hahaha! what? That's like 4 times better than what I can do as a mapper. The fact that it isnt perfect (IMO) doesnt mean is/look amateurish; i'd just say it doesnt reach the desired quality level.Tormentor667 wrote:Sure, some of these things look amateurish and ugly
Knee-Deep in ZDoom v1.1 (RC1)
Forum rules
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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DBThanatos
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Re: Knee-Deep in ZDoom v1.1 (RC1)
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Project Shadowcat
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Re: Knee-Deep in ZDoom v1.1 (RC1)
They've been pointed out, most of those are 15 minute fixes. I know you want to fix bugs, but you shouldn't pass up mistakes on the mappers (or in the case of the toothpick walls, utter replacement).
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Ghastly
- ... in rememberance ...
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Re: Knee-Deep in ZDoom v1.1 (RC1)
A lot less than that for most of them. I think v1.1 is the perfect oppritunity for this, so you can fix the problems, and so we don't have to download it yet again.Project Dark Fox wrote:most of those are 15 minute fixes.
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Unknown_Assassin
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Fixing the misaligned textures shouldn't take long, right? Then why not fix it?
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unknownna
- Posts: 215
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Z1M3 pistol start run on UV. Just in case you'd ever want to look into these findings for a possible, but far away 1.2 or something, heh.
I figured out the shotgun thing from Z1M2. It struck me last night that I typed "give shotgun" in the console at the start of the map for some compensation for not having anything.
Sorry about that, but this run was done without any "cheat".
And by pretty, I mean it as a compliment. The mapper has an enormous prowess when it comes to map making for sure.
Very professional.
I skipped the secret sewers part in fear of dying in the nukage. I hate dying in lava/slime and it's derivatives due to the radsuit wearing out, thus I usually avoid that stuff.
One thing that would be nice in large scale maps like this are, hints. I remember the first time playing this map... It was not too pretty. Keycard confusions, not knowing whether to be in the caves or above.
Ammo and item placement was perfect.
I figured out the shotgun thing from Z1M2. It struck me last night that I typed "give shotgun" in the console at the start of the map for some compensation for not having anything.
Sorry about that, but this run was done without any "cheat".
Spoiler: Screenshots:This map was really impressive. A pretty insane amount of detail and architecture is packed within this map if you ask me.
Very professional.
I skipped the secret sewers part in fear of dying in the nukage. I hate dying in lava/slime and it's derivatives due to the radsuit wearing out, thus I usually avoid that stuff.
One thing that would be nice in large scale maps like this are, hints. I remember the first time playing this map... It was not too pretty. Keycard confusions, not knowing whether to be in the caves or above.
Ammo and item placement was perfect.
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Vader
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Thanks again for the feedback, please post more once you progress further!
Concerning the little visual problems that were posted;
Things like odd texture choices and misalignement will surely be fixed, however stuff like the "toothpick" detailing propably won't be touched.
The problem is, that once we start overworking details like that, we could as well recreate the recreation of E1
Of course I can only speak for myself and not the whole team, but I know that there're even more strange design desicions, etc. than what has been posted already, so fixing those things mentioned surely wouldn't be the end of the line and end up in another 2 years of developement just to get KDiZD 1.1 released!
I think it would serve the public interest more to concentrate on getting TSOZD done in a reasonable amount of time instead
Concerning the little visual problems that were posted;
Things like odd texture choices and misalignement will surely be fixed, however stuff like the "toothpick" detailing propably won't be touched.
The problem is, that once we start overworking details like that, we could as well recreate the recreation of E1
Of course I can only speak for myself and not the whole team, but I know that there're even more strange design desicions, etc. than what has been posted already, so fixing those things mentioned surely wouldn't be the end of the line and end up in another 2 years of developement just to get KDiZD 1.1 released!
I think it would serve the public interest more to concentrate on getting TSOZD done in a reasonable amount of time instead
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Orangewaggs
- Posts: 395
- Joined: Sat Dec 01, 2007 9:03 pm
Re: Knee-Deep in ZDoom v1.1 (RC1)
Yes maybe get is done in less than 3 years now that yous know whats you are doin...Vader wrote:I think it would serve the public interest more to concentrate on getting TSOZD done in a reasonable amount of time instead
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Ghastly
- ... in rememberance ...
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Says the guy who's still working on that shambler.Vader wrote:I think it would serve the public interest more to concentrate on getting TSOZD done in a reasonable amount of time instead
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Vader
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Heh, I wish this would be the only thing I'd have to worry about 
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Orangewaggs
- Posts: 395
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Re: Knee-Deep in ZDoom v1.1 (RC1)
dont worry Vader youll get everything done sooner or later
im working on a lot of stuff to (even though it is sprite work i dont know a phooie on decorate so im stuck after that
)
but just take it on step at a time
im working on a lot of stuff to (even though it is sprite work i dont know a phooie on decorate so im stuck after that
but just take it on step at a time
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LogicDeLuxe
- Posts: 198
- Joined: Mon Apr 26, 2004 11:32 am
Re: Knee-Deep in ZDoom v1.1 (RC1)
I'm currently playing this in GZdoom.
I see, the green armor secret in Z1M2 was fixed, but still, I think a soulsphere would fit better there, since there are already several armors to pick up in the map, plus every one who ever reported about this map seems to have already much armor points when arriving at this spot rendering it rather useless.

