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Butts
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im so fricken close to being done, only a few things left to do.

plus i finally figured out how to make midis!
too bad im tired and have school tomorrow, otherwise i would be done

i am at 29.5 thousand sidedefs and i still think there is more detail to add.... damn im gonna have to align hella textures though.

Old Post 05-05-08 07:42 #
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esselfortium
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Yay! Be careful not to add too much more, though, or it'll go over 32768 segs and crash in ZDaemon and Odamex. (Though setting ZDBSP to compress segs should help a bit with this)

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Old Post 05-05-08 08:53 #
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Mechadon
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Longest 24 hours I've ever seen :p. Hopefully we're really close to being done...?

Old Post 05-05-08 23:40 #
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Butts
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yeah i need to fix a couple of things then ill turn my map in for critiquing (or however its spelled)

Old Post 05-06-08 00:57 #
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Butts
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Intense esselscan necessary. i probably did a whole bunch of stupid mapper shit in this. extreme review is also probably necessary.

here it is, a song in it, but i dont care what song is for the map its up to whoever, i just was happy to get a working midi of a song i like.

http://www.speedyshare.com/243666388.html

its almost vanilla compatible, it gives hom only when you are at one end of the map looking to the opposite side, but no visplanes.

Old Post 05-06-08 06:56 #
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Butts
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sorry for triple posting, but this shits gotta be on the top of the forums so everyone looks at this first.

Old Post 05-06-08 07:08 #
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master lockwolf
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Butts, your map is amazing!

Old Post 05-06-08 07:18 #
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esselfortium
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Butts said:
Intense esselscan necessary. i probably did a whole bunch of stupid mapper shit in this. extreme review is also probably necessary.

here it is, a song in it, but i dont care what song is for the map its up to whoever, i just was happy to get a working midi of a song i like.

http://www.speedyshare.com/243666388.html


Holy crap, uh...wow. o.o

Looks good! I noticed a few things:
The translucent vortex things are really cool, but they bring my framerate down to a crawl. Maybe they could be somehow simplified down (i.e. a couple of translucent lines on each side, then a solid wall in the middle).

The fire texture on the red translucent vortex thing is using the wrong texture as its frame, so it doesn't animate.

There are some weird flat/texture mistakes at 806,-564. (You can use the idmypos cheat to show your coordinates and find this)

And I haven't actually checked this myself, but it's been mentioned in #32in24 that there are apparently a bunch of unclosed sectors.


its almost vanilla compatible, it gives hom only when you are at one end of the map looking to the opposite side, but no visplanes.

lol?

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Old Post 05-06-08 07:22 #
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Butts
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thanks for the kind comments. the vanilla thing was a joke...

anyways, mek stuck those vortex things in there and i didnt experience lag, but i can change them. also, i dont know why the fire one doesnt animate, i never screwed around with the supplied textures. i had a strong feeling there were going to be texture/flat mistakes as well.

there are unclosed sectors in my map? how shameful of me! damn i'll have to get to it.

ill fix whatever errors tomorrow and polish it up a bit i guess, but i got to go to sleep right now because its late and i have school tomorrow. its not fun being tired.

Old Post 05-06-08 07:45 #
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Catoptromancy
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013
http://www.speedyshare.com/346328535.html

32in24-7help.bmp
ButtsBrinks-14.wad
NesImpboy-29.wad
TitsNCowbell-20.wad
m21bucketfix.wad
mekbuttsdone.wad

Old Post 05-06-08 07:50 #
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Mechadon
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Butts said:
Intense esselscan necessary. i probably did a whole bunch of stupid mapper shit in this. extreme review is also probably necessary.

here it is, a song in it, but i dont care what song is for the map its up to whoever, i just was happy to get a working midi of a song i like.

http://www.speedyshare.com/243666388.html

its almost vanilla compatible, it gives hom only when you are at one end of the map looking to the opposite side, but no visplanes.



Ooooooo! Gotta see it, downloading now :D

Oh, and about those two FIREWALL vortex thingys...originally I was going to cut the number of linedefs in half to make sure they wouldn't cause any severe lag (or just do away with them altogether, but I thought they looked cool). Anyways, I didn't experience any lag on my machine unless I looked at them really up-close, however this may have changed after you detailed it. So you may want to cut them in half if they are causing anyone any problems...or I can, if you don't want to fool with it :p. But whatever you end up doing, just don't put a solid wall in it (as essel suggested)...I want it to be passable for weapon fire.

*edits*

Butts, you did a fucking excellent job bud :D. Found a few extra buggers:

http://img411.imageshack.us/img411/7282/doom0043gd4.th.png
This is the ceiling of one of the light/mid-grate impassible line decorations at the very end of the base (close to the flag). It's the same directly across from it on the same structure...and it's the same deal in the blue base.

http://img185.imageshack.us/img185/9922/doom0044ln7.th.png
Just looks like some minor misaligns...they might be kinda hard to see.

http://img162.imageshack.us/img162/9090/doom0045ai0.th.png
Looks like a midtexture bleeding into the floor...or it's a flat bleeding, I couldn't really tell. Also I'll confirm that the red vortex does not animate (which is weird...the layout version of them did). Oh and I'll also go ahead and say that it would be an extremely good idea to then out the number of those linedefs...maybe by half or more. Something that might look ok would be to cut it down to 4 lines total (have it be two lines really close together and then offset one of the lines by about 64 px or so)...and then in the very middle of the vortex structure throw in another line and make it transparent. Make the texture the colored SHAWN texture and see how that looks...just a suggestion.

@Cato: Map33 does not have a MAPINFO entry and thus cannot be accessed to unless you warp (maybe this was intentional?). Also Ill Descent is still using the incorrect music.

Last edited by Mechadon on 05-07-08 at 01:23

Old Post 05-07-08 01:02 #
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Butts
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cool thanks for the feedback. i think i may have forgotten some other spots for errors, like the bfg i just realized has no lift function to bring it down...

Old Post 05-07-08 05:10 #
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esselfortium
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Also, the lifts from the very bottom gray-water area don't look recognizable as lifts from the bottom. Maybe put a switch texture or something on them to make it more obvious that you can use them to get up out of there.

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Old Post 05-07-08 05:19 #
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Butts
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i should probably do that.... i thought i was making it obvious buy using those textures, but i guess not. haha.

Old Post 05-07-08 05:24 #
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TheMionicDonut
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one of the blue lifts (the one at north side of map) doesnt have a texture on the back once the lift goes down D:

Old Post 05-07-08 05:57 #
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Csonicgo
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map33 needs Hazy Maze Cave midi.

Old Post 05-08-08 19:35 #
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Catoptromancy
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016!!

http://www.speedyshare.com/942773184.html

CWILVS added!!!

We are now in the process of epicifying the maps. Many maps will need tiny to huge changes.

If you have an idea on how to make a map better, come to #32in24 on irc.oftc.net so everyone can get together to make the best changes.

Last edited by Catoptromancy on 05-11-08 at 08:15

Old Post 05-11-08 07:38 #
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Shaikoten
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Suggested Gameplay refinements:
[03:07] <Shaikoten> MAP04 - Fucked up lump thing in the middle. Seriously, WTF @ that. Maybe some sort of courtyard, the lumps don't add any gameplay value IMO.
[03:08] <Shaikoten> MAP16 - Way too straight and open, needs a little bit of an obstacle in the center to slow capping down.
[03:08] <Shaikoten> MAP19 - Too many teleporters. Maybe half the number of teleports, and open up/enlarge the hallways.

Old Post 05-11-08 08:16 #
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TheMionicDonut
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Taking care of 16

Old Post 05-11-08 21:13 #
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Catoptromancy
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I am also going to implement a non-RAM raping policy. Maps should not make most people in a server complain of fps loss.

The few maps this occurs on I am very carefully removing the least noticeable detail, so it will have the least impact.

Old Post 05-12-08 01:44 #
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Tango
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Which maps are you talking about?

Old Post 05-12-08 02:23 #
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Shaikoten
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Tango said:
Which maps are you talking about?

MAP09 always got a collective groan when it came up in rotation, also MAP33 lagged. I don't know which maps he's working on, but it might be one or both of those.

