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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 206
- Joined: Sat Dec 30, 2006 1:56 pm
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- Joined: Wed Jul 16, 2003 5:29 pm
- Location: Monrovia, CA, USA
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- Joined: Sat Dec 30, 2006 1:56 pm
I like your work, respect for your qualities. I was thinking about making a lava level deep underground with an exit above ground with a slightly different skybox that takes you back to the base. Like that idea? What needs to be done is to create a hidden exit on map3 that takes you down deep underground.
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- Location: Monrovia, CA, USA
Those ideas sound fine. FYI the existing map03 has an exit that takes you back to the base. After you pick up the Hellstaff, a teleport exit opens. If you use the "IDFA" command in map03, you will not be able to pick up the Hellstaff and, because the Hellstaff has a special assigned that opens the teleport on pickup (and also enables you to open the dormant Arachnotron room back on map01), those things won't work.
So, one possibility is to change the teleport exit so that it instead leads to your proposed level. Or, maybe a passage from the imp crusher room? Or...something entirely different.
So, one possibility is to change the teleport exit so that it instead leads to your proposed level. Or, maybe a passage from the imp crusher room? Or...something entirely different.
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Let me guess that the exit is the long hallway up north huh?
Putting 2 forcefields and making a new section a bit further south near the lavafield downleft opening up into a fall down into a small lava pool with a tunnel that departs you to my level.
Before you can exit you have to deactivate 2 forcefields in my level. The two forcefields are located near the hellstaff with it between them. This forces the players to seek this area out to deactivate the fields, but it is a long way to go down the dark lava sewers. Hidden and lethal enemies doing what they can to stop you reaching the two switches.
How about that?
Putting 2 forcefields and making a new section a bit further south near the lavafield downleft opening up into a fall down into a small lava pool with a tunnel that departs you to my level.
Before you can exit you have to deactivate 2 forcefields in my level. The two forcefields are located near the hellstaff with it between them. This forces the players to seek this area out to deactivate the fields, but it is a long way to go down the dark lava sewers. Hidden and lethal enemies doing what they can to stop you reaching the two switches.
How about that?
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- Posts: 1061
- Joined: Wed Jul 16, 2003 5:29 pm
- Location: Monrovia, CA, USA
That north hallway is the feed line for the imp crusher. The exit is on the north face of the Hellstaff arena.
The mod idea doesn't sound that good to me because it's taken a lot of work to get things to flow to my liking. You need a new map in my opinion but I'm going to defer to Phobus on this issue. I wish to maintain control over map03 for now so I'm hoping that there is another way to integrate your efforts.
The mod idea doesn't sound that good to me because it's taken a lot of work to get things to flow to my liking. You need a new map in my opinion but I'm going to defer to Phobus on this issue. I wish to maintain control over map03 for now so I'm hoping that there is another way to integrate your efforts.
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Speaking about hell, new music for hell and my lava dungeons are available, check jobro\wads\resources and the file jobro resources to find 'em. Contains also some new alarms and other good sounds.
I was thinking this Biff, if you can add a start position inside the impcrusher tunnel then I could add an elevator that goes up from my level into the crusher.
I was thinking this Biff, if you can add a start position inside the impcrusher tunnel then I could add an elevator that goes up from my level into the crusher.
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- Location: South Dakota
This might be the wrong time to post, but if a new final boss is still needed, I have a monster called a cyberbomber that is ready and waiting. Here is a brief description: Huge variation of attacks, Immense in size, requires a translation. If you are interested, the easiest way to contact me is my E-Mail account, ithenutcracker@yahoo.com.
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jobro, I am not exactly the most technical guy, but I do have a test map with the cyberbomber in it. Since you seem to want to test it, I won't mind getting it to you, but the problem is I don't know how. If you don't want to post how to here, then E-mail me at ithenutcracker@yahoo.com
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- Joined: Thu May 05, 2005 10:56 am
- Location: London
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