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Caleb13
Green Marine


Posts: 37
Registered: 10-08


Not sure if anyone reads this, but I found a bug in Map18, or at least in Zdoom. For some reason, monsters from sectors 67, 73 and 85 weren't all released into the playable areas. See the screenshot.

http://funkyimg.com/p/JSai.png

Old Post 08-08-14 18:40 #
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Cell
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^ This is something I've also noticed but I didn't ever report bugs like these by my fault of believing 1. it just happened by mistake of me playing the map 2. there are still multiple areas I didn't discover. I was definitely wrong.

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Old Post 08-08-14 18:49 #
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Keeper of Jericho
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How odd. Will look into it, unless Hurricyclone wishes to fix it himself.

Old Post 08-08-14 23:24 #
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Getsu Fune
formerly Hurricyclone


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i've figured out the mistakes there, and will fix it real soon, so expect an update.

(if anyone wants to know it's because I accidentally made the sectors for the dirt road the same, which screws up the teleports.)

Old Post 08-09-14 03:10 #
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Keeper of Jericho
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Alright, I've compiled all the fixed maps I got into the main wad file. Now I'll just wait for Getsu Fune to fix that small bug in map 18, and once I've got that, I'll release the third (and probably final) beta.

Old Post 08-09-14 14:37 #
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Getsu Fune
formerly Hurricyclone


Posts: 998
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plink.

also you can still credit me under my "formerly" username.

Old Post 08-09-14 14:55 #
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Caleb13
Green Marine


Posts: 37
Registered: 10-08


Okay, here are some more issues I encountered when playing in Zdoom 2.8pre-417:

-Map27: five sectors (1223 to 1226 and 120) shouldn't be tagged as secret. On a side note, there are at least three unreachable secrets, namely sectors 22, 191 and 216. Or are we supposed to use archvile jump (the author seems to have archvile fetish)?

-Map29: it is damn near impossible to jump the gap between sectors 30 and 76, even with strafe running. Make it at least 64 units narrower. Also, it is annoying you have to run over -20%/sec lava to the nearest teleporter when you wish to get back.

-Map29: there is no way to open sector 414 once you're inside the secret room (sector 58), thus you can become trapped.

-Map29: hanging corpse (thing 1751) moves down with secret door (sector 756). Is it supposed to do that? See screenshot below.

-Map29: you can run around linedefs 3967 and 4240 that trigger the yellow key trap. Thus you can avoid the fight with the spiders.

-Map29: similarly, bars in sector 512 are useless, because you can run around them via sector 144.

-Map29: add teleporters to lava pit around the red key (sector 955), few things in Doom maps are as annoying as inescapable fire pits. They could lead to the pillar in the center.

-Map29: it is somewhat annoying that the wall blocking the exit from the red key area (sector 783) rises again when you jump off the pillar. I know the linedefs (3262 etc.) are W1, but you always jump off in a slightly different direction... Not sure how to fix that, though.

-Map29: four cyberdemons (things 1001, 1005, 1665, 1666) failed to teleport into playable areas.

-Map29: is sector 614 really supposed to be secret? Shouldn't sector 912 be secret instead?

-Map29: exit door (sector 829) open for a long time, because its floor is at -448 units (instead of +448).

-Map29: there is critical shortage of ammo on UV difficulty, even when I employed monster infighting everywhere I could. Increase ammo volume at least by 15% across the entire map.

-Map30: 8 very narrow sectors are tagged as secret and can't be "found".

-Map32: the starting area is not very multiplayer-friendly, though I'm not sure how to rework it without breaking the idea...

-In most maps, Zdoom reports unconnected linedefs, missing textures etc. Check that out.

http://funkyimg.com/p/JSU4.png

Last edited by Caleb13 on 08-09-14 at 17:23

Old Post 08-09-14 17:12 #
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Keeper of Jericho
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Posts: 266
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As promised, with Getsu Fune turning in his fix, here is the third beta of Five Rooms of Doom:

http://www.speedyshare.com/EjGs4/5room-beta3.zip
https://www.dropbox.com/s/qb3n5e6vn...5room_beta3.zip

Changes in this beta include:
- All maps sent in with bugfixes have been included
- New images for the title screen, the credits screen and the intermission pic
- A deh patch is now included so map names will show up on the intermission screen and the automap in non-ZDoom ports

You may find the title pic and the credits pic to be meh and you wouldn't be wrong. I'm not a graphic artist, so if anyone has better pictures for those, feel free to share them. I made these because I felt an original titlepic is better than no original titlepic.

Old Post 08-09-14 17:38 #
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CorSair
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Posts: 826
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Aand my completely new map for the project isn't there. :P
https://www.dropbox.com/s/d0g8sp47y...5rod_m25_B1.wad

Old Post 08-09-14 18:19 #
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Keeper of Jericho
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CorSair said:
Aand my completely new map for the project isn't there. :P
https://www.dropbox.com/s/d0g8sp47y...5rod_m25_B1.wad



Was on purpose, actually, as I wasn't sure what to do with it yet. I personally don't think there was anything wrong with the original Infinity Nexus, and it'd be a shame to see it go unused. So I was actually going to ask you if you were fine with one of the two becoming a secret map 33 or something, either the original one or the new one, that's up to you.

Old Post 08-09-14 18:36 #
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Soundblock
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Posts: 211
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Well, I made some changes to my map, adding a third Cyberdemon and more monsters, but it didn't seem to improve anything, so I guess I've got nothing more to add to Five Rooms Of Doom. Was fun ya'll. I'll keep the thread subscribed.

Old Post 08-13-14 16:28 #
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CorSair
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Keeper of Jericho said:
Was on purpose, actually, as I wasn't sure what to do with it yet. I personally don't think there was anything wrong with the original Infinity Nexus, and it'd be a shame to see it go unused. So I was actually going to ask you if you were fine with one of the two becoming a secret map 33 or something, either the original one or the new one, that's up to you.

I did have second version. I dunno what fixes that had, but guess there was some architectural "improvements".
https://www.dropbox.com/s/6gi7d9tqx...25_original.wad

As for the new one... It is a lot different, even with same concept. I think it is best that I keep it for myself. I'll make some use of it, sooner or later.

Old Post 08-13-14 19:06 #
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EffinghamHuffnagel
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Posts: 93
Registered: 12-12


So I had some time and started through this. This is the first half, including maps 31 and 32. I only made notes on things that I noticed, or bothered me. Some maps are perfectly fine the way they are.

---------------
General notes
---------------
I really like most of the levels. Some great texturing. Some very creative uses of the theme. Some levels are well-thought out, some not so much. Just like most megawads.

---
Will there be replacement music for D_DM2TTL, D_DM2INT and D_READ_M?

---
So the Baron has been replaced with a pinker version of the Lord of Heresy. Since there's no DECORATE or DEHACKED changes, it's just the sprites. He's not tougher, he just looks different. Okay. Since his sprites are wider than the Baron's, I can see where his wings might poke through bar and window textures if he's not placed carefully.

---
There are two MAPINFO entries in the wad. One of them is empty.

The other MAPINFO has a first line map definition that I haven't seen before.

Normal mapdef is
map MAP01 lookup "HUSTR_1"
or map MAP01 "Hangar 14"

This has
map MAP01 lookup "Hangar 14"

ZDoom seems to accept it, but I'm not sure why. There is no variable called "Hangar 14"

---
There are some duplicated textures/floors/markers in the wad.

AASHITTY wall and marker
BRIKGTH5 wall and floor
METAL_D wall and floor
METLN_54 wall and floor
METLN_55 wall and floor
SKSNAKE3 wall and floor
SKSNAKE4 wall and floor and marker
SKSPINE3 wall and floor (floor is 256x96 and is the walls SKSPINE3 and SKSPINE4 combined)
TEKGRY10 wall and floor

ZDoom is fine using the same named texture for walls and floors. I'm not sure about other ports.

-------
MAP03
-------
Four shells suddenly appear as you lower your starting platform. Too close to the platform.

http://i.imgur.com/zgYnUkb.png

---
Misaligned texture sector 80, the chaingunner in the hall cage. BRNSML1 was set x+54 to align the TANROCK5 above it.

http://i.imgur.com/UH8Fz6A.png

---
The two Spectres in the nukage near the sector tag 5 bridge that rises to access the Blue Key - I don't know why they're there. They're no threat and there's no reason to kill them. They probably won't be on the bridge when it rises and there's no reason to jump down into the nukage (no goodies to grab). Suggest making line 513, the far end of the bridge a W1 to raise the level of the nukage to floor level so they can attack you, or adding some helmets or healing to the nukage on either side so you have to jump down into it.

---
How do you get the Soul Sphere secret without jumping? Can't run, can't strafe-run, the column doesn't lower. Wait. Is this that rare trick of running plus mouse-movement-running to get that little extra distance? I remember that in a Hexen map once. I hate that trick.

-------
MAP05
-------
Blue Key Door has no color indicator that it requires the Blue Key.

---
In the big northern room TLITE_6 is used for floors and ceilings in the 4 side alcoves and the central Cyber area. The half-cutoff lights at the edges look odd. Looks like the author started to correct it in one of the alcoves by making separate small triangular sectors at the edges, but he stopped.

---
Floating Medkits in the two secrets. They only float when you open the door. Obviously, placed too close to the door.

http://i.imgur.com/eUtjEOW.png

Also, misaligned textures inside the shelves of the eastern secret.

Also2, the two secrets register as 4 secrets. The lighting sector in each one is tagged as secret.

---
There are seven ceiling light sources in the Blue Key Door Room. They are oddly placed. And the seventh is not recessed like the other six.

http://i.imgur.com/L4u8qke.png
http://i.imgur.com/7cExrYx.png

If partially cut-off light tiles are generally acceptable, then ignore the previous note about TLITE_6.

-------
MAP07
-------
Can't be finished in ZDoom. Tag 666 and tag 667 don't work because 'map07special' line not in MAPINFO under MAP07. ZDoom will use some default entries if an incomplete MAPINFO is used. Not this entry.

-------
MAP09
-------
The lift, sector tag 2, is tagged on all four sides to lower, so you don't need the switch behind the Hell Knight (which is half underwater anyway). Suggest removing the switch and putting something else there; a Stimpack or a Medkit maybe.

---
Some odd texture choices. The blocking pillar, sector tag 3 - the top is GRAYSLM2. If you want it to blend in with the floor when it lowers, make it taller so you can't see the top. The bars, sector tag 4 - BIGBRIK2? Every other blocking item in the level is a variation of silver SUPPORT texture. The switch, linedeg tag 7, also has a GRAYSLM2 top. So, everything in the level being grey was a design choice? Interesting experiment, but I'm not sure it's successful.

---
Was the exit room door set as half-open so it wouldn't be counted as a separate room? Exit door texture looks odd because if the door were fully closed, the texture wouldn't tile correctly. DOORHI, DOORMET2, DOORSTOV, SPCDOOR 2 3 or B, even GRAYPAN1 would fit better.

-------
MAP14
-------
The Arachno in the room NE of the Red Key - when the door opens he turns sideways, gets stuck and can't attack. He fits exactly between the walls. There's no room for him to get out.

http://i.imgur.com/eJ75jaP.png

---
The switch to open the secret - too hidden. I don't know what there is to indicate that the MIDBRONZ texture next to the door is a switch. There's no hint. It's not even unique to the map. There is another MIDBRONZ you see earlier. Either of the bookcases would make more sense as a switch (although if it's the rounded bookcase, you could probably make the switch SR Open/Close (and the texturing on the rounded bookcase could certainly wrap better)), the wall behind the Blue Key could hide a switch, even the Impaled Body in the room with the Lost Souls at the bottom of the lift could be used as a switch (again SR Open/Close. Forces you to time the lift to make it).

-------
MAP15
-------
There's an unknown object in the T-intersection just outside the hidden BFG closet, type 32000. There's no DECORATE in the wad, so is this a leftover object from testing?

---
I wasn't sure what to do after the sector tag 5 door opened and everything was dead. I didn't realize that sector tags 3 and 4 were lifts. The textures line up with the walls perfectly. Maybe SUPPORT3 or BROWNHUG on the front instead.

---
When you grab the Blue Key, a Hell Knight appears in the hall outside the closed Blue Key Bars. He's useless. You've already grabbed a Berserk, so you can punch him through the bars at no risk. Suggest he be released when you open the Blue Key Bars.

---
In the room with the Yellow Key, there are two linedefs at the entrance which close the Yellow Key Bars. Not sure why. I hit the second one on the way out after I had opened the bars. They closed and I was able to punch whatever was left in the room through the bars.

---
In the room with the Red Key, the steps aren't wide enough for the Demons to climb all the way to attack you. Easy kills (well, easy compared to the Cyber shooting you from behind).

