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Snarboo
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It's already looking great with "minimal" detail there, Dread. I can't wait to test it out. :)

Old Post 05-16-08 08:42 #
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alterworldruler
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ler said:
Ah, totally forgot about that. Well, I suppose we can whip up an HHE file. ZDoom supports them, though we might as well throw in a MAPINFO for that, but something else might like HHE too so let's still plan for that.

As for Animated Textures as extras, they'd just look totally goofy without being animated. I'm not against it, I just say it'll look goofy.

no, zdoom doesn't support HHE files, devs said it themselves

Old Post 05-16-08 10:30 #
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jobro
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E4M4: jobro* (finished, haven't checked)

Removed the file due to it still is only 90% completed. Will upload a new version when I'm hitting 95%.

Old Post 05-16-08 11:56 #
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Creaphis
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Even though our music playlist will require ZDoom, I'd prefer that we stick to tracker-based formats and not include any mp3's. I'm not saying this for the typical reasons, like file size, but because I feel that tracker music (and especially classic midi files) would just fit Heretic levels better. The music in Heretic has a characteristic sound which I'd rather not completely abandon.

Old Post 05-16-08 20:59 #
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jute
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This project is looking really great! I'm glad the community will finally have some really fine Heretic work. Hopefully this will inspire further wads.

Old Post 05-16-08 21:10 #
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Vermil
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Creaphis said:
Even though our music playlist will require ZDoom...


What makes you say that ;)

Old Post 05-16-08 21:32 #
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jobro
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Aight! This is the deal. I'm willing to make another map if that's ok. I take on E4M5 as well.

Old Post 05-16-08 21:47 #
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Creaphis
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Vermil said:


What makes you say that ;)



Music for maps will be specified with a MAPINFO lump. Page 8 of this thread explains why.

Old Post 05-16-08 21:59 #
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Vermil
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I thought it was decided that the Treasure Chest would include optional music for all advanced port's.

Anway's, I've realised it was wrong of me to challenge you in such a way. My apologies.

Old Post 05-16-08 22:21 #
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Creaphis
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In the case of Heretic, I think "advanced ports" is pretty much only ZDoom and its derivatives. I'm not sure of this, but I don't think there are other Heretic-capable ports with ZDoom-style music customization.

No need to apologize, I wasn't offended. I just thought you had missed some posts.

What about my "no mp3s" suggestion? It's just my personal feeling; if other mappers want mp3 tracks for their maps then I guess that's fine.

Edit: Forget I said anything. I just listened to Jobro's "Dark Lights" and it would definitely fit some levels very well. So, yeah.

Last edited by Creaphis on 05-17-08 at 00:02

Old Post 05-16-08 23:54 #
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DarkJedi188
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Creaphis said:
In the case of Heretic, I think "advanced ports" is pretty much only ZDoom and its derivatives. I'm not sure of this, but I don't think there are other Heretic-capable ports with ZDoom-style music customization.

You can always type a DED file for Doomsday compatibility, specifying the filepaths of external music files.
I've done that before.

Old Post 05-17-08 00:24 #
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Vermil
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DarkJedi188 said:

You can always type a DED file for Doomsday compatibility, specifying the filepaths of external music files.
I've done that before.



They don't have to be external. Dday can read any format it supports from a wad just fine (you just use "Lump =" instead of "Ext =".

Last edited by Vermil on 05-17-08 at 00:48

Old Post 05-17-08 00:42 #
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Creaphis
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DarkJedi188 said:

You can always type a DED file for Doomsday compatibility, specifying the filepaths of external music files.
I've done that before.



Oh right. I guess someone mentioned that and I forgot already.

So Doomsday also handles more advanced music formats?

Old Post 05-17-08 00:52 #
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DarkJedi188
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Creaphis said:
So Doomsday also handles more advanced music formats?

Well, I'm not using the absolute up-to-date version of it, but the version which I do use has support for external mp3s which can be downloaded separately and stored at another folder different from the wad's location.

Old Post 05-17-08 01:07 #
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Vermil
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Creaphis said:


Oh right. I guess someone mentioned that and I forgot already.

