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Tolwyn
Mighty Music Man


Posts: 239
Registered: 06-03


Don't know if it'll make /newstuff by the next Chronicle post, but you can get it at http://www.doomworld.com/idgames/?id=12812

Took me forever to finish it.

Old Post 08-30-04 01:11 #
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Tolwyn
Mighty Music Man


Posts: 239
Registered: 06-03


Crap. Didn't notice the Wads and Mods forum. Sorry, admins.

Old Post 08-30-04 01:16 #
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BlackFish
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Posts: 4274
Registered: 06-02


Nice map. :)

Old Post 08-30-04 03:15 #
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Grazza
Super Moderator


Posts: 11451
Registered: 07-02


I really enjoyed this one. Survived it at the first attempt without saves, but with plenty of close calls and memorable moments. In other words, I found it fair and very well balanced. However, the fact that I somehow managed to miss the plasma gun probably made ammo a bit tighter than it should have been - I hit zero ammo at a few inconvenient moments, and ended up having to berserk a vile and a manc. :)

BTW, quite a lot of the hanging decorations block player movement if a port without z-clipping is used. This causes some awkwardness that I imagine you didn't intend.

Old Post 08-30-04 03:31 #
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Tolwyn
Mighty Music Man


Posts: 239
Registered: 06-03


Ooo. You're right.
Do some limit-removing ports still have Z clipping on objects?

Thank you for pointing that out.
I use JDoom exclusively... I enjoy 1280x960 OpenGL without a lot of changes to the engine. I have all the respect for ZDoom and Legacy; it's just that ZDoom has no OpenGL support (? what's that all about). I get motion sick playing ZDoom. Wierd.

However, I don't design my levels for a specific port (yet). My next one is likely JDoom only, only because I need to stop being lazy. I, of course, wish that all ports supported each other, but they don't, of course. :(

I hope that still it can be completed. I didn't even think of the hanging objects "preventing flow" as it were. Hmmm.

Glad you guys/gals liked it.

Old Post 08-30-04 03:56 #
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Dron
Senior Member


Posts: 1186
Registered: 01-04



Tolwyn said:
it's just that ZDoom has no OpenGL support

uh, zdoomgl?

Old Post 08-30-04 04:12 #
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Tolwyn
Mighty Music Man


Posts: 239
Registered: 06-03


Hey. Last time I checked, it didn't support the latest ZDoom code drop.

And please understand, you'll never hear me put down ANY Doom port. I'm glad they are all out there. I just have a preference for Doomsday. Doesn't mean a thing, since it's just an opinion. I'll go check out ZDoomGL (again). Didn't know work picked back up on it.

I mean good grief, having all the ports installed takes up a whopping 6MB! Oh no!! **GASP**!! ;)

Old Post 08-30-04 04:17 #
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Tolwyn
Mighty Music Man


Posts: 239
Registered: 06-03


Heeeey!!
Cool. Had NO IDEA ZDoomGL was being updated/continued.
Got it installed. Looks nice! Now I can play all those ZDoom only PWADS! Thank you very much for the link/tip.

Does it have a launcher?

Old Post 08-30-04 04:32 #
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Grazza
Super Moderator


Posts: 11451
Registered: 07-02



Tolwyn said:
Do some limit-removing ports still have Z clipping on objects?
Yes: Eternity and Prboom/GLBoom; Zdoom has it as an option. It doesn't prevent the level from being completed (I played it using GLBoom), but makes some areas a lot more deadly, since the player has fewer options.

Old Post 08-30-04 06:51 #
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