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Re: [v0.80d] Doom: The Lost Episode
Posted: Sat May 24, 2008 11:50 am
by Xaser
@Vegeta: I see you're trying to be constructive, but the wording of your post makes it seem like a flame. Try and cool down the tone -- "The archvile sprites aren't that great" instead of "The archvile sprites are bad", for starters.
Anyhow, this is all just a matter of opinion, I guess. I find the old, original Redemption to be a joke, myself -- a bland, barely textured, dark arena with no atmosphere whatsoever, and the dual spideys posed no threat whatsoever. Just make 'em shoot each other and the battle's practically over, and that's not even considering how easy it is with a BFG. That map in particular simply didn't fit the standards of the rest of the wad, so I did what I had to do. That is all.
Also, the archvile sprites are unfinished -- nothing major there.
About the PSX maps: Mansion, Twilight, Marshes, and Threshold have barely been touched, so I don't really see what you're getting at with "the originals are better", considering they're practically the same. Again, I have no problem at all with criticism, but you come off as a bit harsh.
Thanks regarding the sky though, and at least one other happens to like the Infernal Sky art too. I've gotten plenty of 'weird' comments about that one, hehe, but at least it's semi-canon (and cool too at that). ;P
@Gez: What's with this "seemingly abandoned" talk? Since when did I ever say such? ;P
Re: [v0.80d] Doom: The Lost Episode
Posted: Sat May 24, 2008 12:22 pm
by Gez
Xaser wrote:@Gez: What's with this "seemingly abandoned" talk? Since when did I ever say such? ;P
Hey! That's Kinsie who said that.

I just asked if there had been updates. You know, just a bump to say, "no, interest in this project isn't dead."
Re: [v0.80d] Doom: The Lost Episode
Posted: Sat May 24, 2008 9:29 pm
by Kinsie
Xaser wrote:What's with this "seemingly abandoned" talk? Since when did I ever say such? ;P
Since I tried winding you up into making an update

Re: [v0.80d] Doom: The Lost Episode
Posted: Sun May 25, 2008 12:04 pm
by Penguinator
I couldn't stand the first level, but I played the second and dimly remembered playing it before, which was neat. I'll play the rest later. It's nice to have these levels available to us.
Vegeta(dw) wrote:Seems that you have skills, yet I find the original PSX maps used as base better than this. And the last map was a joke. The archvile clones had normal archvile sprites for most of its angles, and the new sprites were bad. The original map PSX was less annoying and actually fun, it had the atmosphere of a boss arena, this is just random shooting.
The only thing I liked was the sky texture (inappropriate though for these maps), and the convertion of the Infernal Sky novel cover art into DOOM format.
Apparently, this project is not over 9000...
Re: [v0.80d] Doom: The Lost Episode
Posted: Sun May 25, 2008 7:23 pm
by enigma.rain
I've run into a problem with the wad. A lot, and I mean a lot, of textures are missing. Is there something I'm doing wrong? I'm using the newest GZDoom and the doom2.wad.
Besides the missing textures, this is fantastic. Keep it up.
Re: [v0.80d] Doom: The Lost Episode
Posted: Sun May 25, 2008 8:09 pm
by Xaser
It's for Doom 1. That'll do it. ;P
By 'Doom 2 resources' in the first post, I mean I had to copy over some enemies and textures and such from D2 for it to work. Doom2.wad is not actually involved in the process.
Re: [v0.80d] Doom: The Lost Episode
Posted: Mon May 26, 2008 8:35 pm
by enigma.rain
That explains it all. Thanks.
The only suggestion I have for linking the levels together, is maybe having a few secret areas that are in the void. I mean, if it's supposed to take place in some sort of trap, it would only make sense that the doomguy would find ways to break out of the box a little and cheat the system. Not a drastic change, surely does nothing to the level design, but can work to tie the levels together.
Re: [v0.80d] Doom: The Lost Episode
Posted: Tue Jun 17, 2008 10:57 pm
by Xaser
Huh. This is weird. I'm actually
voluntarily mapping for once. ;P
Anyhow, I picked up E5M4 again. I've been making some... uh, 'progress'. I think I'm taking this one a bit too far, but... well, let me share some things.
Firstly, the station has a train now. A floating train with rails suspended in space, that is.




Trippy, yeah. I guess this map's going to be the least iD-like of them all... it doesn't even remotely resemble the original map now, really. Ah, but it had to be done.
I'll keep things updated when I can. As for now, anyone else think I'm going 'too far' with this one? Maybe I should tone it down a bit for the rest of the map. ;P
Re: [v0.80d] Doom: The Lost Episode
Posted: Tue Jun 17, 2008 11:01 pm
by esselfortium
That is severely awesome.
Re: [v0.80d] Doom: The Lost Episode
Posted: Tue Jun 17, 2008 11:21 pm
by MasterOFDeath
Not id like at all but who cares, thats kickass.

Re: [v0.80d] Doom: The Lost Episode
Posted: Wed Jun 18, 2008 12:37 am
by Grimm
Looks groovy to me. Just don't alter it *too* much, heh
Re: [v0.80d] Doom: The Lost Episode
Posted: Wed Jun 18, 2008 7:03 am
by Wills
I really like the broken-down ruins of it. Overall severe ass-kickery.
Re: [WIP] Doom: The Lost Episode
Posted: Sat Jun 21, 2008 7:50 am
by Raz
Sodahollic wrote:Xaser wrote:.....??? - PSX Supershotgun remake -- Who did this, exactly?
Raz did.
without the 'TK'
Re: [v0.80d] Doom: The Lost Episode
Posted: Thu Jul 03, 2008 3:09 pm
by Xaser
Oops, sorry about that.
Fixed now... somehow I thought you two were the same person. Confusion ahoy!
Anyhow, I'm still working on this, and I'm actually progressing very, very well on M4. Oddly enough, I've found that making little "tributes" to other levels is a good source of inspiration (not to mention making things fit together well ;P ). So far I've referenced E1M1, E1M2, E1M7, E2M2, E3M5, MAP02, and probably a lot more. You'll all see soon enough.
A bit late, but thanks for the suggestion, Enigma.rain. Not a bad idea, really -- I think I'll do that in a couple spots just for the heck of it.

Re: [v0.99!] Doom: The Lost Episode
Posted: Sat Jul 12, 2008 9:36 pm
by Xaser
Nope, not dead, folks. ;P
Grab the new
Beta v0.99! "Dangerously Close" Edition if you haven't already, and get cracking on the new, fully-functional E5M4! Just be sure to report any oddities... it
is a very odd map, truly. ;P
I also took the liberty of changing E5M1's music (due to popular request) and touching up E5M7 a little (for much the same reason). Why not, eh?
I'm dubbing this the "release cantidate"... even though I'm still missing Voidlord rotations and a few other misc. cosmetic changes, If somehow I recieve no gameplay complaints I'll leave that part as-is. Of course, that's not likely, so... fire away, I say! The full, final release is on the horizon, so speak now or forever hold your peace. ;P