Cacodemon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Claustrophobia 1024 has been released
Pages (2): « 1 [2]  
Author
All times are GMT. The time now is 13:53. Post New Thread    Post A Reply
Whoo
Member


Posts: 612
Registered: 04-07


Really good set of maps here. My favorite by far is probably Map02, or Map07

Old Post 06-19-09 21:32 #
Whoo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Jimmy91
rhymes with Midi91


Posts: 1103
Registered: 04-06


Just finished the rather arduous task of creating wiki pages for each map. :D

*collapses* X(

Old Post 06-19-09 23:58 #
Jimmy91 is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
sgtcrispy
Member


Posts: 664
Registered: 06-00


Yeah, this wad will keep you on your toes. Maybe your toenails too.

Old Post 06-20-09 01:43 #
sgtcrispy is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
tatsurd-cacocaco
Member


Posts: 454
Registered: 07-08


We started speedrun of the awesome wad.
This thread is here, if you are interested.

Old Post 06-20-09 09:41 #
tatsurd-cacocaco is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Phobus
Senior Member


Posts: 1246
Registered: 10-06


Great work here! No real dud maps, but certainly a few very annoying situations.

Particularly impressed by maps like Refinery that honestly made me forget it was a 1024 map :)

Old Post 06-20-09 11:48 #
Phobus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Szymanski


Posts: 979
Registered: 08-00


A good progression on the original, some great looking maps and clever use of the limited space.


dutch devil said:
Maybe we need an new community project, maybe an vanilla megawad or something :p


How about chain mapping. Ten maps are created over four weeks each by four different people. Maps are worked on during the week, only ten survive to the next week.

Week1 Theme and requirement set, maps submitted at end of week
Week2 Pick from 10 chosen maps, build new area and submit
Week3 see above
Week4 Add end battle

This might make for an interesting mix of styles. If your map didn't make the cut there's always next week. If it did go through you can choose another to edit.

Last edited by Szymanski on 06-20-09 at 16:17

Old Post 06-20-09 15:58 #
Szymanski is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
KingKill33
Member


Posts: 547
Registered: 12-01


I didn't realize that Padma and Return to the Darkening were so similar in style and color. Anyway, all of these maps are awesome, I can't stop playing. :D

Old Post 06-20-09 17:48 #
KingKill33 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6453
Registered: 07-07


MAP10 has glitches in the exit area if you use GZDoom's OpenGL renderer.


Khorus said:
Lies, map09 is full of such buggery.

The entire map is nothing more than monster closets within monster closets. Very conceptual.

Very annoying, too.

Old Post 06-21-09 18:03 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2068
Registered: 09-04



Gez said:
MAP10 has glitches in the exit area if you use GZDoom's OpenGL renderer.
There's actually a few places where this happens in GZDoom, namely really tall, lowering sectors that are above a nearby sky sector. They bleed through as a result. It might be more of a bug with GZDoom than 1024.

Old Post 06-22-09 02:40 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
GhostlyDeath
Forum Retard


Posts: 782
Registered: 08-05


Plays great!

Old Post 06-22-09 04:29 #
GhostlyDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6960
Registered: 01-03



Snarboo said:
There's actually a few places where this happens in GZDoom, namely really tall, lowering sectors that are above a nearby sky sector. They bleed through as a result. It might be more of a bug with GZDoom than 1024.


Actually these are bugs in the map. The sectors have their ceiling below the floor which messes up all sanity calculations. This gets especially bad if the neighboring sector has a sky.

Old Post 06-22-09 08:12 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06



Graf Zahl said:


Actually these are bugs in the map. The sectors have their ceiling below the floor which messes up all sanity calculations. This gets especially bad if the neighboring sector has a sky.


Yea, someone on the Skulltag forums pointed these out to me the other day. I thought for sure one of our playtesters would have used GZDoom to test in. Though I guess even if someone did, it wasn't a guarantee that they would have noticed the bugs. I mainly tested in PRBoom and ZDoom (software rendering) so I never noticed them. Thankfully it's a mostly aesthetic bug from what I can tell :P

The maps that I'm aware of that have some sort of visual funkiness in GZDoom are MAP03, MAP10, and MAP28. It's likely there are others as well.

Old Post 06-22-09 08:24 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6960
Registered: 01-03


What's wrong in MAP03 and 28? I couldn't find anything there.

