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ragnew
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Looking kick ass Huy! Definitely keep me posted buddy.

Old Post 06-16-06 01:59 #
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Tango
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That's just awesome. You have incredible architecture.

Old Post 06-16-06 04:26 #
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Mivalekan
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Do you think this will be released before KDiZD?

Old Post 06-16-06 05:34 #
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Darkfyre
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Wow, that's hot. I absolutely can't wait to play it! I'm not kidding, hand it over now! :P heh. Good job mate.

Old Post 06-16-06 05:41 #
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Tormentor667
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Absolutely hot! Sperm everywhere!

Old Post 06-16-06 09:54 #
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daimonreloaded
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Impressive, from how could i seen...

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Old Post 06-16-06 10:39 #
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Csonicgo
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Tormentor667 said:
Absolutely hot! Sperm everywhere!

Oh what the fuck, Torm. I'll go get a mop.

Thank god, I was wondering when this would get finished. I love your style, it reminded me of Run buddy.

Old Post 06-16-06 21:32 #
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Th0r
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Looks interesting.

Old Post 06-19-06 07:07 #
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Doom Marine
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Updated with YouTube videos of two maps. See the very first post of this thread.

Old Post 06-19-06 09:16 #
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DeumReaper
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The use of blue in your maps is unique and is one of my favorite things about Deus Vult 1; I'm glad it was brought back (from what I saw in Map04 video). Keep up the good work!

Old Post 06-19-06 12:30 #
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kristus
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I, as I am sure others would. Would have appreciated a less compressed file seeing as this is mainly moving slob with sound.

However, what I did make out looked quite intresting.

Old Post 06-19-06 13:39 #
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Doom Marine
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DVII - Map04
Recorded with GZDoom 1-0-13 in OpenGL
Gamma Correction 1.4


DVII - Map18
Recorded with GZDoom 1-0-13 in OpenGL
Gamma Correction 1.4


--- --- ---

Google Videos of DVII, I recommend fullscreen viewing of this.

DVII - Map04: The finer architectural details can be seen.

DVII - Map18: With Google Video's higher resolution, you'll see the scope of the vistas.

Last edited by Doom Marine on 06-20-06 at 09:56

Old Post 06-19-06 21:37 #
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Craigs
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Looks, good but from what I saw in the second video, you might want to change a couple of things.

-#1 remove the automap. That automap seemed pretty useless, considering the level is just a straight run up a mountain.
-#2 give the player a little more room to manuever. It seemed like that mountain was packed with a bit too much detail. The combat seemed confined to close quarters which was a huge problem.
-#3 work on the gameplay a little bit. It seemed like the level was composed of "Shoot the alien, walk foward, shoot more aliens, walk a little more, repeat."
You should add in some more spontainous events, such as the ground giving away in some areas, distant fire from rocket launchers, etc.

Old Post 06-20-06 00:18 #
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Tormentor667
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I can't wait to play this!

Old Post 06-20-06 08:14 #
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Doom Marine
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View these at fullscreen.

For the Google Video version: DVII - Map04
For the Google Video version: DVII - Map18

In case you're wondering, not all parts of Map18 was shown, I had to suicide by cyberdemon because I felt the 10-minute mark was near (YouTube's limit: 10:00)... That green halo takes you to another area.

Last edited by Doom Marine on 06-20-06 at 10:00

Old Post 06-20-06 08:26 #
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kristus
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Craigs said:
Looks, good but from what I saw in the second video, you might want to change a couple of things.


1. The automap can be used to find secrets, or tell where there's teleporters if you fall down.

2. This seemed to be a big part of what the map was about, I personally really liked that part of the map. Worrying where you put your feet should add a great deal to the gameplay. That is, of course. If you enjoy a challenge.

3. Funny, that afaik, is pretty much what Deus Vult is about. And when you're climbing a mountain wall, you usually only have one way to go.

So, in other words. I disagree. That was the map that intrigued me the most.

Old Post 06-20-06 13:56 #
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The Flange Peddler
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Some nice loking videos, but I'd have to agree by saying that first part of map 18 looks dreadfully painful to play. Linear, with hardly any room to move. Going up that mountain time again after falling off will get frustrating really quick. Looks like you're firing blind a lot of the time too as the undergrowth gets in the way. That area seems to emphasise overly cautious play - even for the guy who made the map and knows where all the traps are.

Still, everything does look very nice. I'll be interested to see how far you get in your megawad as the levels shown so far don't exactly look small.

Old Post 06-20-06 15:30 #
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Doom Marine
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I began to experiment with tensioned, watch-every-monster gameplay in Map18, as opposed to the usual open warfare conducted in the original Deus Vult.

I'm pretty sure Map18 will be a pill to play if you like open levels. Part of the Map18 experience is being disoriented, falling off, and firing blindly into the undergrowth... it's playing the theme of claustrophobic heights. I thought about it, and felt that this is the style of gameplay that I wanted for this particular map.

There's different ways to implement the feel of a level: I could build it to house HR-styled slugfests, or ration the aid and shrink the scope of the level to a tense Chord-ish survival mode of play.

