Ultimate Torment & Torture (New Screens p.26)

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Tormentor667
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Post by Tormentor667 »

If you guys have some time left, please concentrate on this:
http://forum.zdoom.org/potato.php?p=203451#203451
king_necro
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Post by king_necro »

Things are looking great, can't wait till it's all done. :D
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Amuscaria
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Post by Amuscaria »

ooo wowoies. Looking very nice there. Love the dark quake feel to the levels ^_^. Btw, where can I download your TNT series? I want some hard maps to play. ^_^ I tried your website, but didint find a button for download o_o.
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Tormentor667
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Post by Tormentor667 »

It is on my website (under Doom -> Maps And Mods -> TNT Series) and in the /idgames archive (although these are outdated).
BTW: Eriance, as one hand washes the other, I have a question for you, I sent you a PM!
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Amuscaria
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Post by Amuscaria »

Tormentor667 wrote:It is on my website (under Doom -> Maps And Mods -> TNT Series) and in the /idgames archive (although these are outdated).
BTW: Eriance, as one hand washes the other, I have a question for you, I sent you a PM!
I dont need GZdoom, do I> It doesnt work correct for my comp. BTW, you maps are HUGE O_O.
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Tormentor667
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Post by Tormentor667 »

You don't need GZDoom, the maps work for ZDoom .63+ and above :)
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DoomRater
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Post by DoomRater »

The GZDoom FAQ wrote:
Q: I can't use or don't like OpenGL rendering. Is this still worth the download?

Sure. GZDoom still contains the complete software renderer. The only limitations are that you can't use 3D floors, dynamic lights, Q2 style skyboxes and True color textures. In effect you get ZDoom with all the bug fixes and non-renderer specific new features. That includes complete .96x DECORATE support including inventory items and weapons. As of version 0.9.28 it is possible to disable the entire OpenGL subsystem in the menu so that the engine behaves as if it wasn't there at all.
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Tormentor667
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Post by Tormentor667 »

Fear the (mostly underestimated) power of Stacked Sectors in ZDoom:
Image
Image
(another perspective, 20 minutes later and more detail)
It's impressive how these stacked sectors can enhance the whole atmosphere of a before absolutely simple room. Fear the power of the new "Crypts" in TNT1-Remade :)
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ace
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Post by ace »

Looks awesome Torm. Shame you haven't gotten more feedback at NewDoom...

Heh, perhaps I should keep this stacking power in mind when working on <OMGSEEKRIT>.
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Siggi
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Post by Siggi »

Stacked sectors are nice.
But what catched my eye are the windows. Something about that orange one...
king_necro
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Post by king_necro »

Looking good, Can't wait till TNT1 is refurnished so we can see TNT2, and so on. :D Keep up the good work, I am really liking how things are going and looking.
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Tormentor667
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Post by Tormentor667 »

Thx for the feedback, I'm working on every free minute I have for TNT1 and it's getting better and better, honestly :)

@Siggi - What's about those orange windows?
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Amuscaria
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Post by Amuscaria »

Looks pretty damn awesome. I need to fully utilize the Stacked sectors function. I played your TNT1 and seemed to have found a bug. I'm not sure if it's been reported yet.

In the upper floor, where the two small libraries are. After you go into the first one, kill the archvile, a second wall opens. IN there are 2 archviles. The door is supposed to close when in, but I decided to lure them out into the first library because it's easier to kill one at a time. So I didint go into the second part. I killed them both, and walked in the room to get the blue skull. The wall closed behind me and wouldnt open. There are no switches to open it that I can see. Maybe you inteneded me to kill the two archviles after I walk in the room and the wall behind me close?
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Vader
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Post by Vader »

Looks great so far, but that sky is kinda ugly :P
Maybe use something that looks more like clouds?
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Tormentor667
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Post by Tormentor667 »

Yeah, I will have to find something now because no-one seems to like the sky at all :(

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