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Antroid
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Wow! It's almost as good-looking as we could do in any prehistoric 3d game's level editor! Amazing achievement for this day folks.

Actually they do look very nice but the pitch blackness underneath them gives it away too quickly and i think they feel kinda out of place.

Old Post 03-12-10 23:18 #
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Gez
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Antroid said:
Wow! It's almost as good-looking as we could do in any prehistoric 3d game's level editor! Amazing achievement for this day folks.

Actually they do look very nice but the pitch blackness underneath them gives it away too quickly and i think they feel kinda out of place.



He could maybe use slopes. Of the target ports, only Doomsday doesn't support them, as far as I know; and unknown line specials are normally ignored so it wouldn't break compatibility.

Old Post 03-13-10 00:06 #
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Super Jamie
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FFFFUUUU-

http://i113.photobucket.com/albums/n232/superjamiedotnet/doomtesting/zdoom-fffuuu.png

For future reference: linedef numbers in PrBoom console are not the same as in Doom Builder.

Last edited by Super Jamie on 03-13-10 at 01:03

Old Post 03-13-10 00:27 #
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ArmouredBlood
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Super Jamie said:
FFFFUUUU-
img



Well that's rather ambiguous ... since it's directly after a map, I'd assume it's something to do with the map or something that appears only in that map. And since it's addresses and memory, I'd say something to do with the map lumps got messed up, like the segs or nodes. Using a lump editor with a clean up function (xwe has one, unsure on slumped) might fix it.

Old Post 03-13-10 02:01 #
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Super Jamie
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It ended up being a double-sided linedef accidentally placed out in the void with a single side defined on it. The problem was, ZDoom gave me no indication of this, PrBoom gave the error in console but ran and reported it was Linedef 600-something, and Doom Builder said it was linedef 4000-something.

Old Post 03-13-10 02:04 #
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ArmouredBlood
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heh, and that's why it's annoying to try to write notes directly on the map in doombuilder. It needs a 'comments' mode ;) Kind of strange boom and DB give different line indices, skulltag and DB have a habit of matching whenever I forget something ...

Old Post 03-13-10 02:09 #
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esselfortium
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ArmouredBlood said:
It needs a 'comments' mode ;)

UDMF ;)

Old Post 03-13-10 02:25 #
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ArmouredBlood
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Oh cool, it has that? Can prboom run that format of map?

EDIT: nm, just looked it up on the doom wiki and it says zdoom, eternity, etc., but not boom >.<

Old Post 03-13-10 02:35 #
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fraggle
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http://www.soulsphere.org/img/doom2f/sshots/doom03.png

Old Post 03-13-10 19:16 #
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DuckReconMajor
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fraggle has 56 balls lol

Old Post 03-13-10 19:44 #
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mammajamma
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Portuguese/multi-language implementation, I assume?

Old Post 03-13-10 20:01 #
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CODOR
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doom-chocolat?

Old Post 03-13-10 20:19 #
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printz
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fraggle said:
http://www.soulsphere.org/img/doom2f/doom03.png
I believe that would require me to have Doom2f.wad, though <_<.

Old Post 03-13-10 20:33 #
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Mr. Chris
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http://img20.imageshack.us/img20/4461/edgy01.jpg
http://img163.imageshack.us/img163/5553/edgy02.jpg

A piece in progress.

Old Post 03-13-10 20:37 #
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Super Jamie
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Mr. Chris said:
A piece in progress.

I'm glad you are mapping again :)

Old Post 03-14-10 00:20 #
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Jodwin
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Mr. Chris said:
A piece in progress.

Lower the floor on the brick windows in the first screenshot a little? (Hold shift while changing sector height in DB 1's 3D mode, probably something similar in DB 2)

Old Post 03-14-10 00:30 #
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Gez
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mammajamma said:
Portuguese/multi-language implementation, I assume?

Tu as quelques progrès à faire en ce qui concerne la reconnaissances des langages, apparemment. :p

Old Post 03-14-10 00:32 #
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mammajamma
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Gez said:
Tu as quelques progrès à faire en ce qui concerne la reconnaissances des langages, apparemment. :p


¿Que?

I just realized that was French looking at it again. Finally getting around to the European Doom II translations, I see.

Old Post 03-14-10 01:04 #
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Mr. Chris
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Here is another area of this brick/wood/stone/metal map of mine..

http://img197.imageshack.us/img197/738/edgy03.jpg

I did all the pews one by one because the copy function was being a dick when I attempted to use it, causing the intersecting lines to go 1 sided and other shit like that.

From the previous screen, I did fix things up as mentioned by Jodwin. Also, this definitely will be a Boom requiring map due to the number of sectors visible in this shot.

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Old Post 03-14-10 06:06 #
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fraggle
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mammajamma said:
I just realized that was French looking at it again. Finally getting around to the European Doom II translations, I see.
Not quite.

Old Post 03-14-10 14:25 #
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Jodwin
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mammajamma said:
I just realized that was French looking at it again. Finally getting around to the European Doom II translations, I see.

I guess everything else is French in Indiana? :P

Old Post 03-14-10 15:23 #
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ArmouredBlood
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It's going a little slow now but I'll probably have a lot more time next week over spring break.

http://i43.tinypic.com/v4t3jr.jpg
http://i40.tinypic.com/11mcpsp.jpg
http://i42.tinypic.com/15ohxqq.jpg
http://i39.tinypic.com/1zwjjiv.jpg
http://i42.tinypic.com/m79rhk.jpg

Old Post 03-16-10 07:04 #
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StevieCybernetik
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The scale on those tallest buildings is epic o_o I like :)

Old Post 03-16-10 08:48 #
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Chu
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http://lh3.ggpht.com/_5ZuQ6ZdYe_A/S6FRQDRZXmI/AAAAAAAABCk/ydOGYNPkeKo/s800/shot44.png

http://lh5.ggpht.com/_5ZuQ6ZdYe_A/S5oqND_WmtI/AAAAAAAABCE/VrR9OXwMYPQ/s800/shot30.png

http://lh4.ggpht.com/_5ZuQ6ZdYe_A/S6FRXUGRzqI/AAAAAAAABCs/jzInTTqtwyc/s800/shot45.png

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Old Post 03-18-10 23:04 #
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Kyka
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Chu... that looks cool.

Old Post 03-19-10 04:10 #
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dutch devil
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http://i42.tinypic.com/jt72g5.png

Old Post 03-20-10 01:48 #
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Mechadon
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Looks really nice dutch. Kinda makes me wish there was a flat version of the CEMENT texture set in the stock textures :P

Old Post 03-20-10 02:51 #
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dutch devil
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I know, CEMENT is not the only texture which could have used an matching flat. That marble flat is acceptable, and imo the best choice when you limit yourself to the orignal textures.

Old Post 03-20-10 14:20 #
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esselfortium
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I think FLOOR3_3 (the tan tiles with greenish splotches) can work decently as a flat for CEMENT sometimes, too, though of course then you're limited to a 64x64 grid.

I guess SLIME16 could be used for the same purpose, since it's based on a resized FLOOR3_3, so you've got at least freedom for 32x32 grid there.

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Old Post 03-20-10 18:53 #
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DuckReconMajor
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dutch I thought you canceled that. Or are you just being really mean?

Old Post 03-21-10 01:51 #
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