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Abyssalstudios1
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Posts: 647
Registered: 06-09


A "Tron"-style wad would be fun to play. I may have to do a TRON-deathmatch set.

Old Post 07-08-09 19:47 #
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Bank
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Posts: 1975
Registered: 03-05


Still working on the map. I'm working on a teleporter puzzle at the moment...but have no clue to make a teleporter. Any help would be appreciated!

More Screens:

http://i2.photobucket.com/albums/y8/Comiclez/Screenshot_Doom_20090708_175104.png
http://i2.photobucket.com/albums/y8/Comiclez/Screenshot_Doom_20090708_175156.png
http://i2.photobucket.com/albums/y8/Comiclez/Screenshot_Doom_20090708_175206.png
http://i2.photobucket.com/albums/y8/Comiclez/Screenshot_Doom_20090708_175237.png
http://i2.photobucket.com/albums/y8/Comiclez/Screenshot_Doom_20090708_175217.png
http://i2.photobucket.com/albums/y8/Comiclez/Screenshot_Doom_20090708_174923.png

Old Post 07-09-09 02:01 #
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Super Jamie
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Posts: 2664
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http://www.doombuilder.com/files/doombuilder1guide.pdf

Page 90

Old Post 07-09-09 02:11 #
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Bank
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Posts: 1975
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http://www.filesavr.com/cyberspace5

Somewhat playable build with main chamber and (unfinished) teleporter puzzle. Going to start working on some more rooms, need more puzzle ideas (any help there would be REALLY appreciated) and thins are really starting to come together.

I will be working on some custom sprites soon, and just wanted to get an idea of how the mapping style is playing before I move on to some other stuff.

Thanks and good times.

EDIT: Fixed link, thanks Super Jamie

Last edited by Bank on 07-09-09 at 10:44

Old Post 07-09-09 08:53 #
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Super Jamie
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code:
$ ./games/zdoom231/zdoom -iwad ~/doom/doom2.wad -file ~/Desktop/cyberspace4.wad ZDoom v2.3.1 - SVN revision 1480 - SDL version blah blah blah blah blah IInvalid data encountered for texture cyberspace4.wad:CYBERSPA IInvalid data encountered for texture cyberspace4.wad:MAP01 IInvalid data encountered for texture cyberspace4.wad:THINGS IInvalid data encountered for texture cyberspace4.wad:LINEDEFS IInvalid data encountered for texture cyberspace4.wad:SIDEDEFS IInvalid data encountered for texture cyberspace4.wad:VERTEXES IInvalid data encountered for texture cyberspace4.wad:SEGS IInvalid data encountered for texture cyberspace4.wad:SSECTORS IInvalid data encountered for texture cyberspace4.wad:NODES IInvalid data encountered for texture cyberspace4.wad:SECTORS IInvalid data encountered for texture cyberspace4.wad:REJECT IInvalid data encountered for texture cyberspace4.wad:BLOCKMAP IInvalid data encountered for texture cyberspace4.wad:BEHAVIOR IInvalid data encountered for texture cyberspace4.wad:SCRIPTS

Methinks your upload is corrupt.

Old Post 07-09-09 10:09 #
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Bank
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Posts: 1975
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Super Jamie said:

Methinks your upload is corrupt.


So do I and I have no clue why...it's working fine in Doombuilder but something happened to it. Now I can't get it to work at all.

More to come if I can figure this out.

Old Post 07-09-09 10:22 #
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Super Jamie
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Oh, your copy is fucked too? I had a look in XWE and your SS_END has disappeared. Add that marker in after your new sprite and all is well.

Old Post 07-09-09 10:36 #
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Bank
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Posts: 1975
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Super Jamie said:
Oh, your copy is fucked too? I had a look in XWE and your SS_END has disappeared. Add that marker in after your new sprite and all is well.

I had already fixed it before you mentioned it but thanks a ton :)
I must have inadvertently fucked it up in XWE, but I've tested the new one and it should work fine.

http://www.filesavr.com/cyberspace5

Still need to work on the gravity.

Old Post 07-09-09 10:43 #
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Super Jamie
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I like your design, it's really Tron-like, sparse but detailed. Alot better than the garish and annoying "intruder alert" Virus maps.

If you want to introduce a player to the concept "this is a switch" with no textual aids, getting that first platform to lower is the perfect situation.

Things I didn't like were that you can get stuck in the stairs room with no option but to quit and start over. Trapping the player in an area where they can't win but can't die is usually not a good idea, and the penalty shouldn't be so severe for the second room (sorry if this has changed in v4, I noclipped into the room in v3 and had a look around).

You may wish to get opinions on mouselook in software mode, I know the lack of perspective correction makes me really nauseous. If people are pretty much forced to use GZDoom to play this anyway, you could make it for GZD specifically, which gives you a few more options as far as lighting and 3D sectors goes.

Also 2 rooms at over 5000 sidedefs. You certainly have alot of work ahead of you :) I wouldn't blame you if you greatly simplified the design, it would probably fit in with the whole retro cyberspace thing equally as well, if not better.

Old Post 07-09-09 10:50 #
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Bank
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Posts: 1975
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Super Jamie said:

If you want to introduce a player to the concept "this is a switch" with no textual aids, getting that first platform to lower is the perfect situation.

Things I didn't like were that you can get stuck in the stairs room with no option but to quit and start over. Trapping the player in an area where they can't win but can't die is usually not a good idea, and the penalty shouldn't be so severe for the second room (sorry if this has changed in v4, I noclipped into the room in v3 and had a look around).


Thanks for the feedback, but I was wondering if you could elaborate on a couple things. I haven't put any switches in yet, are you suggesting that I include switches in the first room as opposed to the motion operated pillar?

Also, where are you specifically talking about? The second large chamber with the two teleporter pads on either side? If so I understand and am working on that problem as it's not the final setup of the room.

As for the sidedefs, I am quite liberal with them I will admit (more like just add a smattering of them whenever something doesn't look right heh) and am working on getting rid of the superfluous ones.

Again thanks for the feedback, it'll sure help me to possibly turn this from a concept experiment into a reality.

Old Post 07-09-09 10:56 #
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Super Jamie
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If you did want to include the concept of a switch without scripting the words "This is a switch" to appear on the screen, the first room doesn't have any other way out, and the player is likely to be attentive to their new surroundings, so this could be a good place to have the player explore and find "what's this? oh it makes this platform thing come down!" instead of having the pillar motion operated.

And yeah second chamber, cool cool.

I wasn't meaning to knock your sidedef count, just commenting that's alot for only two rooms, and I know it can get painful and repetitive to constantly be copypasting or L-Insert-click-click-click about a hundred thousand times :)

Old Post 07-09-09 11:10 #
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