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Lord_Z
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I don't mind getting rid of the textures because I only used a couple of them so it was no biggy. The one texture I want to keep is the FLTBLOD1 but I had a question; Will the character still sink into it like in water or lava? I don't think I will use it if it doesn't.

Now a note on the map slots. I don't think that any should be closed until (like ler said) Torn's maps come in. He may have enough to fill an entire episode.

My map is coming along good, I think I have finished the mapping part and I just need to populate it. After that I am going to do some multi-player testing and it should be ready to go. Oh, and I did break the key collection order on this one :O

Old Post 05-10-08 07:37 #
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zap610
JETSONZ KREW 4LYF


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Sign me up for e1m6 please.

Old Post 05-10-08 08:01 #
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ler
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And with that we have our first completely requested episode. E1 is still 4 maps away from being finished entirely but we have people on all the slots. Good progress!

Also I'm not entirely sure if FLTBLOOD1 will sink like water. There's a really big chance it might but I'm not familiar with Heretic's flat system enough to really know.

A note on multiplayer: you should at least include coop starts and 2 deathmatch starts somewhere on the map. If you're not going to make it completely compatible that's fine, just as long as you can potentially exit and play the maps.

Old Post 05-10-08 08:51 #
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Creaphis
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Heretic's lava flats are hardcoded to sizzle, and the water flats are hardcoded to splash. This is independent of all other sector effects - a sector with the lava flat and a type of 0 will do no damage but will still sizzle your feet. Unfortunately, it's impossible in vanilla to add new animated flats or add flats with these effects, so no, FLTBLOD1 will just act like a still, hard surface. If you were making your own map, independent of this project, you could put these blood flats in your wad and name them like the water flats, and put new splash sprites in your wad that are red instead of blue, and then it would work.

Old Post 05-10-08 10:00 #
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Lord_Z
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I was afraid of that. Oh well, I'll just have to use something different. Thanks a lot :)

I had forgotten about death-match starts for my first map so when I get the new one finished, I'll post it as well with death-match starts, etc.

Old Post 05-10-08 13:48 #
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Lord_Z
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Ok, I'm finally finished with my new map. I'm tired of looking at it, so hopefully there are not very many problems. The only thing I know that may be a problem is the sky (you'll see what I mean when you try it). Just like my first map, it can get pretty tricky on hard.

This link is no longer available.

ler, here's my first map again, I updated it with death-match starts and weapons, so people can blast each other away on it. Let me know when you have them so I can take the links off the post.

This link is no longer available.

Enjoy!

Last edited by Lord_Z on 05-11-08 at 20:43

Old Post 05-11-08 10:29 #
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Artillery
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Lord_Z: You bastard! You stole my ideas for a level. No seriously. I started working on e2m9 and I have started building "inverted" areas. The sky thing is there as well, and the level has a very similar location. How did you know? I mean I know you didn't, but hells, it was meant to be a surprise. Now I'm gonna have to do something else myself. :)

Yeah, anyway, I'll playtest it properly later on, now I'm in a little state of shock, because the initial reaction was OMG! It looks completely nuts. I love it. The moment I pressed the door, I knew your level will have that same "surreal on acid" feel. Anyway, now I have to think on what to do myself, since you beat me on the "inverted" thing.

Last edited by Artillery on 05-11-08 at 13:20

Old Post 05-11-08 11:12 #
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Lord_Z
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Oh man, I'm sorry about that Artillery. About a day after I started working on it, I saw that you and Creaphis were talking about making maps that were slightly bonkers. I did not want to spoil mine so I did not say anything about it. I just thought that no one else would make something like it, so I continued with the idea. I hope you can still enjoy it and that your level can still be finished soon. (Please don't hate me.)

Old Post 05-11-08 14:18 #
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Artillery
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Lord_Z said:
(Please don't hate me.)


I don't hate you. But imagine my reaction when I saw the inverted room. All numb, haha.

I figured out another mystery (I think), you're Dutch, or Flemish, right?

Anyway, it's a bold level to make. Don't worry, my map is in a little bit of a hibernation anyway, as I literally didn't have time to open doom builder last week. I'd say, it's roughly around 15% complete. Next week, I plan on mapping, but my mapping never goes fast anyway.

