Doom monster
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Community Chest 4 > CC4 Map 19 - Temple Of Verdance
Pages (2): « 1 [2]  
Author
All times are GMT. The time now is 17:12. Post New Thread    Post A Reply
Processingcontrol
Senior Member


Posts: 1552
Registered: 09-10


Colored lighting in Boom is really limited. All types of colored lights come from special types of textures which have colermaps, which much be added to the WAD file via lump managers. Once in place colored is still limited, as sectors with it look normal when viewed from sectors without colored lighting. It is possible to get around this by adding transparent textures to the edge of sector with colored lighting.

Old Post 04-29-11 00:50 #
Processingcontrol is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hock
Banned


Posts: 185
Registered: 10-09


This map looks huge! I like the pure green texturing to this map, I love these kinds of levels

Old Post 05-01-11 03:07 #
Hock is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


Finally done! Sending in today.

Old Post 05-12-11 02:38 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


Didn't receive anything yet AFAICS.

Old Post 05-17-11 14:54 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


My apologies I was away for the weekend and did not find time to submit all testers have now been PM'ed a link and TGH has been E-Mailed the Wad.

Old Post 05-19-11 03:46 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
RjY
anARCHy


Posts: 953
Registered: 05-02


It seems you've used a zdoom nodes format that prboom won't load. I'm not sure what the rules regarding zdbsp nodes are, but I don't think *compressed* zdbsp nodes are supported widely enough by cc4's target ports.

TGH: rules clarification on the use of zdbsp nodes, please? :-)

Old Post 05-20-11 18:46 #
RjY is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


I'll look into that, since I don't use PRBoom I'll have to download it and see what exactly the problem is. I know in Skulltag it says "This Map Has A Incomplete BSP Tree" I've discussed this with TGH and from my understanding shouldn't be a problem.

Edit - TGH fixed the problem, resending the download link to all the testers. Thank-you very much TGH

Last edited by Pottus on 05-21-11 at 02:40

Old Post 05-21-11 01:11 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
TheStiCat
Green Marine


Posts: 48
Registered: 04-11


This level is amazing! xP

__________________
-TSC

Old Post 05-22-11 18:42 #
TheStiCat is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


"It's too damn big". (In particular, it takes 10+ seconds to load on prboom-plus, and causes weird things when playing back a just-recorded demo. Buffer overflow?)

Anyhow, the biggest beef is its monochrome environment, which really kills depth perception, produced by textures with dark elements anear (afar walls are rendered darker already). Even CC2-MAP24 ("The Mucus Flow") added just a little bit duochromaticity - for one, by not using green on both walls _and_ floors.

Please _do_ test your map in Boom. Not only does it flag a lot of texture errors (see console), but it also renders somewhat differently.
These bars -
http://jengelh.medozas.de/cc4/Scree...0523_222626.jpg - are invisible in prboom-plus, which hints towards ld/sector errors or something.

http://jengelh.medozas.de/cc4/Scree...0522_002501.jpg - this room has insufficient health.

http://jengelh.medozas.de/cc4/Scree...0522_002548.jpg - the bars the camera is looking at are not foolproof. In particular, when entering the room (notwithstanding that the pic is taken way later), one can quickly back out (to the hall where the first green armor is), and never get back in.

More to come.

Last edited by Hirogen2 on 05-23-11 at 22:18

Old Post 05-23-11 21:53 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


The holes in the map may seem to be a zdbsp issue though (as you know I had to rerun it because otherwise it would not accept the map at all).
c34218728064fbbb2e647fae685773628da25321 cc4_pottus.wad (sha1)
http://jengelh.medozas.de/cc4/pottus1.lmp

There is a recurring "end of ammo" whereby the player needs to track back to the last encountered ammo supply to restock. This is inefficient. Placing 3x shellboxes next to each other also does not feel quite logical when one does not have the backpack. (Holding 50 shells max, and 2 boxes stock it up to 40 already.)

Old Post 05-23-11 23:26 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


I need to resend you out a fixed version, I would suggest waiting until I do that before doing anymore testing. There is a backpack though that is hidden inside the first pillar when you first enter the level.

Old Post 05-24-11 07:36 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
RjY
anARCHy


Posts: 953
Registered: 05-02



Hirogen2 said:
The holes in the map may seem to be a zdbsp issue though (as you know I had to rerun it because otherwise it would not accept the map at all).
uncompresszdbsp.py is a half-arsed script I put together to convert the compressed nodes into the form other engines will load, if it helps.

