[Project] "Knee-Deep in ZDoom"

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Nmn
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Post by Nmn »

Speaking of intermission map.. Risen, have You noticed anything strange in the map? :roll:
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TheDarkArchon
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Post by TheDarkArchon »

Just tell us what it is, NMN
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Nmn
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Post by Nmn »

Uhh.. No. :D
Oh, and since I'm here, I guess time has come to post stats on Ze1m4. A pic this time:

Image

:biggrin:
I told You sector count will go over 4000,... and I'm NOT done yet!
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TheDarkArchon
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Post by TheDarkArchon »

4057 sectors!!! How much detail have you put in that thing?!?!

EDIT: And you have one hell of a challenge to make E1M4 the best map of the set.
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Nmn
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Post by Nmn »

Will post screenies later.

Now You know what DRD-Team is capable of :)
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TheDarkArchon
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Post by TheDarkArchon »

Well, hopefully it plays good (Which must be good regardless to how good it looks.)

If it isn't

Image

I'll be pissed

(Just kidding...to a degree)
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ellmo
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Post by ellmo »

TheDarkArchon wrote:Well, hopefully it plays good (Which must be good regardless to how good it looks.)
If it isn't
I'll be pissed
(Just kidding...to a degree)
You will not be pissed.

And thanks for the Tankies, Torm, now I have something less generic to put somewhere in the map. Though I work slowly due to CPU issues and real life troubles - I'm like 25% done with mapping. And gameplay needs some work... But that's the easy part.

I will post the map here, when the 25th percenet is finalized :wink: (think: when there's nothing more to do around the yellow key and all it's neighbouring areas.
Unlike other people I'm sticking to one part while not paying attn. to others, untill the first is finished.
Last edited by ellmo on Sun Oct 31, 2004 4:56 pm, edited 1 time in total.
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TheDarkArchon
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Post by TheDarkArchon »

Some people?
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Nmn
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Post by Nmn »

Nmn wrote:My contribution to what Torm Said:
1.The secret in one of the halls leading to the "old first large room", near the vents has doors that lock You in. They need "Repeatable use".
2.The starting tram needs some fine-tuning.
3.The rooms near the core (the mirrored room) needs way more detail.
4.The windows and slopes in the "curved and sloped" large hallway need fine-tweaking. Look closer.
5.The last pair of slopes in the hall right behind the upper mentioned curvy one has a HOM. Get rid of it.
6.Someone needs to clean up the fan script. It's pretty terrible now (I ain't no great scripter ;)
7.The valley by the tram needs work on the sky
8.The clouds flat in the skybox is fugly. Either fog the sky more or change to a more approapriate.
9.Fine tune Reactor Procedure Scripts
10.West South maze of halls in primary facility (original E1m4) needs to be finished.
11."UAC" Sign room requires more detail. So goes for the next room, leading to the exit chamber.
12.Exit door is nice, tough exit is terrible. Need fine-tunning.
13.Yellow key room needs work.
14.Former Blue Key room and it's antechamber need more work.
15.North-East corner of the map (nukage pool and bridges) need more work.
16.Numerous Misalignments over the entire map.
17.Add something special to the old starting room (like a dead marine and a message "This guy's name was Flynn... weird" or something. Be original :D )
Quoting myself? o_O Oh well.. Changelog!!
1.Done
2.Done
3.Done
4.Not Done
5.Done
6.Ahem.. :)
7.Done
8.Almost Done
9.Done
10.Not Done
11.Not Done
12.Done
13.Done
14.Not Yet
15.Not yet
16.Not yet
17.Done

Ok, Screenies as promised:
Image
This area needed "some" more details ;)
Image
Same room from a different angle
Image
I'm pretty sure You recognize this place.
Image
What the ?!!?
Image
The yellow key place needed more detail too :)

Closing word:
DB Lags as hell :cry:
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Bio Hazard
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Post by Bio Hazard »

Risen: while working on the intermission map, dont forget to use "Hudmessagebold" and change the camera for everyone to keep CO-OP support

just in case you hadnt thought of that
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Risen
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Post by Risen »

Torm: I passed M4 along (and NMN quickly snagged it up) in order to work on the intermission map, which is what I am doing now.

NMN: Yes, I have noticed a few quirks with the map but I will be getting around to the map portion of it a bit later after I have created the script functions I need to make it work the way I want.

Bio: Thanks for the reminder. I haven't yet gotten to that portion but I will be sure to do this.
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cccp_leha
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Post by cccp_leha »

@Tormentor: I'm kinda here...
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Bio Hazard
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Post by Bio Hazard »

Info for today:

Done:
1. fixed some errors around the map
2. redid the lighting in area "H" cause i didnt do it right last time
3. detailed area "A"

To Do:
1. Detail everything else
2. Re-script everything
3. Add secrets
4. Test for Co-Op

play screen:
Image

today's sector Disaster:
Image
hows that C-M? :laff:

today's stats:
Image
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Nmn
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Post by Nmn »

Risen wrote: NMN: Yes, I have noticed a few quirks with the map but I will be getting around to the map portion of it a bit later after I have created the script functions I need to make it work the way I want.
Ha, than You did NOT notice what I was talking about. No matter :wink:
NiGHTMARE
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Post by NiGHTMARE »

Browsing through my hard drive, I came across this extremely uncomplete but rather nice looking E1-style level. If anyone wants to incorporate it into their map, feel free! You'll probably want to mention that you're doing so though, otherwise we could end up with more than one person using it ;).

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