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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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esselfortium said:
That is why you do not do that :P
(edit: actually i don't think that'd cause any problems at all. it still looks right with idbeholdl, since the textures' brightness changes too, of course.)

I meant that it would stop working if you changed the sector brightness of the main slime sector without changing the brightness on the outer rim. I spoke in this especially roundabout way to prove to you that I've gained understanding of the trick, while leaving everyone else in the dark, as per proper procedure. Well, almost in the dark - ATTENTION EVERYONE, I'VE GIVEN YOU A HINT.




Aaand, before you all recover from the shock that Essel's given you, here's something even more impossible:



And a better view in GZDoom:

http://img57.imageshack.us/img57/4251/3dgzfc7.png

This isn't even part of a level I'm making. I just put this together in the hopes of stumping somebody, since I want all the fun that Essel is having.

Old Post Jul 5 2008 07:41 #
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printz
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Flat bleeding again + another self-ref sector, rendering the seemingly free area below impossible to pass.

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Old Post Jul 5 2008 07:43 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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Bah. Well, you're wrong about "again." Essel's trick doesn't involve flat bleeding.

Old Post Jul 5 2008 07:48 #
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esselfortium
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Wow. That's a really cool trick, Creaphis. I'm impressed! Now why aren't you mapping for KDiKDiZD? :P

Also, printz, I'm not sure if you could have possibly been farther off with that guess.

Old Post Jul 5 2008 07:56 #
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printz
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Before bashing everything I say, because it's not the exact guess, may I ask if it's a sunken middle texture while the floor is normal?

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Old Post Jul 5 2008 08:18 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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esselfortium said:
Now why aren't you mapping for KDiKDiZD? :P

Because I'm extremely unreliable. By staying out of it I'm basically doing you a favour.

Old Post Jul 5 2008 08:23 #
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esselfortium
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Creaphis said:
Because I'm extremely unreliable. By staying out of it I'm basically doing you a favour.

Aww, you're no fun. :(

And printz, yes, that's most of it. The rest is just a trick involving the texture itself :P

Old Post Jul 5 2008 08:27 #
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Kyka
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Here are a few screenies of my most recent level. Hope you like. :)





Last edited by Kyka on Jul 5 2008 at 16:03

Old Post Jul 5 2008 15:32 #
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StupidBunny
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@Kyka: those last three screenshots look good. :) The first one is kinda wierd, and the second one definitely looks Star Warsey.

Old Post Jul 5 2008 17:03 #
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Tango
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Looks cool Kyka :D

Old Post Jul 5 2008 17:24 #
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Butts
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pretty neat shots kyka, i love the use of stock textures.

also, creaphis, you have me stumped. that is a pretty neat trick there.

Old Post Jul 5 2008 18:30 #
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Kyka
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Thanks for the feedback guys... I really appreciate it.

Creaphis and Essel... You guys have done amazing stuff... I have come up with a few neat tricks myself recently, but not like that.

How on earth did you guys pull stuff like that...??

Old Post Jul 5 2008 18:46 #
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Dutch Doomer
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An 1024x1024 sized map I'm working on, I'm lazy today so no ingame screens.

Old Post Jul 5 2008 19:10 #
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Tango
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Awesome, Dutch Devil :D

Old Post Jul 6 2008 00:27 #
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RjY
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StupidBunny said:
http://i91.photobucket.com/albums/k...ch/DOOM0013.png
If the player tries to run underneath the hanging body in this screenshot, it's going to block his path, assuming Doom or Boom game behaviour. May I suggest switching it for one of the non-blocking types?

Old Post Jul 6 2008 02:25 #
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StupidBunny
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RjY said:
If the player tries to run underneath the hanging body in this screenshot, it's going to block his path, assuming Doom or Boom game behaviour. May I suggest switching it for one of the non-blocking types?

Thanks for telling me this! I do all my testing with ZDoom which causes me to miss things like that.

Although this map is designed with ACS and other Hexen features, so I don't know if other source ports will recognize that kind of format.

Old Post Jul 6 2008 06:07 #
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Creaphis
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Printz already guessed what my trick is, though I understand that it's still hard to figure out how bleeding flats can be turned into a 3d-floor effect. Well, you can all at least rest assured that this trick is by no means perfect - if you're too close to the effect, or looking at it from the wrong side, it won't work. If I was going to use this "observation box" in a level I'd have to fiddle with it some more yet so that it would look right from a wider range of angles, because as it is, when the revenant goes too far back in his box, his feet show through the floor.

StupidBunny said:
Thanks for telling me this! I do all my testing with ZDoom which causes me to miss things like that.

Although this map is designed with ACS and other Hexen features, so I don't know if other source ports will recognize that kind of format.

In that case, your map will need to be played on ZDoom-based ports, so you can leave that hanging decoration as-is.

Last edited by Creaphis on Jul 6 2008 at 06:27

Old Post Jul 6 2008 06:13 #
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Patrick
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Old Post Jul 6 2008 06:59 #
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Patrick
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http://www.doomworld.com/10years/doomcomic/page06.jpg

Old Post Jul 6 2008 07:00 #
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Dutch Doomer
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Tango said:
Awesome, Dutch Devil :D

Thanks almost done, maybe I'll crap out an few more of these tiny maps.

Old Post Jul 6 2008 16:17 #
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Tango
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That would be cool. Please do :)

Old Post Jul 6 2008 16:51 #
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TheCupboard
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ZDaemon Session#44 32in24-7 CTF

A daring escape!

A stylish map

Old Post Jul 6 2008 18:02 #
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Butts
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awesome 32in24 7!!!

Old Post Jul 7 2008 00:01 #
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TomoAlien
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http://img517.imageshack.us/img517/...rtaltestmq8.png
Just testing out portals.

Old Post Jul 10 2008 15:41 #
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esselfortium
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Working on z1m4 of KDiKDiZD...

Old Post Jul 11 2008 06:45 #
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Patrick
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Old Post Jul 11 2008 07:34 #
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esselfortium
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Patrick Pineda said:
http://action.mancubus.net/ads/ad_redpants.gif
http://action.mancubus.net/ads/ad_cyb.gif
http://action.mancubus.net/ads/ad_scuba.gif

AdBlock is blocking them because of /ads/ in the url :(

Old Post Jul 11 2008 07:37 #
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myk
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esselfortium said:
AdBlock is blocking them because of /ads/ in the url :(
Well, they are ads, after all :p

Old Post Jul 11 2008 07:46 #
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myk said:
Well, they are ads, after all :p

well, actually "testimonials" but whatever. Ashun Doom!

Old Post Jul 11 2008 08:12 #
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GreyGhost
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esselfortium said:
AdBlock is blocking them because of /ads/ in the url :(

Privoxy does the same on my PC <temporarily disabled so I can see what the fuss is about> heh.

Old Post Jul 11 2008 09:21 #
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