[Project] "Knee-Deep in ZDoom"
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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- Posts: 5263
- Joined: Thu Jan 08, 2004 1:02 pm
- Location: N44°30' W073°05'
Consequent exits are, in my opinion, always a good idea. However,
I think they should not be that one level ends in the same room that the next one begins. Instead, things like a tram would be good, or a vehicle, or perhaps a tunnel entrance, or something of that sort. Remember that we do have an intermission map, and that the buildings are not immediately next to each other.
If these exits are implemented in a way that I can add representations of them to the intermission map as well, then let's do this. If not, then keep the buildings separate, without consequent exits.
For cool vehicle cutscenes, feel free to use the moving technique (but not the car) I developed in my car test:
http://twicerisen.ath.cx/rn/cartest.zip
I think they should not be that one level ends in the same room that the next one begins. Instead, things like a tram would be good, or a vehicle, or perhaps a tunnel entrance, or something of that sort. Remember that we do have an intermission map, and that the buildings are not immediately next to each other.
If these exits are implemented in a way that I can add representations of them to the intermission map as well, then let's do this. If not, then keep the buildings separate, without consequent exits.
For cool vehicle cutscenes, feel free to use the moving technique (but not the car) I developed in my car test:
http://twicerisen.ath.cx/rn/cartest.zip
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- Posts: 4019
- Joined: Fri Aug 15, 2003 8:15 pm
- Location: ferret ~/C/ZDL $
i get another week on it remember?Tormentor667 wrote:@BioHazard - E1M9 must be done for nowI want to see something!

if you want it anyway, come to #NZDR...
i havent worked on M9 since my last post since i had a family emergency thing going on and i had to watch a bazillion little kids for a few days
its going to be over pretty soon though and i can get back to work
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- Posts: 13552
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
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- Posts: 429
- Joined: Thu Mar 04, 2004 9:21 am
- Location: Poland - Poznan
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Ze1m4
Due to Real Life (tm) I couldn't add all the architecture. I barely have time now, so someone pick this Legacy up
I trust You guys, don't mess my map tough or off with yer heads 
The bastard needs detail and expert's hand (2 MB for the map alone, sector count over 4000 o_O Consider Yourself warned
http://ccc.1asphost.com/Sonybono/Ze1m4.zip22


The bastard needs detail and expert's hand (2 MB for the map alone, sector count over 4000 o_O Consider Yourself warned

http://ccc.1asphost.com/Sonybono/Ze1m4.zip22
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- Operating System Version (Optional): Windows 10
- Location: United Kingdom
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- Posts: 429
- Joined: Thu Mar 04, 2004 9:21 am
- Location: Poland - Poznan
Yeah. Nick, you know what to do with them? Just put SoundSequence9 in any of the secotrs used in fans. Works 100%. Oh, and try do detail the tram a bit more. I think NMN fucked it up somehow. Maybe I'll build a tram at Ze1M3 first, then you'' copy it.cutmanmike wrote:I love those ceiling fan things too, it's a pitty they make such an annoying noise
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- Location: United Kingdom
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- Lead GZDoom+Raze Developer
- Posts: 49204
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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http://uk.geocities.com/nb_nmare/ze1m5.ZIP
Make sure you use the latest version of the resource wad, which you can find in this post.
Make sure you use the latest version of the resource wad, which you can find in this post.
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- Posts: 13552
- Joined: Wed Jul 16, 2003 3:52 am
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- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Problems left on E1M5
- Ammo/Monster balance
- More monsters are needed, escpecially new ones
- The polydoors after the first big nukage room need bleeding-fix
- All the liquids must be replaced by their warping versions I added to the resource wad!!
- The exit switch is grey brick and doesn't fit into the brown brick. Add some border textures around it
- Ammo/Monster balance
- More monsters are needed, escpecially new ones
- The polydoors after the first big nukage room need bleeding-fix
- All the liquids must be replaced by their warping versions I added to the resource wad!!
- The exit switch is grey brick and doesn't fit into the brown brick. Add some border textures around it
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- Posts: 3463
- Joined: Sat Jul 19, 2003 8:39 am
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- Lead GZDoom+Raze Developer
- Posts: 49204
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany