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Tormentor667
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Heh, sorry, the german has spoken ;)

Old Post 09-10-07 18:50 #
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kristus
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A few things I've noticed and have been annoyed by.

1. Didn't anyone check the spelling/grammar of the intermission texts? Even the voice isn't pronouncing the missing "the" in the intermission. After the first map.
2. Why is there frequent autosaves on the first map but not on the second?
3. How on earth could anyone have missed the glaring HOM with that elevator in the "A facility" of the second map?
4. The random pitch is making the stupid comments the player character is uttering sound even more stupid at times.

Old Post 09-10-07 19:17 #
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Aleaver
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ok got the new file..and with that a new mirror..changed abit from the first one: http://www.aldp.ws/5622/tutnt.zip

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Old Post 09-10-07 19:19 #
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Tormentor667
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kristus said:
1. Didn't anyone check the spelling/grammar of the intermission texts? Even the voice isn't pronouncing the missing "the" in the intermission. After the first map.

English isn't my first language and my mark after my high school diploma wasn't that good as well, so this was most likely to happen :P But Enjay did a grammar/pronounciation check when he was working the first time on the voice acting texts so I thought it's okay as it is.


kristus said:
2. Why is there frequent autosaves on the first map but not on the second?

There are, but not that frequent as in TNT01, I thought it wasn't that necessary here.


kristus said:
3. How on earth could anyone have missed the glaring HOM with that elevator in the "A facility" of the second map?

Already fixed in v1.01. I missed that becaue I made a slight change before I uploaded the final version in one of the sectors next to that elevator. DB accidentally must have removed the lower textures there.


kristus said:
4. The random pitch is making the stupid comments the player character is uttering sound even more stupid at times.

Makes me suggest deactivating random pitch. Doesn't make sense to me anyway why some people are actually using that.

Old Post 09-10-07 19:37 #
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Da Spadger
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The chaos machine part in map 1 kicked ass. 8]

Old Post 09-10-07 19:47 #
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BlackFish
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Fun, just wondering, are you on ESDF or something? (W for weather effects key made me wondering).

Old Post 09-10-07 19:49 #
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Da Spadger
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After a quick look in the "customize controls" menu, I saw that you could bind Toggle Weather Effects to any key you'd like. It still says "Press W to toggle weather" though.

Old Post 09-10-07 19:55 #
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kristus
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Tormentor667 said:
English isn't my first language and my mark after my high school diploma wasn't that good as well, so this was most likely to happen :P But Enjay did a grammar/pronounciation check when he was working the first time on the voice acting texts so I thought it's okay as it is.


I'm aware of that, and neither am I. So I can relate to the difficulty of catching them all. But I'm very surpriced none of the beta testers commented on it. In particular the guy who was doing the voice for it. But seeing as he just read it as it wrote, including the missing "the" I suppose he wasn't paying that much attention. Or whatever-...

Nevermind, it's not a big issue anyway.

The random sound pitch is a common feature these days to make sounds act less monotone. But most engines got some way to control it, so voice acting isn't rendered sucky by it.
Anyway, it's on by default.

Old Post 09-10-07 19:59 #
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Craigs
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kristus said:


I'm aware of that, and neither am I. So I can relate to the difficulty of catching them all. But I'm very surpriced none of the beta testers commented on it.



Is that even a word?

Old Post 09-10-07 20:21 #
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Tormentor667
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Da Spadger said:
After a quick look in the "customize controls" menu, I saw that you could bind Toggle Weather Effects to any key you'd like. It still says "Press W to toggle weather" though.

Thats actually a bit of a problem as ZDoom/GZDoom isn't able to set variables for keys, you know, and there isn't any other good solution so it had to be as it is now.

@Kristus - Well, I thought - as most of my beta testers have english as their native language - that everything's okay with that. But well, if it's not that bad, then its okay ;) BTW, I don't know about a way to deactivate random pitch for certain sounds ingame (in this case voice actings).

Old Post 09-10-07 20:50 #
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Da Spadger
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Ok, I have a question now.

What the heck is this?

Old Post 09-10-07 22:46 #
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Trasher][
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Da Spadger said:
Ok, I have a question now.