---
You can grab the Red Key without crossing the linedefs which release the Demons, the Revenants, the Hell Knights and the Cyber. Objects are always aligned at 90 degree horizontal and vertical, regardless of the sector they're sitting on. Suggest moving the vertices of the column so it conforms with the shape of the Red Key, and make it a little bit bigger than the Red Key. You can also grab the Blue and Yellow keys that way too, but it's a lot harder with monsters attacking you.

---
BTW, the previous Hell Knights are released in the center room with the Cyber. They're also mostly useless. It takes a while to get out of the Red Key Room. They always come to the window and the Cyber kills them before I get to the center room.

---
Linedef tag 13, the switch to open the first part of the secret exit - there is nothing that makes that light different from the other lights in the courtyard. It's not dimmer or brighter; it doesn't have more or less lights, it isn't flashing, the lit wall sector above it isn't flashing, the top of the light isn't a different texture. It's WAY too hidden. Making the lights red like the other secret indicators would be too obvious, but it needs some kind of hint. The same is true of linedef tag 16, which opens the second part of the secret exit. The wall texture matches perfectly. There's no hint. The secret exit should be non-intuitive and hard to find, not impossible.

---
Why does finding the secret exit count as three secrets? Two sectors before the teleport, and one in the secret exit room. Not necessary.

---
After playing the level, I understand why you get a Berserk right at the start. There is NO ammo in the level. There's a BFG and two Energy Cells (just enough to kill the Cyber at close range). That's it, except for what the Troopers drop. Wasn't expecting to punch so much to conserve ammo halfway through a wad. That's different. I like it. Well done.

-------
MAP16
-------
When you move around it, you can see that the stair support goes below ground. The problem is, the front step is already at ground level, so anything that extends in front of the step will be below ground.

http://i.imgur.com/WybwTLf.png

---
Sector tag 29, the secret Plasma Gun - I didn't see it specified anywhere, but I just assumed the wad was nojump and nocrouch. Someone may want to add that to the MAPINFO. If you grab the Plasma Gun and ride the lift up while crouching, you're stuck inside the space at the top of the column with no way out. Don't know why you'd want to do that, but you could.

EDIT: Stupid new ergonomic keyboard. Stupid fat fingers. Stupid line formatting in flat text files in stupid Windows 8.1

Last edited by EffinghamHuffnagel on 08-14-14 at 21:05

Old Post 08-14-14 20:47 #
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joe-ilya
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Posts: 1995
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Edited my two maps by the feedback.

Doom inc. : https://www.mediafire.com/?cmfilglw8gobgk8

Rename "Citadel to hell" to "fort" : https://www.mediafire.com/?cmfilglw8gobgk8

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Old Post 08-15-14 11:55 #
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Cell
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Posts: 2287
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EffinghamHuffnagel said:

-------
MAP16
-------
When you move around it, you can see that the stair support goes below ground. The problem is, the front step is already at ground level, so anything that extends in front of the step will be below ground.

http://i.imgur.com/WybwTLf.png



That can be cured easily if one makes a subsector to one side of the linedef and raises/lowers its light level by 1 unit.

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Old Post 08-15-14 13:14 #
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EffinghamHuffnagel
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joe-ilya said:
Edited my two maps by the feedback.

Doom inc. : https://www.mediafire.com/?cmfilglw8gobgk8

Rename "Citadel to hell" to "fort" : https://www.mediafire.com/?cmfilglw8gobgk8



Both links are for the same map.

Old Post 08-15-14 14:00 #
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joe-ilya
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EffinghamHuffnagel said:


Both links are for the same map.


Fort: http://www.mediafire.com/download/o...del-to-hell.wad

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Old Post 08-15-14 19:24 #
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pcorf
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Posts: 1372
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Some pretty good maps in here. But I did have some problems in skulltag which claimed that some maps (02, 16, 27) did not have a back sector to a line (block does not touch the next block). These maps run fine in Zdoom.

I feel that the music in MAP24 need to be changed. I would even consider changing the MAP19 music as well. Just my opinion.

MAP32 was designed for single player in mind, I did not include a player 2, 3 or 4 start. But the 2-3-4 start could be placed into the first main room.