The right column only rotates partially.
And for the diving secret in this map, I still think that the timing is annoyingly tight. Just about one more second before the bars close again would be very kind.
The pentagram at the secret exit is still not fixed. The script should check if it is cleared before trying to spawn the monsters. If it failed spawning them, the fight is regarded as won, which is probably not what the author had in mind.
(still playing)
I see, the green armor secret in Z1M2 was fixed, but still, I think a soulsphere would fit better there, since there are already several armors to pick up in the map, plus every one who ever reported about this map seems to have already much armor points when arriving at this spot rendering it rather useless.

The right column only rotates partially.
And for the diving secret in this map, I still think that the timing is annoyingly tight. Just about one more second before the bars close again would be very kind.
The pentagram at the secret exit is still not fixed. The script should check if it is cleared before trying to spawn the monsters. If it failed spawning them, the fight is regarded as won, which is probably not what the author had in mind.
(still playing)
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Major Cooke
- Posts: 8215
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Alright. I can't remember how long ago it was when I played this (a month or two?) but here's what I'm thinking:
The good:
-Maps are beautiful, challenging, and stand out more than Shingles could on a man with the Herpes virus all over his skin.
-Loved the bruisers.
-Enticing ways of getting through a bunch of the missions.
-I didn't care if textures were misaligned, it's about playing through on a whole new level of reconstruction towards a true 3D base.
The bad:
-Some of the weapons I tried picking up... uh... I couldn't select them regularly... so I threw on AEoD weapon replacement, still a kickass experience.
-People are tending to concentrate on looking at detail too much. This could mean you don't have enough monsters/weapons to keep them occupied, make them fly around a corner or two in hopes to hide from the baddies... (Or I could be playing Invasion UAC/Hell Revealed 2 too much...)
Strangely enough, while playing some of my favorite joke wads and looking around for more, I only found out about this through Community is Falling 3... I bring feelings of a new player jumping from doom to Zdoom's KDiZD, just so you know. I do not follow whatever Kaiser did in there that had anything to do with KDiZD.
Other than that, it was really great. Looking forward to TSoZD!
The good:
-Maps are beautiful, challenging, and stand out more than Shingles could on a man with the Herpes virus all over his skin.
-Loved the bruisers.
-Enticing ways of getting through a bunch of the missions.
-I didn't care if textures were misaligned, it's about playing through on a whole new level of reconstruction towards a true 3D base.
The bad:
-Some of the weapons I tried picking up... uh... I couldn't select them regularly... so I threw on AEoD weapon replacement, still a kickass experience.
-People are tending to concentrate on looking at detail too much. This could mean you don't have enough monsters/weapons to keep them occupied, make them fly around a corner or two in hopes to hide from the baddies... (Or I could be playing Invasion UAC/Hell Revealed 2 too much...)
Strangely enough, while playing some of my favorite joke wads and looking around for more, I only found out about this through Community is Falling 3... I bring feelings of a new player jumping from doom to Zdoom's KDiZD, just so you know. I do not follow whatever Kaiser did in there that had anything to do with KDiZD.
Other than that, it was really great. Looking forward to TSoZD!
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LogicDeLuxe
- Posts: 198
- Joined: Mon Apr 26, 2004 11:32 am
Re: Knee-Deep in ZDoom v1.1 (RC1)
My theory, they already killed them all and use all the time in the world to look at all that beautiful architecture. They probably wouldn't if it were boring to begin with.Major Cooke wrote:-People are tending to concentrate on looking at detail too much. This could mean you don't have enough monsters/weapons to keep them occupied, make them fly around a corner or two in hopes to hide from the baddies...
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LogicDeLuxe
- Posts: 198
- Joined: Mon Apr 26, 2004 11:32 am
Re: Knee-Deep in ZDoom v1.1 (RC1)
Some missalignment in Z1M4 in the reactor room:

The diving secret with the super shotgun is still unfair when the slime is lowered, since you are trapped there then. Is it really necessary to lower the slime in the first place? I don't really get it, why does it lower?
The yellow door secret is genius, imho.

The diving secret with the super shotgun is still unfair when the slime is lowered, since you are trapped there then. Is it really necessary to lower the slime in the first place? I don't really get it, why does it lower?
The yellow door secret is genius, imho.
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A.guy
- Posts: 42
- Joined: Tue Dec 29, 2009 11:01 am
Re: Knee-Deep in ZDoom v1.1 (RC1)
i'm sorry to bump the thread with such a stupid question but i've seen some rather impressive footage and i simply GOTTA play this
um, KDiZD does run in skulltag, right?
um, KDiZD does run in skulltag, right?











