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tourettes
Warming Up


Posts: 19
Registered: 02-05


Wait, wtf, dont retexture map02, that is moo2.wad!!! It is its own wad, finished, and retextureing would be a diss to Toke. Please replace that map with something else.

Old Post 01-14-07 19:32 #
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myk
webbed digits


Posts: 14316
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tourettes said:
It is its own wad, finished, and retextureing would be a diss to Toke.
They are all his, and moo2 can be found separately and played as he left it (it various stages). If you read the starting post, you'll know he personally gave the whole wad to fraggle to use as a base for community projects.

Old Post 01-14-07 19:47 #
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tourettes
Warming Up


Posts: 19
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But moo2d is done with textureing, theres no need to retexture it, unlike the other maps, this actually has in depth textureing, atleast as far as Toke ever textured his maps.

Old Post 01-15-07 00:54 #
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myk
webbed digits


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tourettes said:
this actually has in depth textureing, atleast as far as Toke ever textured his maps.
Vex-doom isn't like that at all. And regardless, if Toke gave fraggle the set (including that version of moo2), it's you who's saying something against what Toke wanted; that the maps be used for a community project led by fraggle. None of the levels, all by Toke, are going to end up textured as Toke would have textured them if he were to have continued editing them (if at all), because Toke is gone and this set is the result of Toke submitting the maps so that they could be used by others.

Old Post 01-15-07 02:52 #
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fraggle
Super Moderator


Posts: 5904
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http://www.soulsphere.org/toke/tokeitup.zip

Latest version has MAP02 (thanks Megalyth) and some music (thanks to Tom_D for choosing some MIDs).

Old Post 02-20-07 13:22 #
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sargebaldy
not arioch


Posts: 3655
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My computer has been messed up for some months and I can't afford to fix it. If anyone would like to have Map21, go for it. I'd like to see this project completed at some point.

Old Post 06-27-07 23:58 #
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doom2day
Forum Regular


Posts: 671
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Sure, I'll see what I can do on 21.
EDIT
????
Are there supposed to be soulspheres inside areas enclosed by walls????

Old Post 06-28-07 00:47 #
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chungy
Doomworld is so about bullshit excuses


Posts: 1324
Registered: 06-05


MAP17 currently crashes (both vanilla and chocolate): Error: P_SpawnMapThing: Unknown type 32000 at (47, 2)

Also just an idea, maybe the WAD should be Zipped to make a quicker download (and integrity checking, I redownloaded the WAD to make sure the error wasn't a corrupt transfer). It can right now be compressed 83%:
-rw-r--r-- 1 mike mike 2.0M Jun 27 17:33 tokeitup.wad
-rw-r--r-- 1 mike mike 351K Jun 27 17:33 tokeitup.zip

Old Post 06-28-07 01:48 #
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myk
webbed digits


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MikeRS said:
Error: P_SpawnMapThing: Unknown type 32000 at (47, 2)
Doom Builder's 3D camera is in the map.

Old Post 06-28-07 02:11 #
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doom2day
Forum Regular


Posts: 671
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I could use a place to upload my work to and would lost souls behind a window be too distracting? If I could upload a picture(which I cannot atm) that may help get the point across of what I was trying to do.

Old Post 06-28-07 03:40 #
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fraggle
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Posts: 5904
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doom2day said:
I could use a place to upload my work to and would lost souls behind a window be too distracting? If I could upload a picture(which I cannot atm) that may help get the point across of what I was trying to do.

http://imageshack.us/

Lost souls behind a window doesn't sound like a very good idea, though.

Old Post 06-28-07 08:42 #
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Naked Snake
HAHA I AM A FAG AND I CAN'T CHANGE THIS TITLE ANYMORE


Posts: 11556
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fraggle said:

http://imageshack.us/

Lost souls behind a window doesn't sound like a very good idea, though.



Yeah, monsters increase lag, AFAIK.

Old Post 06-28-07 09:42 #
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doom2day
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fraggle said:
I've been thinking about what to do for the title screen/interpic. As artwork seems yet to be forthcoming, I put this together with the gimp. It's MAP17 blended between the old and new versions. If someone else wants to have a go at doing something similar and can do it better, that'd be great.

http://www.doomworld.com/vbmisc/qimg.gif


We can name it Painting Tokes Picture (But that seems to sound dumb)
http://img245.imageshack.us/img245/7140/doom0021da7.th.png
The window that had the lost souls
!!!!
Sorry sarge

sargebaldy said:
I'll take map21.

Well here's my try
http://img125.imageshack.us/img125/7917/doom0024wj0.png
By ventusignis at 2007-06-28
ANOTHER EDIT
How about 13? I saw a lot of gray there!
ONCE AGAIN
How about that? Already done.
IMAGINE IF I POSTED ONCE FOR EACH EDIT!
The megaspheres in map 21 - when you get one, you get them all. They were intended to last for a while.
EDIT (Edited again because images were too big - replaced with thumbnail links)
Pictures
http://img166.imageshack.us/img166/9835/doom0031hi3.th.png
The light is darker than the surrounding walls due to dooms wall contrasting.

http://img177.imageshack.us/img177/9308/doom0032kf6.th.png
Heh. The wall with the light is once again darker than the surrounding walls!

http://img530.imageshack.us/img530/893/doom0033uo5.th.png
The rockets still explode on the sky as if it was still that ugly gray wall.

http://img291.imageshack.us/img291/5678/doom0036rj1.th.png
Why DM downtown when you can DM at home?
<Finds project website>
They are all taken? ... Well then I take 22 and 23!!!!! : )

Last edited by doom2day on 06-28-07 at 14:10

Old Post 06-28-07 12:14 #
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Mechadon
Senior Member


Posts: 1753
Registered: 12-06


Hey, there really is a project thread for this! And oh wow...what a bump this will be :O

I'm hoping fraggle or someone will take notice of this, thus the bump. A while back I noticed Naked Snake's blog thread about trying to get the Toke wad finished up. So in my spare time I picked two of the maps that were unclaimed and detailed them. That was almost a year ago. Recently I remembered that I had started work on the third and [I think] final unclaimed map. So I finished it off, uploaded it, and posted it in that blog thread. Then it came to my attention that there might be a project thread for this...and hey, there was :D

So here are the three maps I worked on:

http://mekworx.phenomer.net/mekastuff/wads/mek-toke.zip (MAP03 and MAP11)
http://mekworx.phenomer.net/mekastu...-tokeitup_3.zip (MAP05)

I really hope that this project can finally be finished one day. It would be a shame after all time that it rotted away from inactivity :(

Old Post 11-13-09 01:57 #
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jute
My avatar grips his belt rather tightly.


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It would be really great to see this finished.

Old Post 11-13-09 06:28 #
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Abrax
Warming Up


Posts: 26
Registered: 03-08


Argh! i only read the first page, Mek beat me to it, but I had a go at MAP11, here it is for those who may be interested: http://files.drdteam.org/index.php/...1/1v1-map11.zip

I felt the map felt quite cramped, so I opened it up a bit ;)

Old Post 11-17-09 11:17 #
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fraggle
Super Moderator


Posts: 5904
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It's good to see people taking an interest in this again. To be quite honest I had abandoned almost all hope of ever getting this finished at this point.

If we now have MAP03, MAP05 and MAP11, then it's almost complete. We just need MAP07, MAP13 and MAP21 which were assigned but (I think?) never completed.

There are some issues with the current maps as they stand. I know, for example, that MAP01 has had its structure altered and extra items fixed, and I don't think that was ever fixed. It would be helpful if someone could go through and check the other levels to see if any of those have similar problems.

EDIT: I've cleared out all the old assignments and added in Mechadon's contributions. However, I found someone had already done MAP05 and I apparently never updated the list? Does anyone know who did this?

The music could also do with replacing, and it would be nice to have a decent titlepic and some deathmatch demos.


Abrax said:
I felt the map felt quite cramped, so I opened it up a bit ;)
Thanks, but please read the rules - don't change the layout.

Obviously we now have two versions of MAP11. As Mechadon has done MAP03 and MAP05, perhaps he won't mind if we use your MAP11 instead of his? Assuming that it's fixed up, obviously.

Old Post 11-17-09 11:43 #
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Abrax
Warming Up


Posts: 26
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Only thing I added, other than some detail (impassable linedefs ftw!), was an exit, anything else is too high to affect the gameplay, I could possibly add some invisible sectors near the chaingun spawn so that rocket splash isn't hurt that badly.

Will have to ask Mek about using the slot. I might have a look at some of the inactive slots :)

Old Post 11-17-09 12:12 #
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fraggle
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Abrax said:
Only thing I added, other than some detail (impassable linedefs ftw!), was an exit, anything else is too high to affect the gameplay, I could possibly add some invisible sectors near the chaingun spawn so that rocket splash isn't hurt that badly.
All the walls, etc. should be in exactly the same places. Basically, no changes except detailing. You said you "opened it up a bit"; was that just decorative?

Old Post 11-17-09 12:26 #
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Ed
Senior Member


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I could pick up another map if needed, or compose some .mid files. Either way, I have an abundance of free time.

Old Post 11-17-09 15:52 #
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Mechadon
Senior Member


Posts: 1753
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Oh cool, I'm glad you noticed this fraggle. Thanks for adding my maps up! I'm really happy to see this moving again.