Then I used deutex to merge cc4-tex.wad into cc4_pottus.wad. That will, among other things, fix those invisible bars you mentioned. (Of course it bloats cc4_pottus.wad, all you really need out of the new file is the TEXTURE1 and PNAMES lumps)

Old Post 05-24-11 19:37 #
RjY is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


Ok a fixed version has been PM'ed to all play testers as of 5 minutes ago, there is still a lot I'm going to change for the next version but this one will address compatibility issues mainly and some aesthetics once I get back enough feedback it will make accomplishing game play issues much easier.

Old Post 05-25-11 01:30 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


I've done quite a number of improvements to game play and some re-texturing I will be sending out a new version of the level today to the testers.

Old Post 06-25-11 22:07 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


(To be continued.)

Old Post 07-01-11 19:36 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


Some changes made to the map
- Backpack a lot easier to find
- Made weapons easier to find
- Added some mid-texture offsets
- Changed the temple entrance so the bars close when the switch is pressed
- Added some more ammo
- Hell Knights come out to block a quick escape from the caco death pit
- Some lighting adjustments

My bad on the delay sending it out, I noticed a few things and didn't want to send it out with some obvious bugs and was busy so I didn't get around to sending out the new version until today, anyways it's been sent to all testers now.

Old Post 07-03-11 01:42 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


Your texture1 lump is completely screwed up, with prboom-plus ultimately rejecting it ("SKY3 not found"). Looking at it with deutex reveals:
code:
;Format of textures: ;TextureName Width Height ;* PatchName Xoffset Yoffset AASHITTY 64 128 * BODIES 0 0 SKY1 E P 1024 128 * SKY1 0 0 * SKY1B 256 0 * SKY1C 512 0 * SKY1D 768 0 SKY2 256 256 * SKY2 0 0 SKY2 YPE 256 128 * SKY3 0 0 ...

SKY1 E P, SKY2 YPE, BFALL1 E? Those names don't look right at all.
code:
SKY1 E P 1024 128 SKY2 YPE 256 128 BFALL1 E 64 128 BFALL2 E 64 128 BFALL3 E 64 128 BFALL4 E 64 128 DOOR3 ( 64 72 GRAY1 = 64 128 GRAY7 ( 256 128 LITE5 = 16 128 PANEL7 Y 64 128 PIPE1 U 256 128 PIPE4 S 256 128 PIPES = 64 128 ROCK1 U 64 128 ROCK3 S 64 128 ROCK5 = 128 128 SHAWN3 W 64 72 SKIN2 S 128 128 STEP1 ( 32 16 STEP2 U 32 16 STEP4 S 32 16 STEP6 = 32 16 STUCCO | 64 128 WOOD1 U 256 128 WOOD4 = 64 128 WOOD5 UU 256 128 WOOD8 ( 64 128 WOOD9 U 64 128 COMP2 ( 256 128 LITE2 ZX 64 128 DOORHI X 64 128 WFALL1 } 64 128 BROWN4 { 64 128 SNOW7 * 128 24 SNOW2 S 128 128 SNOW5 N 128 128 ROCK27 Z 128 128 ROCK25 W 128 128 COMP3 = 256 128 STEP7 ( 32 16 STEP8 * 32 16 STONE9 6 256 128 ROCK31 3 128 128 ROCK7F 4 64 128

Texture POTNOTES is also not a power of 2 in width.

Last edited by Hirogen2 on 07-03-11 at 16:01

Old Post 07-03-11 15:53 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
A Major Doomworld Concern


Posts: 6571
Registered: 01-02


Uh oh, that's the XWE/SLumpEd bug. A format-breaking oddity in XWE's reading of texture/patch names causes the relevant lumps to break horribly in the way you just showed, if they've been edited first in SLumpEd and then in XWE.

Old Post 07-03-11 18:05 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


- Expressing dislike for the monotonic green texturing again
- This map is so technically huge (~72000 sidedefs) that gives significant load delay, and slow processing (prboom -skipsec is taking ages because of it)
- Pending my submission of bugfixes to wadptr to fraggle, your map, and while at it, the entire cc4 wad should be compressed before release. (yielded 13%)
- The backpack door (linedefs 1368+) has Lower Unpegged set, but it probably should not have.
- One cannot leave the Plasma Gun secret in prboom because linedef 14853 with action 88 has no tag.
- Sector 2989 is wrongfully marked as secret
- Abundance of Hell Knights in tight corridors. It kinda ruins outrunning the monsters in a speeddemo.
- prboom rightfully warns about "solid hanging body in tall sector at ...", the presence of these objects is indeed annoying in sectors 5172 and nearby.
- Switch hunt tendency in the area of sector 3062

Old Post 07-03-11 18:08 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02



esselfortium said:
Uh oh, that's the XWE/SLumpEd bug. A format-breaking oddity in XWE's reading of texture/patch names causes the relevant lumps to break horribly in the way you just showed, if they've been edited first in SLumpEd and then in XWE.

