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Aleaver
Can't spll


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Just wondering if anyone is looking forward to the Community Chest mega wad..

(1) for a yes
(2) for a no
(3) for wtf is it


I am making maps 16 & 17 for the project... They are named Infliction of Hate(Completed!) & Methods of Fear(Completed!)

Url: http://www.kwic.com/~junior/cchest/

Release will be soon! -4-28-03

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Last edited by Aleaver on 04-29-03 at 02:40

Old Post 10-04-02 14:39 #
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Captain Red
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Why didn't you make a poll?

oh well, 3 then.

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Old Post 10-04-02 14:49 #
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The Ultimate DooMer
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At last! Someone mentions CC on these forums again!

The answer of course is (1), as not only have I got a couple of maps in there, the other maps look great as well!

If anyone who answers (3) is interested in joining, we have 22 map slots assigned so far, so we only need another 10 maps to complete it.

Old Post 10-04-02 15:32 #
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boris
meow


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2

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Old Post 10-04-02 16:47 #
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myk
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Well, I won't mind checking the maps as long as they don't give HOMs and VPOs. Last I heard care isn't being taken to avoid them. So I'm not overly interested, I guess.

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Old Post 10-04-02 19:17 #
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The Ultimate DooMer
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myk said:
Well, I won't mind checking the maps as long as they don't give HOMs and VPOs. Last I heard care isn't being taken to avoid them. So I'm not overly interested, I guess.


Well, the maps have to be designed to run under Boom 2.02/prBoom, in order to remove those limits (but no Boom triggers and specials, just the normal DooM 2 ones)

If you have a low-end PC (assuming that's the reason for being concerned about homs and visplanes), then I suggest using Boom v2.02, as that runs fine on low-end PC's. In fact, it's practically impossible to tell the difference between that and vanilla when playing it. (only the automap and status bar colours differ)

Old Post 10-04-02 22:52 #
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myk
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In my case it's a choice of style, both in respect to playing (using only doom and doom2) and designing (working within the original limits.)

There's subtle differences between boom (or prboom) and doom. But actually, it's easy to set the status bar colors to red (there's an original colors setup option.)

In my mind and according to my tastes, there isn't any reason to make functional changes to DOOM. I did say "wow" when I first encountered source engines (in 1999) and used them a lot, but eventually I noticed they are redundant. I do like them because they add more life to this old game (attract people, etc.) but have no desire to use them to play.

Some of the maps in the megawad may still function with doom2, though, so I'll probably check them out in case there's something interesting.

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Old Post 10-04-02 23:32 #
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sparky
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OF COURSE ITS 1
CANT WAIT !!!

KEEP IT COMING

Old Post 10-04-02 23:50 #
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rf`
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1
Fur will fly. Hopefully not mine today.

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Released wads and other doom crap

Old Post 10-05-02 00:40 #
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DooMBoy
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Uh....4.

No no, just kidding. I guess a 1. I like playing new megawads. As long as they're good.

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Old Post 10-05-02 01:49 #
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magikal
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1. With so much talent and ability on-board it should be...'quite reasonable'.;)

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Old Post 10-05-02 02:53 #
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Use3D
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I'm confident this wad is going to be good! I'd make more maps but i'm so goddamned slow it'd take me too long. My level is coming along slow but sure. I'm glad Andy brought up CC here again, maybe we can get some more mappers!

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Old Post 10-05-02 03:04 #
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Erik
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yikes, didn't realize progress was this good.

I'll vote 1.

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Old Post 10-05-02 14:57 #
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Aleaver
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Well I'm glad to hear that people are looking forward to this project..

My map is just over 50% complete. I hope to finish it soon.

And after that...if there is need for another map, I'll make it.

Thanks all for the feedback!

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Old Post 10-05-02 15:05 #
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Cadman
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Thanks so much for the new thread, it keeps things going. If anyone wants to know what levels are being done by whome then here's the list.

Map01 The Ultimate Doomer
Map02 Thomas
Map03 Alex Parsons
Map04 Bad Bob
Map05 Black Void
Map06 Magikal
Map07 Archvile64
Map08 Bad Bob
Map09 Bad Bob
Map10 Kaiser
Map11 Alex Parsons
Map12 Use3D
Map13 Open slot (it's available)
Map14 Metabolist
Map15 Kaiser
Map16 Open slot (it's available)
Map17 Andy Leaver
Map18 Open slot (it's available)
Map19 Open slot (it's available)
Map20 The Ultimate Doomer
Map21 Sphagne
Map22 Open slot (it's available)
Map23 Sphagne
Map24 Open slot (it's available)
Map25 Railgunner
Map26 Kaiser
Map27 Sphagne
Map28 Open slot (it's available)
Map29 Open slot (it's available)
Map30 Railgunner
Map31 Open slot (it's available)
Map32 Open slot (it's available)

If anyone has a desire to contribute a map to any of the open slots please let me know. You don't have to be a Doom god or the best mapper out there to contribute. This is a chance for you to be a part of the "Community Chest" megawad project! Show off your stuff to the Doom community. The basic rules are this...

*Edit under Boom/PrBoom to remove original Doom limits and bugs.
*Use original Doom2 textures, specials and tags.
*No Boom specials and tags please.
*No glaring errors please. No HOM's and make sure texture alignments are good.

Drop me an e-mail and let me know if your interested and I'll add you to the team! Thanks everyone!

fisher5@bellsouth.net


Cadman - Member TeamTNT

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Old Post 10-05-02 15:06 #
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Use3D
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OO! A slot open right next to my level. I think I'll jump on map13!

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Old Post 10-05-02 17:28 #
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Sphagne
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Err, Cadman, if after a while you thought you needed some more levels, I can supply the rest, but I wait for others to fill the gaps. ;-)

Old Post 10-05-02 21:52 #
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The Ultimate DooMer
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While we're on the subject of CC, does anyone have any names for their CC maps? (names that aren't already on the levels page) I need them cos I'm doing the cwilv titles.

Old Post 10-05-02 23:27 #
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VolteFace
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UD: are you going to be doing them by hand? I could write a program to
automate the process if you don't already have one.

Old Post 10-05-02 23:43 #
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myk
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Automated intermission map name generator? How...? Each is a separate graphic.

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Old Post 10-06-02 00:31 #
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The Ultimate DooMer
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VolteFace said:
UD: are you going to be doing them by hand? I could write a program to
automate the process if you don't already have one.



It's ok, no need to. I use my alphabet texture as a base and simply move, copy and paste the letters into position with good old Paint. It takes seconds to do each one.

Old Post 10-06-02 00:49 #
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VolteFace
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Heh, I could make it take seconds to do all of them. ;) I think I will
go ahead and make it anyway, since I'm sure there are lots of people
who could get some use out of it. Especially me. :p

Old Post 10-06-02 01:41 #
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nobbjob
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Map03 - 'Ground Floor'
Map11 - 'Mandrel'

Hey Cadman, can I have map18? I'd like to do another map for this megawad of yours. Progress looks good guys, why don't you fellas tell us about your levels? My two are both tech base but if I make a map18, it'll be marble/gothic.

Old Post 10-06-02 02:04 #
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VolteFace
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If you wouldn't mind, could I have MAP31 and maybe MAP32? I have a
level started that is sort of like Mt. Erebus that I think would be
good as MAP31. If all goes well, I can do MAP32 as well.

Old Post 10-06-02 02:09 #
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Cadman
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Hey nobjob! I need your correct e-mail man, the one you have doesn't work! I tried this one and no go...nobjob_1@yahoo.com

Drop me a line please at my e-mail for your level confirmation.


fisherh5@bellsouth.net


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Old Post 10-06-02 02:46 #
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VolteFace
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(There are two b's ;p)

Old Post 10-06-02 02:51 #
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The Ultimate DooMer
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nobbjob said:
Map03 - 'Ground Floor'
Map11 - 'Mandrel'

Hey Cadman, can I have map18? I'd like to do another map for this megawad of yours. Progress looks good guys, why don't you fellas tell us about your levels? My two are both tech base but if I make a map18, it'll be marble/gothic.



Thanks for the names, I'll do them straightaway.

My two maps couldn't be more different from each other. Map 01 is a small, early-DooM 2-themed map with low weapons and small monsters, and map 20 is a huge, underground techbase with high weapons and big monsters. Both have some really cool features, too!

But, from what I've seen so far (screenshot-wise), the first two parts of the megawad (maps 01-20) have all the industrial/tech/city maps in them, and the third part (maps 21-30) has all the gothic/hell maps in them. I think the secret maps are going to be hellish, according to Volte Face.

Old Post 10-06-02 16:01 #
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VolteFace
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MAP31 is going to be hellish (Mt. Erebus style). Right now, it's all
lava and FIREBLUx textures with WOOD1 and WOOD5 buildings (with a few
firey buildings as well).

The levels themselves are not going to be too terribly big. In my
opinion, secret levels should be small out-of-the-way levels that are
somewhat different from the rest of the game. There'll be the opportunity
to pick up some larger guns, some health, and then battle it out with
some big monsters. :) I'll grab some screenshots of my level right now.

Old Post 10-06-02 16:56 #
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VolteFace
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OK, here we go:

Screenshot One
This is a shot of the opening room; I used a wierd lighting technique
to make the building look sort of like a mountain. Since the FIREBLU
texture is so abstract, it's hard to differentiate between the different
layers of it, so it looks like a wierd mountain.
looks something like this:
code:
| | \ \ \ | | / / / \ \ \ | | / / / \ \ \====/ / / ---- ---- | | | * | | | | | ------------ | PP | | PP | ----

* = Megasphere, P = Player start

Screenshot Two
This is a screenshot from the hallway just past the opening doorway.
Not much to see here, except some pretty lighting. :p

Screenshot Three
After you teleport into the main "city" or whatever it is, you end up
in a wooden building where you battle some demons and stuff and grab
some ammo. This shot is from just outside that building, looking at
most of the city as it stands. As you can see from the far fiery building,
there are still some texture errors to be worked out.

Screenshot Four
A view from the other side of the city. You can sort of see the blood fountain to the right.

Eventually a Cyberdemon will be released into the city, making for a pretty cool fight I think. Cyberdemon fights are great when there are
buildings to hide in\behind.

Screenshot Five
This is a view from the building containing the red key. You can't actually
get the key from this room, but there is a (blocked off) door on the
other side of the building. You need to unblock the door from inside
this part of the room, and then use the other door to get the key.

Screenshot Six
This is a view from the hallway that you couldn't reach from the last
shot. Getting the key will unleash some Cacodemons outside (lots of
traps in this one).

Screenshot Seven
As of right now, this room is useless. Eventually, it will contain a
plasma rifle, some cells, health, rockets, shells, and the like. There
will also be some Barons and maybe a few Revenants in here.



Also remember, I've only been working on this since last night, so it
will look much better by the time it's finished.

EDIT:

Here is one more.

Most of those rock platforms actually move up and down. It's pretty
tricky to get up there and back down without falling (falling off
guarantees death, usually).

Last edited by VolteFace on 10-06-02 at 20:35

Old Post 10-06-02 17:21 #
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The Ultimate DooMer
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VolteFace said:

Also remember, I've only been working on this since last night, so it
will look much better by the time it's finished.



That was quick, for it looks like you've done quite a bit. You must be a quick map builder like myself...

(looks cool btw. Certainly different enough to be a secret map)

Old Post 10-06-02 19:42 #
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