Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)
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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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esselfortium
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)
@Spleen: Heh. It's not really worth the tradeoff, IMO. Usually the difference made is rather small, IIRC, anyway.
We stress-test the maps in high-quality mode, full 320x200 (i.e. no statusbar), with all the doors wide-open, using GhostlyDeath's Chocorenderlimits.exe to display the onscreen visplane and drawseg counts, so we can safely say that we're doing the best that we can possibly do to ensure that no visplane overflows or noticeable drawseg overflows will occur. (Though, of course, this is impossible to 100% guarantee.) There are a bunch of areas in every map that have visplane counts well into the "danger zone" (110+ visplanes), usually due to lots of areas visible at once rather than abnormally high amounts of detail, but these areas are tested pretty thoroughly to hopefully avert any problems.
We stress-test the maps in high-quality mode, full 320x200 (i.e. no statusbar), with all the doors wide-open, using GhostlyDeath's Chocorenderlimits.exe to display the onscreen visplane and drawseg counts, so we can safely say that we're doing the best that we can possibly do to ensure that no visplane overflows or noticeable drawseg overflows will occur. (Though, of course, this is impossible to 100% guarantee.) There are a bunch of areas in every map that have visplane counts well into the "danger zone" (110+ visplanes), usually due to lots of areas visible at once rather than abnormally high amounts of detail, but these areas are tested pretty thoroughly to hopefully avert any problems.
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Gendo
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)
what's the big fuss about vanilla doom experience there? looks like this is surely gonna be prboom-(and the likes)-only-wad, otherwise no savegames will work
but anyway, impressive 
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esselfortium
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)
Usually I just post progress in the "WHAT THE HELL are you working on" thread in Off-Topic, but I figure that's honestly kind of silly when I have a perfectly good project thread here that's sitting idly by itself in the corner, so I think I'm going to start posting development screenshots in here instead. The downside to this is that the entire wad will have been spoiled before it's released, but I'd be posting them either here or there anyway, or just linking them on IRC, so oh well. I like instant gratification; I make some progress that I'm happy with, so I want to show it 
Most recently I've been building the areas past the blue key door in z1m3. I mostly just used the KDiZD version of these areas as a rough base for the basic theme, as some combination of sloppy mapping in the original and vanilla limitations left me with the need to do things differently. I think I captured the feel of the original well enough, with the notable change that all the textures are even aligned properly
Most recently I've been building the areas past the blue key door in z1m3. I mostly just used the KDiZD version of these areas as a rough base for the basic theme, as some combination of sloppy mapping in the original and vanilla limitations left me with the need to do things differently. I think I captured the feel of the original well enough, with the notable change that all the textures are even aligned properly
Spoiler:And for good measure, a bunch of other z1m3 shots that I've (mostly) already posted somewhere or another:
Spoiler:
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Tormentor667
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)
Some of those shots are brilliant!
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Phobus
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)
Most impressive.
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Vader
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)
Excellent screenshots!
Good idea to put those nukage filled tunnels beyond the blue door on the surface of the nukage... I was wondering what you were going to do with them
Good idea to put those nukage filled tunnels beyond the blue door on the surface of the nukage... I was wondering what you were going to do with them
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esselfortium
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)
Thanks guys! And crossposted from Doomworld:
esselfortium wrote: How close to being finished?
Z1M1: Old: 100% but crappy and scrapped, New: 10%
Z1M2: 95%
Z1M3: 40%
Z1M4: 95%
Z1M5: 5%
Z1M6: 25%
Z1M7: 60%
Z1M8: 10%
Z1M9: 15%
Numbers are rough estimates.
So, not very close at all; the project is still desperately in need of regular contributors. With one or two notable exceptions (hi Nuxius, hi Tun) the mapper turnover for KDiKDiZD has been incredibly high, with most team members building a few rooms and then seeming to drop off the face of the earth. The complete lack of activity had lead me to consider the project to be on an indefinite hiatus for the better part of 2009, and it was only through a spontaneous urge to work on it again that I picked it back up to continue work on Z1M3 a week or two ago.
A new regular contributor or two, or some of the existing mapping team coming back to life, is pretty much the only way this project has any real chance of being released while people are even still playing Doom. I humbly request anyone interested who's comfortable with Doom mapping and careful about texture alignment and overall neatness to join up if you'd like to see this project completed. Skills such as creating nice-looking composite textures are preferable but *not* a requirement.
Send a PM my way to inquire about joining up. The life you save could be your own.
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Janitor
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)
As always, I'm happy to offer contributions, but I don't really have any maps to show off my skill at DooM mapping, plus I rely on ZDoom's features as a crutch for never mastering vanilla doom.
Gotta admit, this is starting to look really cool
Gotta admit, this is starting to look really cool
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esselfortium
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)
Hmmmmmm....in that case, what sort of contributions would you be interested in making? 
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180°
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/
Is it okay if I bump this thread to ask about the status?
This is definitely something to look forward to.
This is definitely something to look forward to.
In need of testers for this?There are a bunch of areas in every map that have visplane counts well into the "danger zone" (110+ visplanes), usually due to lots of areas visible at once rather than abnormally high amounts of detail, but these areas are tested pretty thoroughly to hopefully avert any problems.
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ZDG
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/
Whoohoo, two superbumps today! Well, if you want to know the status WHITOUT super-bumping, PM ESSEL!
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printz
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/
Yeah. I hoped the bump being from the thread starter, together with a big IT'S DONE. Dang it.
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Nuxius
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/
Aaaah-hah-hahahahahahahahaaaa.... keep dreaming.printz wrote:Yeah. I hoped the bump being from the thread starter, together with a big IT'S DONE. Dang it.
Unless we get some real help* with mapping here, don't expect this project to be done anytime soon.
*real help does not equal making one room and dropping off the face of the planet.
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Major Cooke
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/
This is as likely as TSoZD coming out... never (in my opinion). Everyone's moved on.
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esselfortium
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Re: Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/
Moved on from what? You're not a member of either project's development team. :-\Major Cooke wrote:This is as likely as TSoZD coming out... never (in my opinion). Everyone's moved on.
















