Simplicity Megawad Released

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PaganRaven
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Post by PaganRaven »

Is it possible to do co-op in GZDoom? (im the new kid)
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

I haven't changed any of the network related code. It might work or it might not. I don't have the capability to test network games.
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HobbsTiger1
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Post by HobbsTiger1 »

PaganRaven wrote:Is it possible to do co-op in GZDoom? (im the new kid)
If GZDooms network code is the same as 2.0.96x's, then there should be no problem. However, ZDoom has suffered from Co-Op issues since (reportedly) 2.0.92, and IIRC 2.0.96x didn't fix it.
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Siggi
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Post by Siggi »

One Must Fall intermision music! yay!

I'll add this to my list of played megawads, a list which is very short.
Last edited by Siggi on Fri Oct 28, 2005 1:56 pm, edited 1 time in total.
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Phobus
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Post by Phobus »

I've just finished episode one and have to say this wad is looking excellent so far.

When I've got no projects on my plate, I'm gonig to try to build levels this sort of size for a wad, as I reckon my huge one is going to fall a bit short...
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dljosef
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Post by dljosef »

I'd personally give this one an 8 out of 10. It could've used more decorate monsters but the ones already in the wad are great. Especially the bosses and the enemies in the bonus map.
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masterofpsi
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Post by masterofpsi »

I liked this. It was fun, and I needed some cool maps. It was awesome. Out of ten, I give it a 7-8\10.
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dljosef
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Post by dljosef »

It was a shame episode 3 wasn't finished, otherwise I would've given the megawad an 8.5 out of 10.
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Apothem
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Post by Apothem »

i have to admit, this wad actually made me jump in certain places. the atmosphere was excellent and the scripting wasn't too shabby either for such a simplistic wad. Great work!
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Siggi
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Post by Siggi »

This wad was barely simplistic.
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AgentSpork
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Post by AgentSpork »

Psycho Siggi wrote:This wad was barely simplistic.
The simplicity is in the gameplay.
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Hirogen2
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Post by Hirogen2 »

AgentSpork wrote:
Psycho Siggi wrote:This wad was barely simplistic.
The simplicity is in the gameplay.
Not much different.
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Bio Hazard
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Post by Bio Hazard »

AgentSpork wrote:
Psycho Siggi wrote:This wad was barely simplistic.
The simplicity is in the gameplay.
Push switch, wall opens, kill monsters, go through opening, push switch...
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Deathsong12
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Post by Deathsong12 »

I agree with Biohazard. This is an example of great mapping, but I have the same beef with this as I do with KDiZD. Nothing truly innovative is being attempted here. What's the point of all these awsome editing features like the dailouge system, DECORATE, and ACS if all mappers are going to do is make really pretty Doom? I may as well be using jDoom.
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Phobus
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Post by Phobus »

Well, this is the sort of gameplay that I can play many times, because there is no story line to be ruined and there's usually a surprise or two every time, or secrets to be found. That and I'm not spending all year hunting around a map that is roughly the same size of London to find a switch or key that is actually in a hatch that opened up just after I left the building.

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