Old Post 05-11-08 14:43 #
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Lord_Z
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That's good. :)

Yes, I can understand your reaction. We seem to be on the same kind of wavelength, which is pretty cool. Cool or scary...

I'm not Dutch myself, but I do have a good friend who is.

Old Post 05-11-08 16:21 #
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Artillery
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Lord_Z said:
Yes, I can understand your reaction. We seem to be on the same kind of wavelength, which is pretty cool. Cool or scary...


Lord_Z, I took over your soul, you're just not aware of it. Yet. Muhahahahahaha...


I'm not Dutch myself, but I do have a good friend who is.


Ah, so I see. 'Cause I wondered about the title, googled, found the dictionary, and voila...

Old Post 05-11-08 19:03 #
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ler
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I looked at the finished E1M9 but I couldn't open a door and there were some glaring HOMs at the beginning. Also, there's a thing type 32000 that crashes Heretic+ somewhere.

Old Post 05-11-08 19:10 #
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Artillery
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In gzdoom, it worked fine (unsurprisingly), but in some areas the "sky" effect turned out strange. For example, the blue key building, when looked from the outside (on that broken ledge), was cut off by the sky texture. It looked bad, and there are some better solutions for this available, you can, perhaps try with a teleport pad and make another courtyard instead somewhere on the map, to avoid this effect, or build the outer face of the building differently, because the inner part around the blue key looked pretty great.

It'll require some cleverness and some hastling, but it's possible to solve. It's always tricky to pull this effect off right, if you're not in zdoom, for you must give it a sense of real space. Unfortunately, the orginal doom engine isn't exactly geared towards this "end of the world" style, when I planned to incorporate this in my map, I needed to spend some time overthinking about the layout. And I'm still not sure how it'll turn out.

The gameplay was okay, though, a bit frustrating in some parts, esp. until you get the crossbow, but the essentials turned out fine. Anyway, it's a daring level that'll give split opinions, which is pretty cool.

Old Post 05-11-08 19:38 #
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zap610
JETSONZ KREW 4LYF


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I guess I should post my plans here to avoid a conflict like before. It's going to be 3 worlds that are somewhat similar, but the textures, architecture, and paths will be slightly different based on its theme (fire, forest, water). Not exactly original but that shouldn't stop it from being fun.

Old Post 05-11-08 19:47 #
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Lord_Z
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I see what you mean about the blue key place, it does look a bit odd. Although, the level does not really make sense to begin with but I'll fix it to see what it looks like. I have an idea how to improve it. I am also thinking of moving the crossbow, or removing some enemies because it is quite frustrating, it took me a couple tries to get it right when I played it.

The thing 32000 was Doom Builder's 3D mode start which I forgot to remove. SkullTag ignores it (I guess I should use a different method of testing).

ler: Which door couldn't you open and what does HOM mean?
Artillery: I like my soul, stay away.
zap610: Sounds good.

Old Post 05-11-08 20:55 #
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ler
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Actually that was my fault for the door. HOMs are places where you didn't put a texture so you get a weird mirrorish effect, hence the name (Hall Of Mirrors).

I felt the map was a good bit too cramped, and those bars you have to lower really need t be lowered all as one, not individually. And skill 4 seemed easier than skill 3 due to the health imbalance; don't be afraid to put down some quartz flasks.

Old Post 05-11-08 21:07 #
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Lord_Z
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Here is my map again. I believe I fixed the HOMs on the windows and I fixed the broken bridge part. It does look better with some walls out there. I also added a couple quartz flasks for the harder difficulties. Most of the tight areas (mostly in the castle) have been widened a bit, so hopefully there is a bit more space to move around. I might be able to squeeze a few more inches into the rooms, just let me know if it is still too cramped.

Link no longer available.

Last edited by Lord_Z on 05-13-08 at 12:20

Old Post 05-12-08 09:08 #
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Snarboo
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I'm very close to finishing my map. The only thing that I need to add is the final secret and the exit teleport and the map structure will be complete. However, I'm considering uploading the map without gameplay (ie monsters) to see if it's compatible and what people think. Would anyone object, or would you rather wait?