Let me guess, slumped merely adds a '\0' to terminate the C string rather than completely zeroing it, and xwe interprets it as space?

Old Post 07-03-11 18:11 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


More to the map:
- what's up with this mini-sector sector 4523?
- sides of sector 1920 (DOORTRAK) are not lo-unpegged.

Old Post 07-03-11 19:43 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


That mini-sector is to control the height of that gate that lowers, thanks for finding the other problems I'm getting on all of it.

Ok update sent out again.

- Fixed Texture lump
- POTNOTES texture width is now power of 2
- Tagged Plasma lift sector
- Re-textured in the greenest areas
- Removed unused secret sectors (they were actually set to sector effect 450 I'm glad you found that small sector)
- Switch quest in sector 3062 has been reduced to just one switch architecture of the other two switches has also been removed
- Doors has lower unpegged set
- Reduced Hell Knights in corridors
- Backpack door has unpegged removed
- Hanging bodies changed to unblocking thing type

I hope that covers most of the problems.

Last edited by Pottus on 07-04-11 at 04:26

Old Post 07-04-11 00:36 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
[WH]-Wilou84
Member


Posts: 503
Registered: 12-06


Hey Pottus, I just took another look at your map and here's what I've got for you :

- The weapons are now easier to get, that's a very good thing.
- There's a lack of health around sector 2613 ( there's actually no health at all ) while the boxes of shells are in the way ( this might lead to a waste of ammo ). Since there's a lot of Chaingunners ahead, I strongly suggest adding some stimpacks, at least.
- Sectors 947, 2713 and 2730 have a wrong floor texture.
- Areas near sector 194 lack health as well. Have mercy, it's CC4 :)
- Sector 2454 is empty. I suggest you add a few low-tier monsters and / or health bonuses and ammo in there.
- Again, there's a critical lack of health items near sector 3347 / BFG9000.
- HOM spotted here, I believe it's linedef 10219.
- I still cannot finish the level... I've activated linedef 29183, then took the stairs ( sector 1275 ) and entered a teleporter ( sector 4555 ). Now, I cannot re-enter the central area as some bars ( sector 748 ) are blocking my way. The yellow door ( sector 1920 ) is closed and won't move ( you should probably change the linedef action from S1 to SR btw ). Am I missing something obvious ?
I tried with ZDoom 2.5.0, so maybe it's related to some voodoo doll scrolling effect not working properly just like what happened with the older version of your map.

Overall, wow, that's a great map you have there. :)
I'll be waiting for an update.

Old Post 07-10-11 21:05 #
[WH]-Wilou84 is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


Thanks Wilou, I'm going to look into where your having problems there, next test should be sent out soon enough so I'll go everything you have listed here again thanks a lot!

Old Post 07-11-11 02:44 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02



[WH]-Wilou84 said:
- HOM spotted here, I believe it's linedef 10219.


Spotted: Missing lower textures do not make the mirrors effect, just a fill effect ;-)

Old Post 07-12-11 00:25 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


Updated again.

- Hell Knights in Blue Key area teleport out now when the switch is pressed and crushed
- Adjusted monster closets some were getting stuck
- Raised Red key was apparently accessible
- Portal near red key closes back up you were able to go through it but couldn't get back into the cathedral area
- Added a secret bypass to get the Rocket launcher early
- Some minor texture alignments near the rocket launcher
- Added more health in some low health spots
- Changed the blue key activation switch to a generalized line (The floor would lower in Skulltag for some reason)
- There is a secret meagasphere with a trap if you don't activate the shootable switch in time it closes and 4 barons spawn they are now crushed if successful activation of the switch
- Fixed some passable linedefs where you could bug your way into a pit when pressing a switch
- Changed the sequence slightly when pressing the switch on the Organ (if you were fast enough you could bypass the last horde easily)

Old Post 07-16-11 23:46 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02



Pottus said:
- Raised Red key was apparently accessible
- Portal near red key closes back up you were able to go through it but couldn't get back into the cathedral area
- Changed the sequence slightly when pressing the switch on the Organ (if you were fast enough you could bypass the last horde easily)

But those were a real nice speedrun feature (especially the red key shortcut).

Old Post 07-21-11 18:27 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


But I didn't intend for any of those things to be possible, I could always have the portal near the red key lower again to bypass the last horde if you think that is a good idea.

Old Post 07-22-11 01:42 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hirogen2
Member


Posts: 503
Registered: 01-02


The red key grab involved rocketpropelling oneself (at least as far as I had found it), so it was not exactly free :)

Old Post 07-23-11 11:31 #
Hirogen2 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


Interesting indeed. :D

Old Post 07-23-11 13:06 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 17:12. Post New Thread    Post A Reply
Pages (2): « 1 [2]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Community Chest 4 > CC4 Map 19 - Temple Of Verdance

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.