I'm fine with using the other version of MAP11, so I leave the ultimate decision of which to use up to you fraggle. Also Abrax reminded me that I only added an exit to MAP03. If need be I can add exits to the two other maps (if you have suggestions on where they can go, let me know). I'm afraid I'm pretty useless when it comes to composing music though, but I might be able to do atleast one more detail job ;)

Old Post 11-17-09 22:00 #
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fraggle
Super Moderator


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Yikes, I think we have a slight mixup here.

This is the original version of MAP05, as created by Toke. At some point, Naked Snake submitted a retextured version of MAP05; however, he changed the level and added new items (similar to the problems with his version of MAP01). I apparently added this to the build but forgot to update the website, so his version was included in the WAD file on the website, although the website still said that it was unassigned.

It looks like the two of you have both submitted versions of MAP05 derived from Naked Snake's version, thinking it is Toke's original. This is why Abrax considered the level "cramped". The original version wasn't actually cramped.

This is obviously my faulty and I apologise profusely. Can the two of you decide which of you want to submit MAP05, and see if you can rework your version to match the real original (linked above)?

Old Post 11-18-09 00:32 #
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Mechadon
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No problem fraggle. I went ahead and fixed up my version of MAP05 with the correct item placements and original layout. I think it should parallel Toke's original layout pretty much perfectly now; let me know if I missed anything. I also went ahead and added the exit. Let me know if there are any problems with that since I wasn't really sure where I should put it.

While I was at it, I updated all of the maps I worked on. I added an exit to my version of MAP11 and made some minor tweaks to MAP03. Grab 'em below:

http://mekworx.phenomer.net/mekastu...okeitup_all.zip

I would claim one more map to detail, but I don't want to hog them. So I'll just wait a bit and see if other folks come in and finish them :)

Old Post 11-19-09 04:07 #
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fraggle
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Thanks, build / website updated.

Old Post 11-19-09 13:32 #
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Mechadon
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*cough*

Sorry, I couldn't help myself :/. MAP13 this time. I really liked the layout and inspiration struck. If someone was eyeing this slot and was planning on working on it, feel free to throw mine aside :).

I was looking through the latest build and it looked like MAP21 was already detailed. If that's the case, then only 1 map remains, correct?

Old Post 11-20-09 07:57 #
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fraggle
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MAP13 added, thanks :)

MAP21 seems to have been partially textured by Toke (I seem to remember there were misaligned textures here and there). It would be nice if it could be finished off in the same style.

Old Post 11-20-09 13:00 #
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Hellbent
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I would like to volunteer to do a map07 if it hasn't been claimed yet.
Nevermind, i see this is a detailing only project.

Last edited by Hellbent on 11-21-09 at 00:12

Old Post 11-20-09 22:04 #
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fraggle
Super Moderator


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To keep the newfound momentum of this project going:

I did a quick playthrough of the WAD as it stands at the moment and identified a couple of issues that need fixing up. Apart from MAP01, which needs fixing up to conform to the original level structure, MAP12 has visplane overflows in Vanilla Doom and MAP17 appears to have a DoomBuilder camera thing that causes Vanilla to bomb out with an error.

I had another look at MAP21 and it's actually pretty much completed already (all textured, etc). There is a voodoo doll that needs removing but that's all. I think as it stands we can probably leave it with its current texturing, plus the idea of ending the WAD on a level that is entirely Toke's handiwork is kind of appealing.


tourettes said:
Wait, wtf, dont retexture map02, that is moo2.wad!!! It is its own wad, finished, and retextureing would be a diss to Toke. Please replace that map with something else.

Although myk has already answered this point, I do think it is worth coming back to. I've checked, and moo2d.wad is MAP02; ie. a fully completed and properly textured version. The way I see it, we have several options as to what to do here:
  • Remove the level.
  • Replace Megalyth's retextured version with moo2d.wad.
  • Keep Megalyth's current retextured version.

It would be nice to keep to the same level structure as 1v1test1.wad (the original WAD Toke sent me). Furthermore, Megalyth's version does keep largely to the same texturing scheme as the original, so it's still quite similar in appearance. I don't think that Megalyth's version is in any way a "diss" to Toke; the entire reason that people are even contributing to this project is as a tribute to him. However, I'd like to hear what other people think; I'm especially interested to hear the opinions of people who were close friends of Toke, if possible.

Old Post 11-22-09 00:04 #
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esselfortium
Cumulonimbus Antagonistic Posting


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Why not include both, with one of them at the end of the wad maybe?

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Old Post 11-22-09 02:18 #
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Mechadon
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Posts: 1753
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esselfortium said:
Why not include both, with one of them at the end of the wad maybe?

Yea, I think that would be a pretty good idea as well.

Old Post 11-22-09 23:11 #
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