Old Post 05-13-08 02:47 #
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ler
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It doesn't matter to me at all. I do like complete maps, though.

Old Post 05-13-08 03:01 #
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Snarboo
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I'm going to wait and add gameplay, then. Shouldn't be long. :)

Old Post 05-13-08 03:09 #
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ler
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I have updated my map slightly to have coop starts and 2 deathmatch starts. It's not designed for them, however; the coop will have no extra ammo and the deathmatch will have no extra weapons.

http://ler.belsambar.net/stuff/e3m2.wad

Old Post 05-13-08 03:22 #
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jobro
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85% done with my map. I'll upload it tonight so you can check how compatible it is.

Old Post 05-13-08 07:05 #
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Snarboo
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Alright, here is my map:
EDIT: See newer or first post for an updated version

It's called Vigilant Outpost. I cooked up some backstory about the map taking place in a remote Sidhe outpost guarding a sacred tomb. When D'Sparil arrived, he quickly destroyed any resistance and put his own troops there to guard a powerful "artifact".

This map is absolutely not designed with multiplayer or Coop in mind, but I placed the starts there. The difficulty might need further balancing, but I'll let you guys play it first and decide.

Last edited by Snarboo on 05-14-08 at 00:55

Old Post 05-13-08 07:27 #
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Lord_Z
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The town feel worked really well on your map, Snarboo, I liked it very much. The main trouble I had with it is that I was stuck using my staff a lot. I think a couple of those wand crystals should be changed into geodes. That or move the crossbow into the town more. Now, it will probably be easier having collected the ammo on the maps before, but the wand start is tricky. Only other thing that might be a problem is the Iron Lich at the end, I don't know if it should be there if the bosses for that episode are going to be Iron Lichs. Those things aside, very nice work :)

Old Post 05-13-08 08:25 #
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Snarboo
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Yeah, I was wondering about the Lich, too. It felt like the right challenge to end the map, but I'll see what others think about keeping the maps in theme. It wouldn't be much work to replace them with a couple of undead warrior ghosts.

I probably will change some of the crystals into geodes. It is rather difficult from a wand start, especially if you don't find the first secret, which has a crossbow in it. It's near the start in the little alcove beside the main cave. There is also a dragon claw hidden at the "firing" range inside the yellow key area.

I knew not everyone would find all the secrets, so I really thought about weapon placement. I kind of like where the crossbow is now, but it requires the player to really push into the map and fight a bunch of monsters if they do not know where the first secret is. I'll probably move it to the center of the courtyard on the lower difficulties and keep it where it is for the harder ones.

Old Post 05-13-08 08:46 #
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Jodwin
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I don't think it was too difficult. A little challenging for the third map maybe, but it's not too bad. However, the iron fences next to the building which lead to the crossbow were bleeding to the ground:
http://www.akinomori.com/stuff/images/snbleed.jpg

Old Post 05-13-08 09:58 #
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Dreadopp
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I just played your map, Snarboo, and it was great :). I, too, had the same problem with having to use my staff a lot at the start, definitely needs to be more ammo (or move the crossbow). The only other thing that I noticed was that the exit platform had no known texture. Other than that, I didn't notice anything else.

Old Post 05-13-08 10:00 #
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Snarboo
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Well that's poopy. :/ I don't have that problem in GZDoom. I'm not sure what the problem is. Could the custom gate texture. I'll just raise the fences up or something.

Edit:
@Dreadopp
Really? Could you post a screenshot. I'll have to check it again. Otherwise, it should show up.

Edit2:
I updated the map. I changed some of the crystals into geodes, moved the crossbow into the courtyard for the lower difficulties, and fixed the fence. I'm going to wait until tomorrow to post it, however. I'm going to bed for now.

Last edited by Snarboo on 05-13-08 at 10:08

Old Post 05-13-08 10:01 #
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Dreadopp
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Here's the exit floor:
floor.png

Old Post 05-13-08 10:12 #
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Snarboo
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That is really weird. It looks like you are using G/ZDoom. I'm using the latest medivltx.wad that was posted in this thread, maybe that's the culprit? Otherwise, I'll have to change it.

Old Post 05-13-08 10:25 #
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