[Project] "Knee-Deep in ZDoom"

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Tormentor667 wrote:BTW: How can I spawn a DECORATE monster voa script?! Why does "thing_spawn(1, "SATYR", 128);" not work?

Either use Ninja's method or Spawnspot. Thing_Spawn cannot take string parameters.
NiGHTMARE
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Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Obviously I still have e1m5 to work on ATM, so if anyone out there would like to work on e1m4 between now and the start of week 2, please go right ahead!
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Tormentor667
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Post by Tormentor667 »

@Nightmare - Actually I am almost done with E1M2, so I will consider working on E1M4 in week 1, but I will let you know ;)
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cyber-menace
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Post by cyber-menace »

Spawnspot is the best method, but it suffers one fatal flaw. It doesn't have teleport fog!

@Torm - I can fix the DECORATE files if you want. I have the most recent version, I just need the "Super Baron" DECORATE lines. You mentioned them being on a previous page before right? Which page was that. I will also add SpawnIDs just because it will save a lot of effort for making something "spawn" with fog.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

cyber-menace wrote:Spawnspot is the best method, but it suffers one fatal flaw. It doesn't have teleport fog!
So you spawn a teleport fog on top of the monster. Just one line more of code!
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Giest118
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Post by Giest118 »

Psst... this thread succeeded in being the longest thread ever about 30 posts ago... :P
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Tormentor667
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Post by Tormentor667 »

@giest - blabla?
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Tormentor667
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Post by Tormentor667 »

Okay, I am done with E1M2 for now, just let me know, what I could do better, and I will work on it the complete friday once more, so that after week1, the only thing left to do is the ammo/monster placement

http://home.arcor.de/tormentor667/kdizd ... zde1m2.zip
Last edited by Tormentor667 on Thu Oct 28, 2004 10:36 am, edited 1 time in total.
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Risen
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Location: N44°30' W073°05'

Post by Risen »

Tormentor667 wrote:.../e1m3.zip
Isn't that supposed to be E1M2?

Giest... we noticed that about 40 posts ago.
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Tormentor667
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Post by Tormentor667 »

Damn, how dumb can one be!? ;) Well, uploaded it again and corrected the link ;)
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Nmn
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Preferred Pronouns: He/Him

Post by Nmn »

Ze1m8 is almost done. There are very little bugs in the map (unlike E1m4.. ;)

So I will add a couple more hellish areas, including a puzzle.

Is a puzzle ok with You? Trust me, no Hexen-styled goose chases after random switches.

Plus I'll add a couple surprises.. we'll see... Hellish influence should be present in this map, because the player is descending to hell after all...
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Tormentor667
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Post by Tormentor667 »

Speed up and release it within one houer, I MUST see it :))
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Tormentor667
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Post by Tormentor667 »

Okay, as I am now finished with E1M2 (no one finds bugs or stuff and tells me to do something), I will start working on E1M7 ;)

*EDIT*
Removed one not-altered original area and added a completely new one ;) And now I have some new stats for your pleasure ;)

AFTER ROUND 1
05545 Vertices
07172 Linedefs
12131 Sidedefs
01614 Sectors

AFTER WEEK 1 OF ROUND 2
09640 Vertices
11897 Linedefs
20707 Sidedefs
02598 Sectors

...so far, I added about 30% - 40% more to the map and I am okay with these stats now :)
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jallamann
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Location: Ålesund, Norway

Post by jallamann »

Concerning music:
Doom Depot has got some music (original versions) (I recommend the 3DO versions :))
and of course, DoomWorld has got quite a bit of remixes...
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TheDarkArchon
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Location: Some cold place

Post by TheDarkArchon »

For E1M8 I'd recommend Scragadelic's E1M8 recreated.

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