If I were to implement HR-styled slugfests, there would be complaints, obviously about excesses and abusive logistics.
If I were to implement Chord-like rationing of aid, and tensioned the gameplay to the point where every shot must hit, there would be complaints as well about the difficulty and overcautiousness of the level.
If I were to go E1? Not challenging enough! Needs more depth of gameplay!

Of course each of these styles have their strengths as well. I'm merely illustrating the fact that no matter how a map is executed, it will not suit everyone's taste. I'll hear stuff like, "Too many monsters!" or "More slugfests!" or "The level is too large!" or "It's too cramped" and many other criticisms that can't all be addressed at the same time. Speaking gameplay-wise, once a level gains personality, it will be subject to criticism.

"What about moderation?" Some might say. Show me a level with "moderate" gameplay and I'll find someone who will say it's too hard or easy... or boring. I would like to think that a perfect gameplay lies somewhere in-between, but that's not the case. I can't please everyone.

Different people have different expectations of how an ideal map should turn out, and that's great. I sure as hell wouldn't want a uniform demand of Doom maps that plays all the same.

Remember that there will be 32 maps for DVII with gameplay variety all over the spectrum. If you like the open slugfests offered in the original DV, there won't be a shortage of it. If you like Chord, I think I offered it in parts of Map18 and many maps in the future. There will even be room for E1 style as well. The possibilities are vast.

Last edited by Doom Marine on 06-20-06 at 23:07

Old Post 06-20-06 22:07 #
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Th0r
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The Flange Peddler said:
Some nice loking videos, but I'd have to agree by saying that first part of map 18 looks dreadfully painful to play. Linear, with hardly any room to move. Going up that mountain time again after falling off will get frustrating really quick. Looks like you're firing blind a lot of the time too as the undergrowth gets in the way. That area seems to emphasise overly cautious play - even for the guy who made the map and knows where all the traps are.




No way, i love the way that map looks. Looks fun. And if your worried about falling, just save alot.

Old Post 06-20-06 22:46 #
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kristus
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Doom Marine said:
A lot of really good things.


I hear that Doom Marine, and I'm glad to see someone that is willing and intrested in experimenting with gameplay. Most wads I play these days are just really boring on the gameplay side, because they are never doing anything out of bounds.
People like to complain about gameplay elements being frustrating, like the Arch Vile, narrow corridors and so on. But to me those are things that makes the gameplay intresting. Things that is working against me.

Having to watch my step on a narrow cliff side, at the same time as fighting off an Arch Vile and a revenant sounds extremely exciting to me. Making the view obscured by bushes and vegetation only further excite me. I've always loved games where the game is trying to "punish" you. Why? Because I love to kick the games ass for it. :p

To those who don't enjoy a challenge in your games, there's plenty of wads and mods out there that should suit you perfectly.

Old Post 06-21-06 05:31 #
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Tango
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Heh, brilliant post Kristus. I agree with everything you said.

Old Post 06-22-06 01:49 #
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deldelda
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This topic needs a major bump. And those videos look very interesting; map04 is a sprawling tech-base, with some very good archicecture and texturing; and map18 is a hill-climb (I love those!), very cramped and you also must make good use of the topography to dodge projectiles. I liked the cathedral (?) atop the mountain; too bad we couldn't see that far into it. Following suit of previous posts, I also highly regard the idea of making a megawad with a great variance of gameplay and themeing, to match everyone's needs. This project looks incredible, and has reminded me I haven't run through DV in a few months. Sounds good right now.

Old Post 07-05-06 17:24 #
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Doom Marine
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image

Old Post 07-27-06 10:03 #
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Naan
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I think I'm gonna like it as much (if even better) than Alien Vandetta and Eternal Doom, my current all time favorites. I didn't like that much those slugfeasts that were in the first DV, I prefer maps such as the first 20 maps of Scythe 2 or Kama Sutra, with good gameplay and difficulty, and ALSO a fair level design/architecture.


Go Huy ! :)

Old Post 07-27-06 18:00 #
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Doom Marine
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http://static.flickr.com/67/216725038_054a3ff45a_o.jpg

The Vrack3-ish map is finally finally completed. PHEW!

Couldn't have pulled this one off without Fredrik, thanks man.

Old Post 08-16-06 10:03 #
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Dittohead
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Looking great, Huy ;)

Old Post 08-16-06 13:56 #
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Ismaele
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Vrack fans want to play it now! ;)

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Old Post 08-16-06 22:41 #
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AgentSpork
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Looks beautiful. Can't really think of much else to say about it than that. Looking forward to playing it. :P

Old Post 08-16-06 23:19 #
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Kirby
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^^^
What AgentSpork said.

Also, does GZDoom record demos as movie files directly? Or did you have to use another program to convert the demo files?

Old Post 08-16-06 23:29 #
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Doom Marine
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The Map04 and Map18 videos were recorded directly with Fraps.

In hindsight it would have been smarter to record a demo first, then capture the demo replay with Fraps, since the capturing process consume great amounts of CPU resources, reducing framerate and fluid movement of the player.

PS: I also found out later that Fraps can record ZDoom in software rendering mode.

Old Post 08-18-06 23:30 #
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