So Doomsday also handles more advanced music formats?



Doomsday (at least on Windows and Linux, I don't know about Mac), ZDoom and GZdoom all use FMOD. Though Doomsday and ZDoom use versions that are a few years old now.

Doomsday uses a version from before its rewrite (the sound code hasn't been touched by the rewrite yet) and ZDoom just uses an old version I guess.

Old Post 05-17-08 09:51 #
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Torn
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I wonder, what about my old e1m1 and the others I have got sent to me? I thought we would keep the maps in the project, I had?

Old Post 05-17-08 20:19 #
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Creaphis
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Maybe if you uploaded them or sent them to Ler...

Old Post 05-17-08 20:36 #
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Torn
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Creaphis said:
Maybe if you uploaded them or sent them to Ler...


I can't really at the moment as I wrote in my last post.

Old Post 05-17-08 20:40 #
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Creaphis
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Well, don't consider this first episode as anything close to a finished product. It's a convenient package in which nine levels can be tested. I'm sure that map order will be reconsidered when your maps are in (and map order would probably be reshuffled yet even if your maps weren't pending).

There must be some way that you can move that map data though. Do you have a CD burner? A thumb drive? An Ipod? A floppy disk?

Old Post 05-17-08 20:55 #
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jobro
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I dunno what you're going on about here and why you cannot send them. But concider this option. You got a cellphone? Get a 32Mb SD card and plug it in to the phone. Then connect the phone to your computer and copy the files to your cellphone. Then as you get onto a computer with internet connection you can connect the phone and computer and send the files. Same goes if you got a Playstation Portable. This is actualy how I transfer files between my work and home computer. Cannot be much simplier than that. I use a 2 GB SD card, and transfering the files takes just a matter of seconds to complete.

Old Post 05-17-08 21:34 #
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ler
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Well I have this feeling Torn's not going to see this post for a while, but ultimately I'm not entirely sure where we are going to put all the levels.

Map order will be shuffled tons, though.

Old Post 05-17-08 21:36 #
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Lord_Z
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Indeed, I'm sure this can all be worked out.

Old Post 05-17-08 21:39 #
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Dreadopp
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I don't exactly care where my first map ends up, if it goes into the second or third episode I might think about changes the enemies accordingly. Plus, I will probably have to change the music since it will most likely not fit.

I am not sure if Torn has another E2M8, but if he does then I might have to either cancel my second map or make it into something other than a boss battle.

Old Post 05-17-08 21:48 #
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jobro
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Are you guys ready? Here is E4M4 100% completed!

http://www.box.net/shared/7aykc55wkk

Old Post 05-17-08 23:02 #
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Creaphis
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Okay Jobro, I just played through your "Mount Mortal" for the first time and I'd say that it has some severe problems. I don't want you to feel picked on, so I'm going to write these points as generally as I can, so that ALL MAPPERS HERE CAN KEEP THESE IN MIND. I also promise to say something nice about it.

1) When you map, you need to remember that when someone else is playing your map, he'll be playing it for the first time. He doesn't know what obstacles he'll be facing, and he doesn't know how to prepare for them. He definitely doesn't know where the secrets are, if they're impossibly hidden. Sure, you can beat this map more easily with practice, but the casual player doesn't want to practice your map. He expects to be able to beat it on his first play-through while only loading prior saves a few times. Maps need to be easy enough for this to be possible on at least one of the difficulty levels.

2) This is largely point 1 again, but more specific. For every individual trap and fight in your level, you need to think: "Is there a chance that a player could beat this obstacle on his first try?" If the answer is no, it needs fixing. Some specific traps in your level that violate this principle are the wind sectors on the tower (every player will be swept into the lava on his first try, and none will catch themselves in time, because no reason has been given to expect wind) and the minotaur pit (it took me about ten tries to get out alive).

3) Maneuvering in this map is far too difficult. This was especially annoying when I was killing the golems and disciples on the tower in the lava pit. Because you put a lava stream in the middle of the passageway, it's impossible to dodge projectiles in that passage without burning yourself. I had no choice but to back far away and snipe awkwardly from a distance instead of confronting the enemy. This is awkward and tedious.