Old Post 06-22-09 13:26 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06


See the first and third spoilers in this post. Although I think that was with Skulltag. I'm not sure if there's any difference between Skulltag OpenGL and regular ole GZDoom in respect to those two bugs. I haven't gotten around to checking.

Old Post 06-22-09 13:43 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6960
Registered: 01-03


MAP28 is the same: Floor above ceiling. I assume MAP03, too, judging from the screenshot.

Old Post 06-22-09 14:06 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
myk
webbed digits


Posts: 14316
Registered: 04-02


Does that neat translucent water effect in map05 work under OpenGL? (Just curious, as I always use software mode.) I tested it in a (not latest) version of Risen3D and it didn't work.

It's kind of silly to say the WAD is "Boom compatible" when practically every level uses the MBF sky transfer effect to define the sky. In such cases, I'd note in the Bugs section of the text file that Boom runs it, but that levels won't look as expected. I think it's better to say it's "PrBoom compatible". After all, if it's going to be more or less pointless to run it in Boom, there's no real need to include a separate copy of the BEX patch in the ZIP.

Old Post 06-22-09 14:11 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Joshy
Member


Posts: 532
Registered: 07-08


I already knew about that 'bug'. Actually, making the ceiling go above the floor ended up making it look worse. The only way to fix it would to lower the floor to the ceiling, which would effectively ruin the gameplay so I ended up leaving it like it is. It's nothing to write home about.. or post in a forum in this case. :P


myk said:
Does that neat translucent water effect in map05 work under OpenGL? (Just curious, as I always use software mode).

Nope it doesn't work. Exclusive VIP access for software mode users. :P

Old Post 06-22-09 14:16 #
Joshy is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06


Last time I checked, the translucent water effect does not work in OpenGL :(. If your playing in a port with full mouse-look (in software rendering), you'll get a HOM if you look into the "bottom" of the pool. It's just a slight aesthetic bugger though.

I actually used WinMBF as my primary testing port for this as it was sort of the main port compatibility we were aiming for. Although I wouldn't say it would be pointless to run it in Boom. I really have no way of knowing if someone would prefer to run it in regular Boom, so I figured it would be a good idea to include an external BEX patch, just in case. I definitely would have mentioned something about the MBF skies not working in ports that don't support them if I had thought about it. I guess I was just too busy with trying to get all of the credits and other info into the readme to really think about it.

[edit]Joshy beat me :p[/edit]

Old Post 06-22-09 14:23 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
webbed digits


Posts: 14316
Registered: 04-02


Heh, while watching some of the recent demos the guys uploaded, I did use Boom, myself, but I ended up also extracting some of the skies to load them separately so the maps would look right. People who would want to play it in Boom are probably savvy or crazy enough to extract the BEX from the WAD, which is simple compared to the above skies business.

All in all, including a separate BEX for Boom is like including DeuSF in a vanilla WAD with sprites, these days. You can always also say, "if you want to use Boom, you'll have to extract the BEX patch and load it separately," in the TXT.

EDIT: Ah, one thing I just remembered. For some reason, the ENDBOOM is borked in Boom. It does work fine in PrBoom+, though.

Old Post 06-22-09 14:30 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1753
Registered: 12-06



myk said:
EDIT: Ah, one thing I just remembered. For some reason, the ENDBOOM is borked in Boom. It does work fine in PrBoom+, though.

Ah, that's unfortunate :(. I didn't get a chance to test it; I learned that there was an ENDBOOM lump after I got my chance to test the wad in Boom 2.02 on my Win98 machine. I just made a copy of the regular ENDOOM and renamed it ENDBOOM thinking that would work :/

Old Post 06-22-09 15:45 #
Mechadon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
chischis
Warming Up


Posts: 20
Registered: 06-09



Jimmy91 said:
Just finished the rather arduous task of creating wiki pages for each map. :D

*collapses* X(



Jimmy! Your efforts are much appreciated, sir. :) Phew, without that page I wouldn't have got the hint for map 15's secret. Even then I still can't find it without noclipping. >.<

Old Post 07-15-09 09:50 #
chischis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Aldaraia
Junior Member


Posts: 183
Registered: 04-09


I'm on MAP07 now and so far the levels are genius, good gameplay in about all of them. My favorites so far are MAP02 and MAP03.

Old Post 07-25-09 14:23 #
Aldaraia is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 13:53. Post New Thread    Post A Reply
Pages (2): « 1 [2]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Claustrophobia 1024 has been released

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is OFF
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory