esselfortium
Senior Member

Posts: 1618
Registered: 01-02 |
printz said:
I thought you'd make it for another port, like EDGE or VaVoom, or even Eternity, which you are currently mapping for, in which case you'd be planning to portal the player to total madness.
I think you're missing the point of this exercise.
In case it's for Doom (why doom2.exe and not doom.exe, when doom.exe gives space for all the new monsters) then how are you gonna manage 6 unique keycards? manual exe hack or fake keycards which are switches or props instead?
I considered changing it to Doom.exe, but Doom2.exe allows for more maps, so we can have the animated titlemap and a credits map. Also, it allows us to use a different sky for the secret map, so we can get the nice dark-and-rainy effect.
Are you gonna use doom(2).exe or doom(2)p.exe?
Doom2.exe, with DeHackEd. It's being tested in Chocolate Doom.
You'll need high visplane and savegame size limits.
Heh, no. This is looking good without any visplane overflows. We've had issues with visplane overflows in a few places, and with a lot of HOM (Doom HOMs when there are too many 2-sided lines in view at once), but they've all been fixed so far.
Some of the maps will likely overflow the savegame size limits, yes, but Chocolate Doom has an option in its setup program to expand that limit.
If you don't try saving, the wad will be 100% compatible with doom2.exe 1.9. Making it for doom2+ or another limit-removing port would defeat the point entirely. (Yes, extending the savegame limit in chocodoom is removing a limit, but there's no way around that without deleting half the maps. And it's possible to play without saving if you're enough of a purist to shun chocolate doom I guess.)
Also, with Dehacked only, new monsters wouldn't be very many -- you'll run out of attack options.
There are eight new monsters, all of which are finished and working, though there might be some minor tweaking later on when we get to playtesting. Not all of them are exactly identical to their KDiZD brethren, but they're all at least similar. We've got:
- Dark Imp (stronger than regular imp, throws fast blue fireballs)
- Soul Harvester (grayish imp-looking fellow that throws yellow homing-missile skulls at you)
- Shadow (runs around quickly, then squats in place and throws fireballs until you're out of its line of sight)
- Mauler Demon (red spiky pinky-demon that jumps at you from across the room)
- Rapid Fire Trooper (similar to the zombieman, but with faster fire)
- Chaingunner (same as doom2's chaingunner, but with both a normal and gibbing death animation)
- Hell Warrior (throws yellow fireballs, shoots green baron-fireballs from its shield, and holds up its shield to defend itself and become temporarily invulnerable...yes, the shield actually works.)
- Bruiser Demon (throws a yellow fireball from each hand, throws six exploding fire projectiles at the ground, and throws a barrage of homing missiles)
The Hell Warrior and Bruiser Demon each use nearly 3 monsters' worth of dehacked frames.
Moreover, does a reverse of ZWADCONV even exist?? You'll have to base your maps on KDiZD's. Good luck and don't leave this as a joke. Without care, this could turn out lame :(
Huh? I've been working on z1m1 entirely from scratch, just getting the measurements from the original map where needed. z1m9 is being done by copying and pasting one room at a time, then trimming it down and re-detailing to fit.
And this isn't a joke. I've put a lot of time into it, and I guarantee you that it's very much real.
EDIT: Oh hey, you added to your post!
Slopes? Overhead water? Changing colormaps? Center texts? I guess KDiKDiZD will look old-school again. Again, I hope you don't label it as a joke wad.
Slopes are being either replaced with new architecture or faked with midtextures.
Colored lighting is being faked pretty realistically. (That shot is now somewhat outdated...the area on the left has been detailed a good bit more)
Hudmessages are the cancer that is killing Doom.
If this wad looks old-school, then we have failed miserably.
Again, this is not a joke.
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