[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: 4019
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- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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- Location: VanCity, British Colonies, Isolated Republic Of Canuckistan
Catering to the GL crowd? You've gotta stop being so paranoid man. The onlyreason I want GL is because it'll look good and give the levels a feel that can't be achieved with sector-lighting. Yes I nkow it's fun and challenging to make good-looking maps without the modern eye-candy but it's not like modern eye-candy is actually bad. I like it. And Enjay ikes it too! So join us or we'll destroy you!
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- Location: N44°30' W073°05'
I must agree with Graf. Adding the lights and leaving unknown things everywhere for normal ZDoom users would certainly trash it. I for one have no intention of ever doing this.
Here's some screenshots from E1M7. I have a lot left to do, but remember this is only 2 days worth of work from a blank start and much has gone into gameplay rather than detail.
Here's some screenshots from E1M7. I have a lot left to do, but remember this is only 2 days worth of work from a blank start and much has gone into gameplay rather than detail.
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One of the first things I did was globally drop the lighting for the map by 32 units. I did this for a few reasons. First, the map is already well known, so people won't get lost even in the dark. Second, this is the last full map before the final showdown... it needs to be dark and scary! I'm lightening areas back up as I go... when I add lights to that area I will brighten it up. But, the map is very playable as-is.Tormentor667 wrote:@Risen - Shots look pretty cool :) Nightmap?! :)
I'm developing new traps as I go along as well. The red floor in shot 3 is normally dark until you go over it. Then it begins to glow. If you're still on it when it reaches its peak then you will be hurt! Unfortunately there is no defined means-of-death for electorcution... or maybe we can convert something else? That would be good to have. The orange pillars that you see through the window are also a trap, they glow and hum and create a force field. Trying to cross the field results in death! Players get to witness a demon charging through before they ever have to cross it, and I'm noting all traps with that red lighting also in shot 1.
Some of the effects in this level just can't be shown in screenshots. You have to play it to appreciate it.
I was toying with the idea of forcing a pistol start. Any thoughts?
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Man... this is making me feel bad... i just can't detail as well really...
The only complaint that I have with Tormentor is the fact that his detailing far exceeds the skill of mine... it makes me feel crap .
Anyway... I just need practice... I'm gonna finish this map, put all projects on hold (well, I've scraqpped almost ll of my projects, except ROTGS2... (NMN: Please not the MY there... I am not scrapping any one elses projects so you have nothing to worry about )). Then I'm gonna work on making some single maps, just to build up my skill.
So, without further ado, lemme seewhat I can do with my ZDCMP map...
The only complaint that I have with Tormentor is the fact that his detailing far exceeds the skill of mine... it makes me feel crap .
Anyway... I just need practice... I'm gonna finish this map, put all projects on hold (well, I've scraqpped almost ll of my projects, except ROTGS2... (NMN: Please not the MY there... I am not scrapping any one elses projects so you have nothing to worry about )). Then I'm gonna work on making some single maps, just to build up my skill.
So, without further ado, lemme seewhat I can do with my ZDCMP map...
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- Location: Waveney, United Kingdom
As to the problem of 3D lights in normal ZDoom, couldn't you just supply an extra PWAD for those users? Such a PWAD could include a DECORATE section that defines totally invisible nonblocking nonshootable decorations with the same doomednums as the lights. OK, actually using DECORATE for decorations is a bit passé I know, but...
Maybe Timmie could create such a PWAD for all the new thing types he introduces and distribute it with ZDoomGL.
Maybe Timmie could create such a PWAD for all the new thing types he introduces and distribute it with ZDoomGL.
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- Posts: 4220
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- Lead GZDoom+Raze Developer
- Posts: 49119
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany