[Project] "Knee-Deep in ZDoom"

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Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

Current MAPINFO lump is as follows:

Code: Select all

clusterdef 1

defaultmap
cluster 1
forcenoskystretch
nointermission
evenlighting
forcefallingdamage
next map10

map MAP01 "Hangar"
levelnum 1
music D_E1M1
par 30

map MAP02 "Nuclear Plant"
levelnum 2
music D_E1M2
par 75

map MAP03 "Toxin Refinery"
levelnum 3
music D_E1M3
secretnext INTERMAP
par 120

map MAP04 "Command Control"
levelnum 4
music D_E1M4
par 90

map MAP05 "Phobos Lab"
levelnum 5
music D_E1M5
par 175

map MAP06 "Central Processing"
levelnum 6
music D_E1M6
par 180

map MAP07 "Computer Station"
levelnum 7
music D_E1M7
par 180

map MAP08 "Command Control"
levelnum 8
music D_E1M8
par 120

map MAP09 "Military Base"
levelnum 9
music D_E1M9
par 175

map map10 "Intermission"
levelnum 10
music D_INTER

map map11 "Credits"
levelnum 11
music D_VICTOR
The intermission is working again thanks to Destroyer, I should have code up very soon for adding this to the maps, but I want to do a bit more testing first.

Reading this over again brings up another point. We need useful par times! The old ones are no good for these new maps. It will be something we can collect during the testing phase, but please be thinking about it.
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Tormentor667
Posts: 13461
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@Risen - So can you adjust the music names to fit with my wad?

*UPDATE*
Music upload still running, 23 minutes left.
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Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $

Post by Bio Hazard »

Tormentor667 wrote:It is about 26,875,637 MB thick
WTF? 26 TERRABYTES?

ive got my own music tracks for M9 in my wad already, so just merge them in at the end
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Tormentor667
Posts: 13461
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

yes, 26 Terrabytes, each with 65536KBps :) No, actually, I should have written 26.875.637 Bytes
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Nmn
Posts: 4608
Joined: Fri Apr 16, 2004 1:41 pm

Post by Nmn »

Terrabytes.. rofl :lol:
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TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

And 26,875,637 MB is about 26 Kiloterabytes

EDIT: Hey, Tormentor. Couldn't you set things up so you can download each track seperatly. 16Mbs is a hefty download if you have a 56k connection.
User avatar
Tormentor667
Posts: 13461
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Well, it's uploaded right now and no, I am not gonna upload each track alone because:
1. I want all the tunes to be in one wad
2. I want everyone to be able to use it in his wad (conc. mapinfo and lumpnames)
User avatar
Tormentor667
Posts: 13461
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@Risen - Please continue with this altered MAPINFO

Code: Select all

clusterdef 1

defaultmap
cluster 1
forcenoskystretch
nointermission
evenlighting
forcefallingdamage
next map10

map MAP01 "Hangar"
levelnum 1
music D_E1M1
par 30

map MAP02 "Nuclear Plant"
levelnum 2
music D_E1M2
par 75

map MAP03 "Toxin Refinery"
levelnum 3
music D_E1M3
secretnext INTERMAP
par 120

map MAP04 "Command Control"
levelnum 4
music D_E1M4
par 90

map MAP05 "Phobos Lab"
levelnum 5
music D_E1M5
par 175

map MAP06 "Central Processing"
levelnum 6
music D_E1M6
par 180

map MAP07 "Computer Station"
levelnum 7
music D_E1M7
par 180

map MAP08 "Command Control"
levelnum 8
music D_E1M8
par 120

map MAP09 "Military Base"
levelnum 9
music D_E1M9
par 175

map map10 "Intermission"
levelnum 10
music D_DM2TTL

map map11 "Credits"
levelnum 11
music D_CREDIT 
NiGHTMARE
Posts: 3460
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

E1M4!

I'm afraid I didn't get around to muting the fans, and as previously mentioned the haze in the starting canyone needs adding as well. One or two areas still need a bit of work to become as good looking as the rest of the level, particularly the green areas in the top right of the map (it looks better than it did though). There may still be a few texture misalignments in the tunnels in the bottom left, though I think I got all the major ones.

If no-one else's interested in putting the final touches to the level, I'm happy to finish it off at the end of week 3. But for now, it's on to E1M7... :)
Last edited by NiGHTMARE on Sun Nov 21, 2004 1:31 pm, edited 1 time in total.
User avatar
Nmn
Posts: 4608
Joined: Fri Apr 16, 2004 1:41 pm

Post by Nmn »

Uhh.. Nightmare, that's E1m5 :?
User avatar
Tormentor667
Posts: 13461
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Yes, that's E1M5 :)

BTW: I gave new sounds to the Super BAron!
NiGHTMARE
Posts: 3460
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Whoops, typo. Fixed now.
User avatar
Tormentor667
Posts: 13461
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Found a bug: Duke3D style teleporter at the beginning is buggy if you get out again off the water.

EDIT1
One of the computer ceiling slopes where you get the SSG is buggy
The broken toxic canister near the yellow key is still buggy
The "green room" still needs work, maybe some light variations would make things more interesting (darker)
Last edited by Tormentor667 on Sun Nov 21, 2004 2:20 pm, edited 1 time in total.
NiGHTMARE
Posts: 3460
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Well I didn't touch that bit, so it (probably) wasn't me... ;)
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Nmn
Posts: 4608
Joined: Fri Apr 16, 2004 1:41 pm

Bugz

Post by Nmn »

My toughts on E1m4:
1.The teleport bug. I'm positive I did not left that one :? Presumably one of the destinations is missing.
2.Found a HOM in Super Shotgun Room
3.Hom near Yellow Door
4.Silver hallway leading to the Bluekey area has a middle texture on of the steps. Bad.
5.Many sky-lights are waaay too bright for such a dark sky (including the north room just east from the "UAC symbol" room-i.e. former swastika room. Explore)
6.Slopes on curvy hallway need fine-tweaking
7.If there's one thing I dislike personally are hi-tech doors in rocky walls. Try to build something around them.
8.Many areas still lack detail, especially in comparsion with other areas of the map (some of the upper hallways, South-west maze, Exit room entrance) It's not that hard.. is it? :shucks:
9.Chaingun Room (where You drain Nukage from the blue key room) untouched-needs work.
EDIT:
whoops
Image
Last edited by Nmn on Sun Nov 21, 2004 2:33 pm, edited 1 time in total.

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