What the heck is this?

Looks like a bush from Mario 3.

Old Post 09-11-07 03:20 #
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Delvin
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Da Spadger said:
Ok, I have a question now.

What the heck is this?

You'll know after finding the corresponding secret area in the level :D That was hilarious.

Old Post 09-11-07 04:48 #
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The Lag
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i loved that secret. it was very well done, though could've been better if you were able to defeat the enemies.

Old Post 09-11-07 05:00 #
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udderdude
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Definitely the most well-polished zDoom mapset ever made. Also very challenging at points. Feels like a combination of OpenGL Quake, Doom and Blood.

The last level still has zombies with railguns. I hate them. Oh well. :P

Old Post 09-11-07 05:20 #
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Butts
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Outstanding. this beautiful set of maps kicks a whole lot of ass.

Old Post 09-11-07 05:53 #
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kristus
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Craigs said:
Is that even a word?


I'm not surprised that I got an answer such as that.
I'm rarely sure when something like that comes up if it's supposed to be a C or an S. (Or other cases, like Z or S.) If it's for something more important than a forum post, I check it out to make sure I get it right. But on forums I generally just roll with it.

Heh, I was looking at my old projects, and I noticed that the english in them were pretty horrible. But that was back in the days when I didn't bother with many things. Luckily I changed.

Old Post 09-11-07 06:08 #
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Tormentor667
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The Lag said:
i loved that secret. it was very well done, though could've been better if you were able to defeat the enemies.

Heh, make sure to take a closer look at other maps as well, especially the final boss map of Episode 3, the one with the spiders ;)

Old Post 09-11-07 07:20 #
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Nebula-Kristian
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I've made it to the third level so far and have been completely astonished by the looks and fun factor of this. I can just wander around the maps looking at all the detail that can be found. This has got its really own feel into it and really sucks one in to this world. I haven't quite had so much fun playing doom in a long time. :) Haven't found any secrets yet :D

Old Post 09-11-07 08:02 #
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Enjay
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kristus said:
I'm aware of that, and neither am I. So I can relate to the difficulty of catching them all. But I'm very surpriced none of the beta testers commented on it. In particular the guy who was doing the voice for it. But seeing as he just read it as it wrote, including the missing "the" I suppose he wasn't paying that much attention. Or whatever-...

I haven't had a chance to DL the final version yet. Based on the early drafts of the text that I do have, are we referring to:

"your hands are blood red like sky hanging over you."

Versus

"your hands are blood red like the sky hanging over you."

If so, then my bad. :( The first is grammatically acceptable if you wanted to imply that your hands are like a sky hanging over you, err somehow, but I think we all know that wasn't the intention. The sentence structure is not unusual. To talk about, say, "nothing but clear blue sky above you" without a "the" in the sentence anywhere is quite common so I guess I just missed it.

Funny thing is, I read the text, offered corrections to Daniel - some he liked, some he didn't, he sent back corrected texts, I spoke them (usually a few times), I listened to them (again usually a few times), picked the best version, sent them to Daniel, he incorporated them into the WAD, I got an early beta and played it a few times and still I didn't spot what is now a pretty obvious mistake. So not only did I not pay enough attention, I repeatedly did not pay enough attention. :/

Old Post 09-11-07 21:56 #
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BoldEnglishman
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I just finished playing it... all in one go (well, I've left the alternate ending 'til tomorrow ;)). O....M....G.

In the same way Lord of the Rings (the film) is so much more epic then say, the Simpsons...

...this, the ULTIMATE Torment and Torture, is so much more epic then the regular Doom levels.

I am just, lost for words after finishing it. That was easily the best, MOST immersive and overwhelming doom experience I have ever had. I am gonna have to show this to my friends ;)

Everything about this is ... is just so over-the-top, epic, overwhelming and monstrously huge and grandiose, that I absolutely adore it. I'm a complete sucker for all that was mentioned above. I was in bliss for a good 3 hours playing that :)

Well done EVERYBODY that was involved. I found alot of easter eggs and surprises, but I'm absolutely 100% certain that I'll find even more to remember next time I play through it :)... and heck, I haven't even played the Lost Episode yet!