4) Monster hordes are fun to see in Heretic, as the original maps never really had any, but decent weapons and ammo must be provided to fight them. Look at Hell Revealed; every map has tons of monsters, but the player always gets the RL and BFG to deal with them. Fighting everything with basically just the wand was extremely tedious. Even if you don't want to include more of the upper weapons, keep in mind that Heretic provides many interesting items to aid the player. Giving the player some tomes of power to strengthen the wand would already make this a bit more fun.

5) It's impossible to get 100% kills. An unwritten rule (well, actually it's often written) is that 100% kills should be possible from a pistol/wand start. Otherwise, many players and all max speedrunners will be frustrated, as they expect to be able to finish off every monster they see. You really can't break this rule in a community project, unless your map is an astonishing artistic achievement (see CChest 2 map 20).

6) Your lower difficulty levels are harder than the upper ones. This is sloppy design and absolutely out of the question. Don't switch the difficulty levels around, though, but make the lower ones much, much easier, because four minotaurs in that pit is ridiculous when two is already too many.

I promised something nice, and here it is: There is a niche audience who will like this mapping style. Some pain-loving Doomers will enjoy struggling through a painful level like this. But, I believe this project is oriented towards more classic and less brutal gameplay. Maybe if you're lucky, we'll decide to include an episode (4 or 5) of arduous maps like this one. But otherwise, this needs heavy rebalancing to fit in. If you only want to make maps like this one, your efforts may be better suited to a solo project. I hope you've taken the time to read this, and I hope you don't feel offended, but I want to see people mapping as well as they can.

Last edited by Creaphis on 05-18-08 at 01:36

Old Post 05-18-08 01:26 #
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ler
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I've got to say, that map is difficult in the shittiest way.

If you want a good look at difficult with grace, the best sort, look at some of the more acclaimed "high difficulty" doom maps. I like Scythe, myself. Those are expertly managed difficulties.

Old Post 05-18-08 04:06 #
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Creaphis
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ler said:
I've got to say, that map is difficult in the shittiest way.


I need to remember that I can just say it that way. Hopefully my lengthy advice for improvement isn't entirely ignored (which is often the case).

Old Post 05-18-08 04:12 #
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ler
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Well I learned a thing or two, at least.

Which reminds me, I need to finish E3M7 :P.

Old Post 05-18-08 04:13 #
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Dreadopp
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I just played through your map jobro, and I thought that the design, IMO, was fairly good. The major problem I had was that there was no ammo for any of the good weapons. Really, the only ammo there is on this map, is ammo for the wand. However, there is far too much ammo for it at the start, and not enough to fight the minotaurs in the pit. I think you should put better weapons on, or just add a lot more ammo for the crossbow.

Another thing is that there is too many guys on the pyramid thingy. It took me forever to take them all out, just so I could get on top of it without being killed. Doing this, however, took a little longer than I would have hoped. Then after I get to the top of the pyramid thingy, I get ambushed by what looks like another 50-75 guys.

I think you definitely need to reduce the number of monsters, and add some more ammo for the better weapons. Also, you might want to take some of Creaphis' advice.

Don't get me wrong, I like the design of the map :) (I liked the "wind tunnel" just before you get teleported into the pit of the minotaurs), but I think you should at least fix the problems that I, and Creaphis, mentioned.

Old Post 05-18-08 07:22 #
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Lord_Z
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I think the advice is well stated, sometimes I forget about number 1.
I went looking for some new texts that we could use for this project and did find some pretty good ones. Here are some ones that should match Heretic:

http://i26.tinypic.com/1zw280l.jpg
This one is the best looking for Heretic in my opinion.

http://i26.tinypic.com/15oebyv.jpg
If not the skulls, the text itself looks pretty good.

http://i29.tinypic.com/ajpbma.jpg
This one probably looks most like the original Heretic.

They will need some work, however, to make them fit nicer into the game, such as the different shades of green rather that all one color like they are now. I do not know if anyone here is good at that kind of thing because I know I'm not the best artist. I just wanted to see what all your feelings are on some text like this though, I can always look for more styles.

Old Post 05-18-08 07:28 #
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