Loved MAP16, what a beautiful map. Uses my favorite song from Hexen too "My servants can smell your blood, Human"

Last edited by pcorf on 08-16-14 at 15:50

Old Post 08-16-14 08:22 #
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ForeverViLe
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Posts: 141
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After almost two years since I've built my maps I've just played them again and few times and yea I guess that 19&24's musics don't fit.
map 19's music should be doom e1m8's music- sign of evil, map 24's new music should be tnt's map 13/29- death's bells

Old Post 08-16-14 12:09 #
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pcorf
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ForeverViLe said:
After almost two years since I've built my maps I've just played them again and few times and yea I guess that 19&24's musics don't fit.
map 19's music should be doom e1m8's music- sign of evil, map 24's new music should be tnt's map 13/29- death's bells



MAP24 is very Hell Revealed-like. Maybe something catchy from ROTT would fit in. Even the song in MAP19 would go better in MAP24.

Old Post 08-16-14 15:49 #
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Katamori
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Went through first 8 maps. Surprisingly easy ones. MAP07 is terribly buggy, with missing 666 and 667 tags, which makes the map impossible without cheating. MAP08's music was so sad that I was almost looking for some antidepressants. But I loved it.

My map is worse than I remembered, still glad you like it!

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Old Post 08-18-14 15:00 #
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Cell
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Here I go with Blackfire's newest version to be included. I barely managed to make all those bastards teleport in every difficulty level. Also, checkered "unknown texture" phenomenon would better now disappear completely from this damn friggin' level already.

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Old Post 08-19-14 22:55 #
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EffinghamHuffnagel
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Cell said:
Here I go with Blackfire's newest version to be included. I barely managed to make all those bastards teleport in every difficulty level. Also, checkered "unknown texture" phenomenon would better now disappear completely from this damn friggin' level already.


-------
MAP17
-------
10 monsters from the closets never teleported in. They're all tagged as deaf; the 5 Mancubi, the AV, the 2 Arachnos, the Revenant and the Imp.

---
When you trip linedef tag 20 in the exit room, it starts the crusher in a monster closet. Since the columns sector in that closet is joined with the east door sector in the starting room, that door opens to random heights depending on the height of the crusher. I only noticed it when I went monster and secret hunting after I killed everything else. It doesn't affect gameplay at all at this point in the playthrough, it's just an odd door behavior. Like in the first version of this map, when that door would keep opening and closing as if there were something stuck under it. Not a bug. A quirk.

---
The Caco in the exit room is kind of useless. You can shoot him between the bars before even entering the room.

---
Not a bug, just a personal pet peeve: when you find a secret in a map and it automatically leads to a second secret. I know Doom had them all over the place, I've just never liked them. Here, if you find the hidden switch, linedef tag 26, you access a secret area full of Potions, Helmets, a Computer Map and ammo. At the end is a teleport. Take the teleport and you land in another secret with a Megasphere and a BFG. If the first teleport were blocked off and needed another hidden switch somewhere to open, that's different; you have to expend some effort to find the second secret. I've just always found the lack of additional required work annoying. Okay. End of mini-rant.

---
BTW, playing this level, I completely forgot this megawad is called "5 Rooms". Outstanding map. Also one of the few times I've seen lava glow brightly enough without the ceiling also being unnaturally bright. Except in the starting room. Was that intentional?

Last edited by EffinghamHuffnagel on 08-20-14 at 14:02

Old Post 08-20-14 07:56 #
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Cell
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Okay, I corrected. Also, the starting room was intentional to be so, since it has a ceiling light.

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Old Post 08-20-14 17:52 #
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EffinghamHuffnagel
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Cell said:
Also, the starting room was intentional to be so, since it has a ceiling light.


Yeah, I just wasn't sure if the ceiling light was intended to spill light to the ceiling around it, or just illuminate the pad under it, more like a beam projector, pointing out that the pad is brighter than the lava.

Love the new secret switch. Thank you.

Also just noticed the Exit sign texture. Very nice. Is that like an 'author's signature'; something you do all the time?

Old Post 08-20-14 22:49 #
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Cell
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EffinghamHuffnagel said:
Also just noticed the Exit sign texture. Very nice. Is that like an 'author's signature'; something you do all the time?

It's the first time I've ever done something like that. Since reversed Exit sign isn't featured in the CC4 texture list, I've created one in Paint by dividing all 32 units by one and giving them offsets in reverse order (also seen on the goth texture atop it). I've done the same with the black building's inside wall on which the blue skull is - since the tiling of GSTONE and all it's descendants minus the LION, GARG and SATYR faces (partially) isn't horizontally symmetrical, I've used this method to completely match the "outtaken bricks" pattern. Of course it was a lot of work with many vertexes and different offsets - when somebody presses "A", all the texturing goes mad.

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Old Post 08-20-14 22:58 #
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