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ReX
Senior Member


Posts: 1447
Registered: 05-00



Enjay said:
My workaround for that is usually something like this:
The way I planned to set it up for Map08 is as follows:
    1. The player starts frozen, but a message pops up telling the player to press the "use" key to skip the intro and go directly to mission start.
    2. There's a linedef right in front of the player start that has a one-time use trigger that does what's described in 1, above (i.e., terminate the start script, teleport the player to the "crossroads", and remove the weapons, leaving the player ready to enter any of the 3 maps without any messages or freezing).
    3. If the player does not press the use key the messages and process play out just as it is currently set up.
The down side of this method is that the player is still frozen at start, albeit for just a moment. [But this is no difference from having impassable lines that surround the player.] I believe this is an acceptable trade-off.

Old Post 01-22-08 12:57 #
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Doom Marine
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Posts: 596
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I like Map27, it was well worth playing.

Old Post 01-25-08 04:32 #
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entryway
Senior Member


Posts: 1109
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ReX said:
Yes, that is indeed a serious bug. Again, this never came up before during our play-testing, but I'll be sure to let Chris know that this needs to be fixed. Thanks.

If you did not see TimeOfDeath's demo

http://prboom-plus.sourceforge.net/map12-bug2.zip
zdoom 2.1.7

Old Post 01-27-08 20:32 #
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deldelda
Invisible Platforms = Where?


Posts: 355
Registered: 07-02



TimeOfDeath said:
I got stuck in the floor


I've gotten that on nearly every level.

On a side note, I'm really put off by the 10+ second loading times on map 27 whenever I die or resume play (smaller waits on smaller levels, too). I have a decent computer (256 mb ram, 2.4 ghz processor); does anyone else have this problem? Is it to do with all the scripts, or is it just that my comp sucks more than I think it does?

Old Post 02-24-08 21:20 #
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NiGHTMARE
On Parole


Posts: 4836
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If it only has 256 MB RAM, then it does indeed suck.

That said, 256 MB should be more enough for ZDoom.

Old Post 02-24-08 21:30 #
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Dr. Zin
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256 megs RAM on a 2.4ghz processor? You got stiffed man.

Old Post 02-24-08 22:22 #
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Nuxius
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Posts: 309
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More than likely, that 2.4GHz processor is a Celeron D 320 (i.e. a piece of crap itself).

Old Post 02-25-08 00:32 #
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deldelda
Invisible Platforms = Where?


Posts: 355
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Dr. Zin said:
256 megs RAM on a 2.4ghz processor? You got stiffed man.


Well the thing's 4+ years old, top of the line when it was made ... surprised it lasted this far ... and to think I've played through HR1/2, Eternal Doom 3, Deus Vult even, all on UV, with very little to no loading slowdown. Must just mean the new Eternal is that awesome. :P Good thing I'm getting a new computer soon anyway!

On a side note (or, -off- the side note), the levels are amazing. I've played through em all except 27, and I can't imagine how much time someone has to put in to make just one map of this scale. And to make it look -and- play this good? Wow.

Can't wait for the full version to come out.

Old Post 02-26-08 01:32 #
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Enjay
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deldelda said:
Well the thing's 4+ years old, top of the line when it was made ...


No it wasn't. My five year old machine has a 2.8GHz processor and 1GB of RAM :P

Hopefully within a month or two though I'll have a new machine.

Old Post 02-26-08 19:57 #
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esselfortium
Senior Member


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deldelda said:
I've played through em all except 27, and I can't imagine how much time someone has to put in to make just one map of this scale. And to make it look -and- play this good? Wow.

Can't wait for the full version to come out.


You need to play map27. Right now. :p

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Old Post 02-26-08 22:35 #
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Csonicgo
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I played map27 and mdk'd the archvile, and liked it. The rest of the maps? eh.

Old Post 02-27-08 06:29 #
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pizzabob18
Green Marine


Posts: 37
Registered: 03-08


Eternal Doom Rfo blows me away. Even if it's for now just 7 levels, all of them are amazing. Map 27 doesn't even seem like doom, and the hub levels have this amazing atmosphere to them. It was cool playing map 11 and revisiting the forlorn fortress again, that is, having it twice the size, which I didn't think was possible. great job team tnt! can't wait for more!

Old Post 03-02-08 13:41 #
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Naan
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As of the last page "debate", I think it's only a matter of tastes.

See, I like any epic-sized maps, as they are maps that I feel proud of progressing into and completing them, whether they are done Eternal switch hunting style or the HR style or a little of both. So I like Eternal Doom (map 22 being my fav) prolly as much I like Alien Vendetta (map20 being my fav), and I disliked the first Scythe and any Doom remade outside of KZiZD (they remade the levels so they have that epic feeling, congrats guys). Scythe 2, when considering being made of 6 levels divided into multiple levels, can be epic. Haven't tried out that Wonderful Doom everyone's preaching tho, guess I should.

Same about the usage of advanced ports or not. I think that any features from them could possibly make the gameplay deeper - the more variables you can play with, the more various gameplay experience you can offer. But usually I don't care of that, as long as it's epic.

As for EDIV - I'm on maps 11 to 13 right now. I think the EDIII zones copy-pastes are too numerous. Well, map11 is a remade of map09 from it, so I can't complain, but there's too much of them in map12 which is supposed to be an all new (counted aroud 3~4 without even getting the blue skull key yet).
What I liked in EDIII is the various time travels you undergo from level to level. maps 01-05 were techy, then it gets medieval as soon as you pass the time portal in map05. I also loved the connections between levels too, and would like to see this developped in the next ED as well.

Naan out.

Old Post 03-02-08 22:48 #
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myk
who is like god?


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Naan said:
Haven't tried out that Wonderful Doom everyone's preaching tho, guess I should.
You won't find WD too epic in the sense you describe as it's a remake following the original E1 characteristics closely. Epic would seem to be your sort of thing, though. This level for TNT.WAD by the same author also has a spacious "large" feel that could be considered epic.

Old Post 03-02-08 23:39 #
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deldelda
Invisible Platforms = Where?


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Man, I was playing DV-II's last level (before the DV-I encore) and wasn't getting any delays when I started up the game ... thought it was odd, seeing as it has about 5x more monsters than ED-IV's 27. Long story short, I found my problem: ... I was using ZDoom to play DV-II, and GZDoom for ED-IV. I changed to ZDoom, and boy, does that speed up loading times. Guess I'm playing map 27 pretty soon. =)

And Enjay, how much did you pay for your comp? Or where did you buy it? 'Cause when I said mine was top of the line, I meant it was the best my local Gateway store had in stock. Apparently those aren't the same thing. =D

Last edited by deldelda on 03-15-08 at 05:35

Old Post 03-15-08 05:29 #
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pizzabob18
Green Marine


Posts: 37
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Well, I've been replaying this game a little bit, and here's some updates I have on it (besides the fact that all the levels are breathtaking and very enjoyable to play) -

One small gripe I have about the game is when monsters respawn in areas that have already been cleared out.

Now, I don't have a problem with clearing out a room of monsters again,
However, what I think should be fixed in later levels made for the game, is when they respawn in an area that's hard to get to or is out of the way. ex - (a balcony, a cliff side, or in another room I'd probably not be visiting again. This ends up making it hard to get 100% kills and can get tiring after a while.

Otherwise, the levels are very impressive, and I haven't experienced any bugs, (but I'll keep an eye out).

Old Post 03-20-08 04:42 #
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