Knee-Deep in ZDoom v1.1 (RC1)

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
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.
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by DBThanatos »

Tormentor667 wrote:Sure, some of these things look amateurish and ugly
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.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Project Shadowcat »

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).
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Ghastly »

Project Dark Fox wrote:most of those are 15 minute fixes.
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.
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Unknown_Assassin »

Fixing the misaligned textures shouldn't take long, right? Then why not fix it?
unknownna
Posts: 215
Joined: Sat Oct 06, 2007 4:45 pm

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by unknownna »

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. :P

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. :) 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.
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Vader »

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 :P
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 :wink:
User avatar
Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Orangewaggs »

Vader wrote:I think it would serve the public interest more to concentrate on getting TSOZD done in a reasonable amount of time instead
Yes maybe get is done in less than 3 years now that yous know whats you are doin... :D
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Ghastly »

Vader wrote:I think it would serve the public interest more to concentrate on getting TSOZD done in a reasonable amount of time instead :wink:
Says the guy who's still working on that shambler. :P
User avatar
Vader
Posts: 4241
Joined: Fri Jul 30, 2004 4:00 am
Location: Germany

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Vader »

Heh, I wish this would be the only thing I'd have to worry about :P
User avatar
Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Orangewaggs »

dont worry Vader youll get everything done sooner or later :wink:
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 8-)
LogicDeLuxe
Posts: 198
Joined: Mon Apr 26, 2004 11:32 am

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by LogicDeLuxe »

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.

Image
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)
User avatar
Major Cooke
Posts: 8215
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Major Cooke »

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! :mrgreen:
LogicDeLuxe
Posts: 198
Joined: Mon Apr 26, 2004 11:32 am

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by LogicDeLuxe »

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...
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.
LogicDeLuxe
Posts: 198
Joined: Mon Apr 26, 2004 11:32 am

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by LogicDeLuxe »

Some missalignment in Z1M4 in the reactor room:
Image

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. :)
User avatar
A.guy
Posts: 42
Joined: Tue Dec 29, 2009 11:01 am

Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by A.guy »

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?

Return to “Levels”