Old Post 09-11-07 22:59 #
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Naan
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Naan said:
I'm sorry, but I bet this wad, as good as it may be, will soon join the ranks of KZiZD and DRE, wads that lots of people hates for some reason.

Looks like I was wrong. I believed each single wad featured new weapons and ennemies get the finest bunch of violent critics but here it's not the case.

Anyhow, I'm gonna love this one, being just on the first level and never played the previous T&T wads. There is a major issue in this one, after killing the Cyber spawned just right after opening the gateway to dungeons, I ended up with like 60 bullets and had to fight 2 Knights, a dozen demons and a commando trap without a single piece of ammo avaiable other than my 60 bullets. OMG.

Other than that, the levels are pretty well detailed/eye candy, and somehow reminded me Demon's Eclipse ep2.

Old Post 09-11-07 23:17 #
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J-selva
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Anyone know how to get to the secret room behind the gates on map 2 (not the mario secret, but the other one)? Also, I can't find all the monsters on this map. I have a mancubus left (noclip and look at the map for a normally inaccessible square room) and don't know about the other one.

Old Post 09-12-07 01:33 #
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kristus
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Enjay said:
stuff


Like I said, it's not really a big deal, god knows I've done bigger mistakes. It was just something that happened to really annoy me for whatever reason, and as such I listed it.

I've just got back from work, and before that I had just finished the first part of the third map.
I have to say that this is probably the best wad by Tormentor I've played. (I've not tried the Invasion version of TUTNT though, which atleast IIRC Deathzor really liked)

Definitely shows that a lot of work went in to it. Although I'm arguing against the person that said it was the most polished Zdoom wad ever. Not that it's a merit in itself really, just means the author had a lot of patience. ;)

Bugs and mistakes aside, I find it to have a few design flaws that I'd like to comment on.
1. The voice acting, weather you like it or not, is a matter of preference. But the music is drowning about 50% of what is said in the maps.
2. The layouts are still really first grade standard. Mostly consisting of long hallways that you run back and forth in. And very little actual interconnectivity, and virtually no intresting room layouts. (Where most of them are just boxes, and this includes the few new areas I've seen so far).
3. The Minigun is acting really weird, since you have this wind-down after you stop firing it. And for some reason, you have to wait for it to finish winding down before you can fire again. Or change weapon or that matter. I suppose it's a balance thing, to make it less powerful. But shouldn't that be done by a wind-up rather than what it is doing now?

Anyway, I suppose that's all I had for now.

Old Post 09-12-07 05:35 #
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Tormentor667
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kristus said:
3. The Minigun is acting really weird, since you have this wind-down after you stop firing it. And for some reason, you have to wait for it to finish winding down before you can fire again. Or change weapon or that matter. I suppose it's a balance thing, to make it less powerful. But shouldn't that be done by a wind-up rather than what it is doing now?

It mimics the behaviour of Skulltags minigun so don't blame me for that :) I thought to prevent problems when I use the sprites from ST, it makes sense to make it work like the one from ST

Old Post 09-12-07 16:41 #
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Tormentor667
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BTW, [b]Anyone willed to do a "Doomworld News" thread in the User submitted news forum? Would be great :) Thx in return!

Old Post 09-12-07 17:13 #
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the iron hitman
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GZDOOM says:
Script error, "DEC_GORE" Line 24: Gravity is an unknown actor property


Anyone know why gzdoom does this right on startup?

*rolls on floor crying not being able to play TUTNT*

Old Post 09-12-07 17:27 #
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Naan
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It works for me with the latest GZDoom build.

Mmh, about my ammo problem, am I a such a bad Doomer that don't know using scarcely his ammo or is there a slight ammo balance problem in the map ?

(well, my english isn't as good too as you may notice :))

Old Post 09-12-07 17:56 #
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Graf Zahl
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the iron hitman said:


Anyone know why gzdoom does this right on startup?

*rolls on floor crying not being able to play TUTNT*




Get a newer version.

Old Post 09-12-07 18:00 #
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the iron hitman
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Done that now :) Thanks tormentor and graf :D

Old Post 09-12-07 18:06 #
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