Old Post 05-12-08 03:37 #
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TheMionicDonut
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http://www.speedyshare.com/150970365.html

Map16 with more details and something in the middle

Old Post 05-12-08 05:59 #
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Catoptromancy
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017 !!!
http://www.relentlessbeating.com/32in24/32in24-7-017.7z

M09 is now less RAM hungry
M15 made a few lines impassible that looked like they should be.
M16 updated

Old Post 05-12-08 06:42 #
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Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


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Nes's "Flow Over Flow".
http://www.speedyshare.com/558121211.html

Detail time: 16 hours
Music: from Sonic the Hedgehog

Last edited by Bucket on 05-12-08 at 08:50

Old Post 05-12-08 08:31 #
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esselfortium
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@Bucket: I <3 it

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Old Post 05-12-08 08:47 #
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Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


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Pictures for those who care.

http://img.photobucket.com/albums/v172/Numbermind/Doom/flow3.jpg

http://img.photobucket.com/albums/v.../Doom/flow4.jpg
http://img.photobucket.com/albums/v.../Doom/flow5.jpg

Old Post 05-12-08 09:03 #
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Worst
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32in24-7-017

map33: goes over the seg limit.

umm and how about adding this one to the next beta?
map35 Virgil's Leading CTF II:
http://two.xthost.info/botw/VirgilCTFII.zip

Old Post 05-12-08 09:30 #
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esselfortium
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WHAT TO DO

Okay, I did a quick runthrough to see what still needs fixing. Note that Butts' map33 and Bucket's newly-submitted map are going to bump two of these to map33+ slots:

map04: herring is/was redoing this from scratch. the inside of the base was redone, at least. either herring finishes it himself of someone else who knows how to map takes it and does the middle part for him. emphasis on "knows how to map".
Being handled by TheGreenHerring(?)

map10: detail is mostly okay but somehow the texturing still feels a bit weird. i think it's the contrast of drab gray brick/snow with the bright red and blue highlights. i'm also not sure what's up with all the tech lights and warning stripes...is this a snowy gothic castle or a snowy techbase? o_O

map11: detail is okay, but it desperately needs real lighting contrast. right now it's all one light level inside and all one light level outside.

map16: i'm sorry but this is still a mess. the new pipe floor-step-things in the hallways are just something else to get stuck on, and the texturing/detailing still needs work. also it's really cramped. :(
Being handled by MionicDonut

map19: clonedpickle was working on this. layout is somewhat better now, but still needs better detail and less DARK
Being handled by ClonedPickle(?)

map20: layout is somewhat better now but the detailing and architecture still just feels flat and weird. consoles built into walls with random sizes and shapes, small lights tiled across big spaces, and little details like tiny metal beams across ceiling lights but not enough actual architecture. big beams, ceiling height variation, compartmentalization, etc.

map23: theme needs complete overhaul, it uses one texture from practically every texture set in the wad

map24: texturing could use some work in places, but layout needs to be fixed first
(needs to be actually symmetrical. red team has height advantage, and also too many doors, not enough entrances)

map27: STRIPEZ
Being handled by Catoptromancy

map28: i still think some of the texture/flat choices in this are really weird-looking, and the ceiling lights are very flat. also make the floating midtex computer screens into either translucent lines, or actual solid sectors, so they don't just look like flat lines :P

map31: needs dehacked mecha-hitler
I guess I'll take care of this eventually

map33: needs some detail removed due to speed issues and lag-vortexes simplified. iirc butts is already working on this, or at least on the vortexes and a couple of texturing bugs.
Being handled by Butts(?)

Speedy CTF, LOLSMALL, and Major League Dooming are silly joke maps and are perfect as-is. Don't touch them. :P

If your map is on this list and you're offended by any of the content in this post, I am sorry. Better luck next time :(

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Last edited by esselfortium on 05-12-08 at 18:56

Old Post 05-12-08 18:49 #
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Butts
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ugh, i became sick of detailing/mapping/small shit bug fixing after i finished this so i haven't really done anything, if anyone wants to fix the bugs and stuff you are more than welcome to.

Old Post 05-13-08 02:40 #
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