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KennyJC
Member


Posts: 321
Registered: 11-02


The build is almost done besides a few tweeks. It only remains for me to do the boring gameplay stuff - although I will try to do a better job at that than my previous maps.

I will bump this thread in a few days/a week with a Beta.

Here are some screens:

http://i258.photobucket.com/albums/hh266/KJC1982/dm1.jpg

http://i258.photobucket.com/albums/hh266/KJC1982/dm2.jpg

http://i258.photobucket.com/albums/hh266/KJC1982/dm3.jpg

http://i258.photobucket.com/albums/hh266/KJC1982/dm4.jpg

http://i258.photobucket.com/albums/hh266/KJC1982/dm5.jpg

P.S. Does anyone know how I can make it so that sliding doors require a key to activate? I can't find any info on how to make a polyobj door require a key.

P.P.S. First to count the amount of candles in those screenshots gets a prize, lol!

Old Post 06-19-08 00:12 #
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alien8
Mini-Member


Posts: 67
Registered: 05-08


Looks really good - I love the 'chunky' Quake architecture. Looking forward to seeing what you've done with it, that's for sure!

Old Post 06-19-08 01:02 #
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esselfortium
Senior Member


Posts: 1852
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KennyJC said:
P.P.S. First to count the amount of candles in those screenshots gets a prize, lol!

Zero.

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Old Post 06-19-08 01:11 #
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Mechadon
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Posts: 659
Registered: 12-06


It's definitely very quake-looking. Too much, I think...there's hardly any texture color contrast at all unless you count the lava. But I suppose that's ok if it plays well :P

Old Post 06-19-08 01:48 #
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printz
CRAZY DOOM ZEALOT


Posts: 1791
Registered: 06-06



KennyJC said:
P.S. Does anyone know how I can make it so that sliding doors require a key to activate? I can't find any info on how to make a polyobj door require a key.
What port for? ZDoom or Eternity?

If ZDoom, I'd highly advise for slopes. Quake has slopes. If it's another port, with 3d capabilities, I'd advise for such too, as Quake has multi-storeys pretty much everywhere.

I'm pretty sure the texture purists will protest against this wad. There's so little contrast there. I'd quickly avoid the midi background music and replace it with ambience -- not sounds copied from Quake, though, but some new ones.

@esselfortium: I think that by KennyJC's rules, you just didn't win.

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Old Post 06-19-08 08:07 #
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Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07


By KennyJC's rules, the answer should be forty. =)

Old Post 06-19-08 09:10 #
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GreyGhost
Senior Member


Posts: 1067
Registered: 01-08


Nice screenshots - I counted 45 "candles".

Old Post 06-19-08 09:35 #
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K!r4
Member


Posts: 606
Registered: 05-07


I agree with printz's recommandations, but if someone protest against your texturing, tell him to play Quake before.

Old Post 06-19-08 09:37 #
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Spertz
Warming Up


Posts: 24
Registered: 06-08


Looks really nice I'm looking forward to this.

Old Post 06-24-08 20:33 #
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Patrick Pineda
I used to be a Janitor


Posts: 942
Registered: 02-07


another brown doom map. I agree though, more contrast is needed

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Old Post 06-24-08 20:58 #
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dutch devil
Forum Staple


Posts: 2324
Registered: 05-04


I only see torches, the architecture looks nice it would look even nicer with doom textures :p

Old Post 06-24-08 21:56 #
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Tango
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Posts: 745
Registered: 04-06


Nice looking architecture :D

Old Post 06-24-08 23:34 #
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KennyJC
Member


Posts: 321
Registered: 11-02


Bah, still haven't done anything to finish this map. I got caught up with a small project which is an act of insanity rather than a serious creation... So you will probably see that before I finish this map off.

I don't care what y'all say about the textures, they do look better in GL mode. I like it dammit!

Old Post 06-25-08 22:20 #
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