[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.
-
- Posts: 13549
- 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
Problems left on E1M4
- No Haze anymore outside the map, looks ugly now should be grey haze (or isn't this supposed to be like that anymore?)
- Player 1 Start is misplaced, intro doesn'T work via PUKE 1 for testing
- Liquid flats haven't been replaced by their warping counterparts!
- Add more monsters to the enty, also weapons to the large entry hall, without that stuff, its absolutely boring and useless
- Add silencer to the fans and a new ambient sound for a better noise they create
- This Doom3 inspired hallway (rounded) is verys empty, add monsters and things
- Change something about the 3D bridges floor, it looks ugly (these diagonal stripes heavily suck!)*
- Room under the 3D Bridge still is too empty, add detail and monsters and things!
- Same goes to the green room after that! This is E1M4, not E1M1!!!! MAKE IT HARDER
- The room before the blue door looks heavily ugly, do something about it!
- Add some fun to the regular starting room
- On the broken nukage tube in the room where you have this nukagepool and normally can see the yellow keycard on the other side (and the yellow door), their is a HOM
- Crates before the soulsphere secret on teh lift have misalignments
- If you look close enouugh you will find many more problems
- The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.
- Also a lot of monsters must be added, as I said, it is E1M4 and should be much harder!
- No Haze anymore outside the map, looks ugly now should be grey haze (or isn't this supposed to be like that anymore?)
- Player 1 Start is misplaced, intro doesn'T work via PUKE 1 for testing
- Liquid flats haven't been replaced by their warping counterparts!
- Add more monsters to the enty, also weapons to the large entry hall, without that stuff, its absolutely boring and useless
- Add silencer to the fans and a new ambient sound for a better noise they create
- This Doom3 inspired hallway (rounded) is verys empty, add monsters and things
- Change something about the 3D bridges floor, it looks ugly (these diagonal stripes heavily suck!)*
- Room under the 3D Bridge still is too empty, add detail and monsters and things!
- Same goes to the green room after that! This is E1M4, not E1M1!!!! MAKE IT HARDER
- The room before the blue door looks heavily ugly, do something about it!
- Add some fun to the regular starting room
- On the broken nukage tube in the room where you have this nukagepool and normally can see the yellow keycard on the other side (and the yellow door), their is a HOM
- Crates before the soulsphere secret on teh lift have misalignments
- If you look close enouugh you will find many more problems
- The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.
- Also a lot of monsters must be added, as I said, it is E1M4 and should be much harder!
-
- Posts: 3463
- Joined: Sat Jul 19, 2003 8:39 am
-
- Posts: 13549
- 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
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
-
- Posts: 13549
- 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
-
- Posts: 5263
- Joined: Thu Jan 08, 2004 1:02 pm
- Location: N44°30' W073°05'
I disagree. E1M4 is meant to be non-linear and I see no need for use to linearize it. Players are likely to explore the entire map anyway since I think most people make a good attempt at getting 100% kills in E1. Plus they will not want to miss any of our wonderful architecture! I don't think we need to force it.Tormentor667 wrote: - The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
-
- Lead GZDoom+Raze Developer
- Posts: 49192
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Risen wrote:I disagree. E1M4 is meant to be non-linear and I see no need for use to linearize it. Players are likely to explore the entire map anyway since I think most people make a good attempt at getting 100% kills in E1. Plus they will not want to miss any of our wonderful architecture! I don't think we need to force it.Tormentor667 wrote: - The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.
Well, I agree with Tormentor and disagree with you. You don't have to linearize the map though. Just force the player to perform a few tasks in the different parts of the map to open the exit or something like that and the problems will go away.
-
- Lead GZDoom+Raze Developer
- Posts: 49192
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
-
- Posts: 13549
- 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
Exactly, and that will make the map much more interesting, because you get away from the classic way to solve the map as player!Graf Zahl wrote:Risen wrote:I disagree. E1M4 is meant to be non-linear and I see no need for use to linearize it. Players are likely to explore the entire map anyway since I think most people make a good attempt at getting 100% kills in E1. Plus they will not want to miss any of our wonderful architecture! I don't think we need to force it.Tormentor667 wrote: - The most big problem is the interconnectivity of the map: I could play through this in about 1 minute without even touching many parts of the map, someone has to place another key and close several hallways so others must be used to open those.
Well, I agree with Tormentor and disagree with you. You don't have to linearize the map though. Just force the player to perform a few tasks in the different parts of the map to open the exit or something like that and the problems will go away.
-
- Posts: 13549
- 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
Concerning this exit/start thing for maps, persons talked about some posts ago, I just wanted to say, that I created a new starting room for E1M7, placed in a cave (the reason for no sky in this map, it is an underground map!)

This screenshot just shows the style of the cave, so the person working on E1M6 knows what to do!

This screenshot just shows the style of the cave, so the person working on E1M6 knows what to do!
-
- Posts: 4630
- Joined: Fri Apr 16, 2004 1:41 pm
- Preferred Pronouns: He/Him
-
- Posts: 3463
- Joined: Sat Jul 19, 2003 8:39 am