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Soundblock
Junior Member


Posts: 225
Registered: 12-08



[i]EffinghamHuffnagel said:
-------
MAP23
-------
You start out standing in front of a teleport pad, at least according to the automap. None of the teleport linedefs work. According to an editor, they all have valid teleport locations, so they should. No idea what's wrong.



I don't know what to do with this, if anything. Project management can assume control of my map from this pont, if any error-correcting actions are deemed necessary.

Old Post 09-16-14 07:54 #
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Cacowad
Member


Posts: 294
Registered: 07-12


map 22:
https://www.mediafire.com/?vp0u3l2yuke2slo

changelog:
-removed the last damanging sector (my bad).
-removed silly impassable line (my bad again, was intended as a block monsters).
-added a lot of extra ammo in UV (because i don't know how i though 100% kills were possible with a so tight ammo\monster ratio).
-added some cover for the lift in the 3 room (if the rooms continues to be problematic i'll just add a buch of cover anti-mancubi).
-added backpack at the start of the map, because scavenging isn't that fun after you die 30 times in a row.
-reworked last secret to make it possible to backtrack and get everithing before the exit.


EffinghamHuffnagel: you are the first one to claim that the rooms were too dark, the brigthness level is 128, so teorically you should be able to see pretty much everything that isn't a specter...
anyway thank you for your feedbacks.

map 30 is under verticles clean up, it will be ready soon(TM).

Old Post 09-16-14 14:37 #
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EffinghamHuffnagel
Junior Member


Posts: 139
Registered: 12-12



Soundblock said:

MAP23
I don't know what to do with this, if anything. Project management can assume control of my map from this pont, if any error-correcting actions are deemed necessary.


Never mind. I looked at it again and realized the teleport landing spots are DM only. I guess that's what happens at 2AM. Sorry.

Old Post 09-17-14 01:28 #
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EffinghamHuffnagel
Junior Member


Posts: 139
Registered: 12-12



Cacowad said:

EffinghamHuffnagel: you are the first one to claim that the rooms were too dark, the brigthness level is 128, so teorically you should be able to see pretty much everything that isn't a specter...
anyway thank you for your feedbacks.


Is there a correct gamma level to play Doom? Here are two screenshots from the first room. The first is at gamma 1.4, where mine is normally set, the second is at 3.0.

I did not re-size the pictures. Whenever I re-size a shot in Paint Shop Pro, it eliminates the gamma correction and saves it at 1.0. The same thing happens when I view the picture in Windows Photos or Windows Photo Gallery. Only Windows Photo Viewer shows the images correctly. Interestingly, they aren't affected if I take the shot at Visor full light level.

http://i.imgur.com/wyd6F7t.png
http://i.imgur.com/1BBqMAB.png

In the first you can barely see a Baron and a Hell Knight above and to the left of the crosshair, but only if you zoom in a lot. That's what I'm seeing. Something moving, but I had to get closer to see that it wasn't two Barons. Same thing in the last room. I could barely see some movement on the outer rings and had to fire when something shot at me.

I don't gamma adjust because to me that's no different than giving yourself a Visor. I think light design in a level is just as important as set design and monster placement. If you're intent was to keep things shadowy so a player has to fire his weapons to raise the light level enough to navigate, then never mind, the level works fine as is. I'm just a more methodical player. I like to see a situation and plan out my moves. I really do like the level, it was just frustrating me.

One more thing I just found, playing it again. If you get on the lift in the last room, linedef tag 27, and go up a level, you can run to the right and fall into the exit pit past the exit linedef and be stuck. Not very likely, but it could happen.

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

I just realized you could also fall into the pit from above/behind it too.

Old Post 09-17-14 08:38 #
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Cacowad
Member


Posts: 294
Registered: 07-12


said and done: https://www.mediafire.com/?vp0u3l2yuke2slo

anyway, i see where you are coming from, this level is just frustrating to play, period.
about the darkness... at the time i didn't knew how to do proper ligthning, and the map reflect that, also the contrast between the luminous exterior (192) and the dark interior (128) make just the things worse when you first enter it.

If more changes are necessary i'll do them as usual.

since i don't want to double post, take a couple of screenshot from the new second and third room of map30. and yes, that thing is going to be huge.

http://s2.postimg.org/l5j9yqx6d/Screenshot_Doom_20140917_190756.jpg http://s28.postimg.org/ywwthy9bd/Screenshot_Doom_20140917_190737.jpg http://s27.postimg.org/dwblpyna7/Screenshot_Doom_20140918_010203.jpg

i'm liking how it is shaping so far... and i am a little worried that my older and my actual style will be clashing a lot in there...
also the ios will not be an easy pray for freelooker (gonna fix the elevators tomorrow so they will be activated alongside the unveiling of the ios), well not as mush as before anyway, also i'm thinking of removing all the spawners (i've already reduced them to 2 and only on HMP and UV)since they aggravate the fps problems of the map.

http://s29.postimg.org/a6q7lo48z/Screenshot_Doom_20140918_011130.jpg

fun fact: actually the map have 8188 verticles, when i started reworking it it had over 22k, damn past me.

Last edited by Cacowad on 09-18-14 at 00:22

Old Post 09-17-14 10:43 #
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Cacowad
Member


Posts: 294
Registered: 07-12


DINGDING map 30 v3 ready for testing: https://www.mediafire.com/?9tefzud9fcwigtz

I tested it in zdoom and as i'm posting this i will test it in prboom too, just don't expect it to run on anything but -complevel 9.

Whats new?

-all difficulty leves implemented.
-monsters spawners removed.
-added two more rooms and a dummy room for scenografic effect.
-removed the unnecessary multiplayer only start rooms.
-repositioned said multiplayer starts.
-removed frictioned sectors, funny at first, just frustrating later.
-added 3 switches to control the ios reveal, so you just can't freelook in Romero face as you enter.
-done some other balance stuff.
-removed 14k verticles.

Hope i have not forgot anything... good framedrop.

Old Post 09-21-14 18:09 #
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TheMionicDonut
Senior Member


Posts: 1180
Registered: 04-08


http://speedy.sh/exWGY/5room01.wad

I am a lazyfuck, and didnt want to go through the task of re-exporting, so I cut out all the midis and other maps to get you a version with aesthetic updates!

Old Post 09-22-14 00:58 #
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