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Re: WHAT THE HELL are you working on

Posted: Tue Jun 16, 2009 5:47 pm
by lizardcommando
Gez wrote:I played through Nick Baker's E1MAP01 and it inspired me to do the reverse.

Then I went a little overboard, the overall floorplan is less similar to the original, but hey.
Spoiler:
That was pretty cool. I'd love to see some of the other maps in Doom 2 done in this style.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 6:45 am
by Gez
Thanks.
DoomRater wrote:Oooh, looks like a fun Deathmatch level if weapon placement is laid out right. No dead ends like MAP01- the map is circularly connected.
I'm open to feedback, especially on the deathmatch part. It's not a domain where I have much experience.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 7:26 am
by Recurracy
Man, that looks really awesome. I suggest making a deathmatch version of this as suggested ^^^^^^.

Nice work!

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 7:33 am
by Mechadon
Finally got around to finishing up that silly little 1024 project...

Heh, I thought about making a release thread here. But...I dunno, it's not ZDoom-specific so I guess this'll have to do :p

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 7:39 am
by Gez
Recurracy wrote:Man, that looks really awesome. I suggest making a deathmatch version of this as suggested ^^^^^^.

Nice work!
It's already multiplayer-friendly. There are coop starts for all four players supported by vanilla, there are deathmatch starts sprinkled all over the map, there are multiplayer-only weapons and other pickups... What might be needed is simply balancing tips, like "give more ammo for that" or "put a weapon here", etc.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 7:41 am
by Recurracy
omg that looks so cool instant download!!!!


HOLY SHIT! Those screenshots... SO COOL. SO NICE. SO SMOOTH. SO SLICK. SO EVERYTHING.

This is so cool, the gameplay is just... i dunno, the gameplay felt great, but at some points I didn't know what to do at all. You might make it a little more clear what to do (for example the third map, after I pressed the blue key switch I was kinda lost because I couldn't find the red key). It's a great wad all in all though. Nice work Mek!


@Gez: Ah, ok. I didn't realise that because I'm baffled when it comes to deathmatch mapping/gameplay making or whatever. Sorry.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:00 am
by Mechadon
Thanks! Well any gameplay inconsistencies can be explained by the fact that it was a community project. So it's probably going to feel different from map-to-map, just like any other community project :tongue:

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:07 am
by Woolie Wool
Gez wrote:I played through Nick Baker's E1MAP01 and it inspired me to do the reverse.

Then I went a little overboard, the overall floorplan is less similar to the original, but hey.
Spoiler:
Chocolate Doom wrote:R_TextureNumForName: BRONZE1 not found!
Do not test your non-ZDoom wads in ZDoom. ZDoom lets you get away with a lot of things that crash vanilla Doom.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:22 am
by Gez
Blame DB2, BRONZE1 is the default texture for the Doom configuration. I thought I got rid of them all, but there's still some used on invisible upper or lower sidedefs...


And I test everything only in ZDoom because ZDoom is the only port that lets me configure my controls as I want them. Others use that SDL crap that is just crap.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:28 am
by Woolie Wool
Uh, Chocolate Doom has an included setup utility (mimicking the original Doom II setup) that lets you configure your controls however you like. PrBoom and Eternity let you do it right from the in-game menu. Using ZDoom to test non-ZDoom maps is a terrible idea and you should stop doing that because your maps are 99% certain not to work in anything else.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:28 am
by Project Shadowcat
Gez wrote:Blame DB2, BRONZE1 is the default texture for the Doom configuration. I thought I got rid of them all, but there's still some used on invisible upper or lower sidedefs...
One can still go and Find them by using the Find (and Replace) feature.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:37 am
by Gez
Woolie Wool wrote:Uh, Chocolate Doom has an included setup utility (mimicking the original Doom II setup) that lets you configure your controls however you like. PrBoom and Eternity let you do it right from the in-game menu. Using ZDoom to test non-ZDoom maps is a terrible idea and you should stop doing that because your maps are 99% certain not to work in anything else.
They still force me to use the laptop's unwieldy keyboard because they don't recognize the keypad, and they still prevent me from using my "activate/use" mouse button because, as I said, the SDL crap is a crappy crap that doesn't recognize keypads or mouse buttons past number 3. Therefore, they don't let me configure my controls how I want them.

I've given Eternity several tries, but it's just too awkward to use.

And fuck this "you have to make sure the map will only work with ZDoom if you don't want to bother testing it with every source port under the sun" mentality.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:49 am
by Cutmanmike
Gez wrote:And fuck this "you have to make sure the map will only work with ZDoom if you don't want to bother testing it with every source port under the sun" mentality.
If you claim it to be a vanilla map, you best be ready for the people who are religious to the original Doom :)

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 8:55 am
by Woolie Wool
Are you using WASD? If you aren't you should. Arrow keys are so 1994. For Chocolate Doom, that would be W = move forward, A = move back, S = strafe left, D = strafe right, spacebar or E uses, mouse X axis turns, Y axis disabled (uncheck "allow vertical mouse" movement in the setup) since there's no vertical look. WASD is THE control scheme for FPS games nowadays. You can't beat it, and it doesn't require shitty laptop arrow keys.

And yes, the mentality is correct. If you want to say it's for vanilla, you should test it with vanilla or Chocolate Doom (which, after I fixed your texture problem, gave me a visplane overflow in the court yard, which means this should be labeled as a limit removing wad). Truth in advertising and all that.

Checking in prboom-plus, it works there so I guess you can call it limit-removing or Boom compatible.
Cutmanmike wrote:
Gez wrote:And fuck this "you have to make sure the map will only work with ZDoom if you don't want to bother testing it with every source port under the sun" mentality.
If you claim it to be a vanilla map, you best be ready for the people who are religious to the original Doom :)
I'm not even religious. I hardly ever use Chocolate Doom. But if you're going to talk about "vanilla maps" you have to deliver because people will hold you to it.

Lack of proper testing aside, it's a nice map. I'm sure Esselfortium would pick your texturing to pieces because he's anal like that (no offense intended to Esselfortium, I found his advice useful), but I didn't have much problem with it except for the L-shaped tunnel after the start room is rather cluttered. Your grasp of the "classic E1" style is rather good. Just make sure you test properly, because there are a whole lot of people that don't use ZDoom all the time.

One more suggestion: brighten that secret area with the nukage river a bit. It's so dark in software mode that you can't see your hand in front of your face.

Re: WHAT THE HELL are you working on

Posted: Wed Jun 17, 2009 9:13 am
by InsanityBringer
I don't like WASD. The num pad works better with me. However, Vanilla Doom (and thus chocolate doom) hard-codes the action on the enter key meaning I have to shift use to something else. Mouse is always used for looking. 4 and 6 do strafing.