Ammo/Monster balance
- More monsters are needed, escpecially new ones
- The polydoors after the first big nukage room need bleeding-fix
- All the liquids must be replaced by their warping versions I added to the resource wad!!
- The exit switch is grey brick and doesn't fit into the brown brick. Add some border textures around it
Posted: Sat Nov 06, 2004 7:53 am
by NiGHTMARE
Oh yeah, I forgot to mention the polyobjects problem. It happens with the small grey door (sector 338) as well.
Posted: Sat Nov 06, 2004 8:04 am
by Graf Zahl
Try to rebuild the nodes with ZDBSP. It should cure the problem. The sectors are set up correctly so this is purely a node builder issue. For maps with Polyobjects no other node builder should be used.
EDIT: With gennodes set to 1 the bleeding goes away so it is exactly that.