[Project] "Knee-Deep in ZDoom"

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esselfortium
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Post by esselfortium »

John Smith wrote:From the Doom Wiki:
John Romero generated the par times by completing each level as fast as possible and adding 30 seconds.
Entryway in 0 seconds? John Romero is truly the best doomer ever. ;|
Last edited by esselfortium on Sat Jun 02, 2007 6:28 pm, edited 1 time in total.
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solarsnowfall
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Post by solarsnowfall »

Psycho Siggi wrote:
Unknown_Assassin wrote:What does the 'activate locators' do? It seems to do nothing, but then again, I haven't finished the whole wad yet.
It makes little red arrows appear over usable stuff.
And IIRC not every map uses them.
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esselfortium
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Post by esselfortium »

Yeah, I've only seen a few of the action indicators, despite having them definitely enabled. The problem with them, I think, is that they don't want to use them on everything because it'd give away all the secrets. Cool idea, but doesn't work out too well for that reason ;p
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Siggi
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Post by Siggi »

Image

Image

Image

:P
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TheDarkArchon
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Post by TheDarkArchon »

I see cheatery :P
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Siggi
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Post by Siggi »

TheDarkArchon wrote:I see cheatery :P
:biggrin:
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esselfortium
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Post by esselfortium »

i don't know of any cheatery that takes away 999812 points of health. ;p

but on a similar note, i've been playing with iddqd on the whole time (yeah, i know) and e1m3 told me i had lost 74 health? o_O
John Smith
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Post by John Smith »

There is a zombie and a sergeant stuck in a pillar near the red key hallway in z1m5, and there is also a sergeant stuck in a spectre in the same map. How much testing and quality control was done before this wad was released?
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Orna Fulsamee
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Location: Somewhere near the remains of the lost deimos base.

Post by Orna Fulsamee »

Well, I played through the whole thing today. Here are some things I found intresting.


-E1m1, as simple as it was in it's original incarnation, was very complex in kdizd to the point where I actually got lost!

-I liked how the time of day in the intermissions changed.

-If you put the 'no monsters' option on, the later levels feel more eerie and make you feel paranoid.

-I liked how you guys showed e1m8 getting more entrenched by demons. I especially loved how you guys made the goo pour out of places and the vines appear.

-For some reason, this felt like a more darker, scary doom.

-The farther you progressed, the more eerie the levels got
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Belial
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Post by Belial »

Oh well, played, replayed, done and over with unless someone cares to share some info on the secrets in m2 and m8.

Image
Image
Image
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Risen
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Location: N44°30' W073°05'

Post by Risen »

Par times are basically speed runs with a little time added. It's not expected that UV Max runs are possible under par. But if you can do it, awesome!

Anyone tried it in cooperative mode yet?
Last edited by Risen on Sat Jun 02, 2007 9:30 pm, edited 1 time in total.
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ZDUser
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Post by ZDUser »

Where exactly is this impaled head in Z1M5? (can put it in spoilers if you want)
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Risen
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Post by Risen »

Enjay wrote:Looking at the intermap script...
Wait, so my code is actually readable enough for you to figure that out? Heh, I didn't expect that. :p
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edward850
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Post by edward850 »

Risen wrote:Anyone tried it in cooperative mode yet?
Yap, even online its fun :D (yes, I have played online)
Lamneth
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Location: Dark Falz's chamber

Post by Lamneth »

I shall be honest...

The first time I played last night I was so bored and tired after running around M3 for an hour that I started just warping to maps and skimming through them. Yes I know, thats a little unfair so I have played through the entire mod just now (not counting M9/M10, WAY too much effort needed to get to them, I also skipped past maps if I got sick of them) and shall review it a bit more fairly.

I still didn't like it, and my opinion is probably lower. I still ended up skipping maps after playing through them and getting stuck on irritating puzzles or poor gameplay. I will be honest though, I did enjoy M7. It was the only map I really enjoyed though and I thought it still needed improvement. I retract things I've previously said about linear gameplay and the Chton-clone end boss because the pathways DO improve and the end boss is less like Chton than I expected. (However, he was still way to difficult to really be worth my time after the rest of the levels, especially M3 and M4.) But overall, its a very dull mod that wasn't very enjoyable for me and I consider it a failed attempt that really was not worth my time. I want that five hours of my life back.
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