The [ZDoom Community Map] Project "Take 2"
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Erm, I'm sad to say, but I did not get much done. The nodes stopped building after I tried to put in the lines for a bridge.LeaderOne wrote:I don't care, but i'd like a screenie of the detail you did. I'd like to see what happened to it
Kinda odd though.....since the first time the nodes stoped building, it was because of a bridge that I made in an old sector. After I haad removed it, everything was fine and normal again......o_O
- Tormentor667
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Well, if someone REALLY WANTS, I still have the most recent version, seeing as it stopped working when I was detailing up LO's area, and I can remove that area to fix the problem, and then hand it off to someone else if they are willing to work on it. However, I give fair warning that this map has grown very large, and will eventually require hub splitting in order to be continued.
I certainly wouldn't mind taking a look at it... School's just finishing up right now (two more days of finals... then THE END OF PUBLIC EDUCATION!!), so I'll have plenty of time...
And another thing... Dead ends aren't necessarily bad. Look at real life. Dead ends are everywhere (metaphorically, and physically). This is supposed to be some sort of big city, no? Then there should realistically be dead ends in places. Of course, having things happen at said dead ends, such as monsters warping in behind you, would be interesting... But, in my opinion, big and open is good. It let's you tackle things in any order you desire. And I think that's pretty spiffy. Of course, having a whole slew of different things to do would also help, like in different areas have different objectives... Maybe reaching some survivors deep inside a building and leading them back to the take-off pad or whatever. That would be pretty spiffy.
And another thing... Dead ends aren't necessarily bad. Look at real life. Dead ends are everywhere (metaphorically, and physically). This is supposed to be some sort of big city, no? Then there should realistically be dead ends in places. Of course, having things happen at said dead ends, such as monsters warping in behind you, would be interesting... But, in my opinion, big and open is good. It let's you tackle things in any order you desire. And I think that's pretty spiffy. Of course, having a whole slew of different things to do would also help, like in different areas have different objectives... Maybe reaching some survivors deep inside a building and leading them back to the take-off pad or whatever. That would be pretty spiffy.
- DomRem
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Different objectives in different areas.....if you ask me, in most cases the more freedom, the better. Adding that would definitely increase replayability, a lot more than was in ZDCMP#1. Of course, I'm not saying it would be that easy or quick to add all that...
Anyways, glad to hear ZDCMP#2 is still alive. I'd read through all 50+ pages of the thread, and it sounded great, but for a while there I thought I'd wasted 3 hours reading the thread only to realize that the project was dead...
Anyways, glad to hear ZDCMP#2 is still alive. I'd read through all 50+ pages of the thread, and it sounded great, but for a while there I thought I'd wasted 3 hours reading the thread only to realize that the project was dead...
