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BlackFish
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So is EC2 going to show up? (or be made).

Last edited by BlackFish on 09-11-04 at 19:05

Old Post 09-11-04 18:55 #
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rf`
Dr. Nosign


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Linguica said:
But you have the BFG which is essential for the end :P

There's a bfg? I beat it without it.

Old Post 09-11-04 21:09 #
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Linguica


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ravage said:
There's a bfg? I beat it without it.
Well I am sure you CAN beat it without the BFG, but it certainly helps for a 100% run.

Old Post 09-11-04 21:54 #
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Linguica


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BlackFish said:
So is EC2 going to show up? (or be made).
who knows

Old Post 09-11-04 21:56 #
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Darkhaven
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OMG, Ling double-posted.

Old Post 09-12-04 00:08 #
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rf`
Dr. Nosign


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Linguica said:
Well I am sure you CAN beat it without the BFG, but it certainly helps for a 100% run.

True, I had a 97% kill or so. But I think i missed a damn imp. :P

Old Post 09-12-04 00:14 #
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Cyb


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yay boredom!

http://cyb.vect.org:8080/pics/excorpse.png

Old Post 09-12-04 05:44 #
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Darkhaven
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Cyb said:
OMG BOXES PH33R


Heh, thanks, I was having a hard time telling between mappers. :/

Old Post 09-12-04 06:03 #
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Scrum
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Darkhaven said:


Heh, thanks, I was having a hard time telling between mappers. :/



I think that's exactly what everyone was going for :) The harder it is to tell the transition the closer we got to Ling's goal.

Old Post 09-12-04 07:52 #
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Linguica


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Darkhaven said:
Heh, thanks, I was having a hard time telling between mappers. :/
I dunno I think the only transitions that were pretty subtle were Linguica -> Fiend, Cyb -> _5hifty, and maybe Darksoul -> Volteface

Old Post 09-12-04 08:59 #
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Darkhaven
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Ah well, I haven't really played many wads from too many mappers, so maybe it's just me :/

Old Post 09-12-04 09:02 #
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Fiend
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Linguica said:
I dunno I think the only transitions that were pretty subtle were Linguica -> Fiend,


Heh. And building, I saw curvy pipe walls at the top and screamed: OMGWTFBBQ WHTAAMIGONNADONOWOLOL.

Last edited by Fiend on 09-12-04 at 16:54

Old Post 09-12-04 12:21 #
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Erik
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The map was rather good until an error in _5hfifty's section (not 100% sure) made everything tagged "0" close down (at least in prboom -complevel 0). I didn't bother replaying as I hadn't saved.

The overall map progression was more interesting than I figured it would be, but a few areas felt a bit too cramped for my taste.

Good idea and work overall.

Old Post 09-12-04 13:23 #
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5hfifty
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Heh, mine looks so simple compared to the rest. :(

Erik: How?

Old Post 09-12-04 13:26 #
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Erik
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I thought all the sections looked rather decent, with the occasional "OMG, I love pointless detail!11" - section dragging it down a bit. The transition between Linguica and Fiend's section was the highlight of the whole thing though.

A few things to consider when making a wad like this could be:

- Try to use as few texture per person as possible, too many textures drag down the impression.

- Try to create more open areas, they certainly make for more interesting transitions than "OMG hallways!".

- Add a bit more ammo than usual, as the progression can get a bit confused which can lead to missed ammo caches.

5hfifty: most likely a "SR - open door, wait, close" trigger used instead of DR with the same effect. This can cause the entire level to come down on top of your head sometimes as everything tagged "0" will open and then close :/

Old Post 09-12-04 13:32 #
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boris
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Erik said:
5hfifty: most likely a "SR - open door, wait, close" trigger used instead of DR with the same effect. This can cause the entire level to come down on top of your head sometimes as everything tagged "0" will open and then close :/

I think the level was mostly tested in ZDoom (or no other port at all? I also tested my part in Eternity). ZDoom handles lines with specials but without a tag a bit different than Doom. If no tag is given it uses the sides' back sector to apply the action to. I think that's what Hexen does too.

Old Post 09-12-04 15:30 #
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