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Gendo wrote:yeah, there is. dividing the level into 2 smaller maps : P
Why would you do this to maps that are clearly meant to be able to be played in their entirety? Think for a moment, if we split up one of the later levels, where near the start of the level you have a red key door you cannot go through unless you go trek across the level to find the key, then come back. You do realize that if we were to divide levels into multiple pieces, that we'd have to entirely reconstruct them so that this would work, right? That's a lot of work for little payoff.
Gendo wrote:or use cheats. or not playing it at all
No one said these options weren't on the table, especially the last one. No one's forcing you to play.
it's not any kind of jealousy or ill will that motivates me to write this, i am actually interested in hacks/experiments like those the KDiKDiZD wad is to present, but also in the sheer joy of playing it
why not make it pr-boom compatible as well...? i guess it can handle extended savegames and is 100% compatible with doom2.exe (tested it lately even with tricky compet-n demos, flawless playback).
Yes, as has been stated in this thread, this is also fully compatible with PrBoom and Eternity Engine (as well as Chocolate Doom, which retains all of Doom's original limits but has an option to extend the savegame limit).
This still isn't dead; it's been getting worked again more recently. I've got z1m4 mostly finished, and its monster/item placement (for skill 3, at least) is even done! The map's current size (not including resources, just the map!) is 1.68mb, with 20928 sidedefs and 1398 sectors. Yes, it still runs.
Spoiler: A couple of recent m4 pictures
A little completely new-from-scratch area I built to replace a straightaway and shorten a long visplane-inducing line-of-sight near the exit
The (originally domed-ceiling) room that follows it, where you face some hell knights and blood demons before the exit.
My newly-done reinterpretation of the circular four-doors room from near the beginning of the map, as I was never at all happy with how it looked before. After taking this shot I darkened it quite a bit and made the inner area's lights flash, to better match the atmosphere of the original, but you can see more of it in this shot. ;P
Of course, this is just a bit of what's been done to m4 recently -- a lot of it is either gameplay setup or too minor to worry about screenshotting. And, of course, I don't want to spoil too much. Tun has also been working on m3 and m9, and Nuxius has done some work on m7.
He said this "isn't" dead, I know that can get confusing and is the reason why nobody is posting, but now that it's all cleared up this thread should be booming.
Vader wrote:Good work, I especially like the look of the reactor room near the beginning.
Looks much better and more organized than in the original Z1M4 IMO!
Thanks! I've had to take a whole bunch of design liberties with m4, partially due to so much of the map relying heavily on slopes, but I've been really pleased with how it's turned out.
I see some cut off STARXXXX textures above those small doors though
Yeah, those were there in the original map too. I've been meaning to fix that or replace them somehow, but no one else had seemed to notice or care yet <_<
bagheadspidey wrote:looking good essel, but why so low-res? is that 320x200 scaled up x3 or something? Higher res shots might do it more justice.
Vanilla Doom runs at 320x200.
Chocolate Doom also runs at 320x200; if it supported higher resolutions, it'd also have to increase the visplane and drawsegs limits to compensate for the increase in rendering precision, and it'd then no longer be an accurate replication of vanilla Doom. Which is what KDiKDiZD is being made for.
bagheadspidey wrote:looking good essel, but why so low-res? is that 320x200 scaled up x3 or something? Higher res shots might do it more justice.
Vanilla Doom runs at 320x200.
Chocolate Doom also runs at 320x200; if it supported higher resolutions, it'd also have to increase the visplane and drawsegs limits to compensate for the increase in rendering precision, and it'd then no longer be an accurate replication of vanilla Doom. Which is what KDiKDiZD is being made for.
I thought Chocolate Doom also supported 640x400 (Doom 2 High Quality mode) But you're right that Doom 1 did not, and I see where you're coming from with the limits.
Doom 2 "high quality mode" being the "not-lobotomized mode where the pixels aren't all horizontally doubled"?
Yes, I meant high detail. I thought that high detail mode increased the resolution to 640x400... it turns out that high detail is only 320x200 and low detail makes the level of detail even lower. Sorry for the bother, and thanks for correcting me, Esselfortium.
This also raises the possibility of increasing the amount of stuff visible at one time in the map but forcing the player to use low detail in order to avoid hitting the visplanes/drawsegs limits, but I am not sure that it will look good.. unless you want to emulate the experience of playing DOOM on a crappy computer in 1993.