Doom Comic
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > DVII Second Edition underway. It's time!
Pages (12): « First ... « 2 3 4 [5] 6 7 8 » ... Last »  
Author
All times are GMT. The time now is 07:42. Post New Thread    Post A Reply
gun_psycho
Member


Posts: 634
Registered: 03-07


I can understand the defanging part, as I know most slaughterfest megawads don't start out all that hard.

I'm definitely looking forward to tackling those new hell maps, though.

Old Post 07-18-09 00:37 #
gun_psycho is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2216
Registered: 01-08


Good thing I held off on downloading version 1 all this time.

As for the tutorial thing, brings to mind the awesome "random thoughts on mapping" part in DVIIs text file, I loved that.

Old Post 07-18-09 19:21 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
alexz721
Forum Regular


Posts: 774
Registered: 03-03



Doom Marine said:
In case anyone cares, I'm going around DVII (except for the hell maps) and "defanging" it. My taste as a Doomer have changed over the years. I was once really into slaughtermaps and considered everything else shit, but now I'm exploring the more gung-ho take-no-prisoner gameplay that is e1.

I think as a megawad, there's plenty of opportunity for hard fights over 32 maps. That being said, not every fight should be a titanic life-and-death struggle as I'm seeing in too much of DVII-1. A touch less difficult feel should lend itself to better enjoyment of the earlier maps. Some of those revenants have got to go.

Now rest assured, there's ten levels dedicated to hell, and some of them are going to beat Belial to death. One of the hell maps is a direct dedication to HR24 Post Mortem, name it Rigor Mortis, featuring a church dedicated to NIN. Prepare for rape.


I love slaughter maps; perhaps you could release a defanged version and a slaughter version of DVII :)

That would take you too much time, I know. I'm sure I'll love it however it turns out.


Doom Marine said:
Prepare for rape.

Also, I think this should be your new custom title.

__________________
Has anyone ever seen this megawad????

PM me if you have an idea.

Old Post 07-20-09 13:53 #
alexz721 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03



alexz721 said:

I love slaughter maps; perhaps you could release a defanged version and a slaughter version of DVII :)

That would take you too much time, I know. I'm sure I'll love it however it turns out.

Difficulty settings renders that idea redundant.

I'm pretty sure that most of the moaning about DVII-1's difficulty stems from players with egos bigger than their abilities who won't back down from skill 4, even at the cost of fun.

In any case, I currently feel that DVII-1 on skill 4 is too punishing and has to be taken down a notch.

Old Post 07-21-09 04:16 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Khaoscythe
Junior Member


Posts: 102
Registered: 04-04


O.O
Heh, as much as I'd say screw those guys and force feed them the HMP difficulty, I can see why this inevitably has to be done. Still, I see no reason to warrant the downgrade of the Hell maps (existing ones as well as future maps).

Old Post 07-21-09 04:39 #
Khaoscythe is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03


http://farm4.static.flickr.com/3435/3930109711_1a405d5b8e.jpg

Old Post 09-18-09 05:51 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
U.O.D.
Junior Member


Posts: 118
Registered: 09-09


Those skull walls are a nice touch.

DVII uses a track from Tales of Symphonia doesn't it? On the map with a fuckton of monsters. I remember that stood out to me when I played it.

Old Post 09-18-09 06:05 #
U.O.D. is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03



U.O.D. said:
Those skull walls are a nice touch.

DVII uses a track from Tales of Symphonia doesn't it? On the map with a fuckton of monsters. I remember that stood out to me when I played it.

DVII-1i Map23 uses an MP3 soundtrack from Ocean Star Fantasy. Although I've never played the game myself, I overheard my cousin playing it and thought it would befit my level.

Old Post 09-18-09 06:10 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03


http://farm4.static.flickr.com/3438/3930920360_625d7aa7ba.jpg

99% of this map was approached by turning off the grid entirely to achieve complete, non-orthogonal walls without right angle bias stemming from having the grid as a guide.

Old Post 09-18-09 06:12 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
TimeOfDeath
Forum Regular


Posts: 2750
Registered: 06-06


Looks cool. Sorry, I don't know how to say that like a smart person. :)

Old Post 09-18-09 06:43 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
[WH]-Wilou84
Member


Posts: 507
Registered: 12-06


Man this looks gorgeous, can't wait for the full version.
A Post Mortem tribute made by you ? Wow.

Hmm, why tuning down the difficulty ? If some people don't like / can't keep up with the challenge, they can still select another skill level and that's all...
Ah well, as long as Hell levels are hard, I guess it will be fine. And it's up to you anyway.

__________________
- Death-Destiny, come back -

Old Post 09-18-09 10:11 #
[WH]-Wilou84 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
myk
volveré y seré millones


Posts: 15226
Registered: 04-02



[WH]-Wilou84 said:
Hmm, why tuning down the difficulty ?
He explained that above, saying his tastes have changed somewhat.

Old Post 09-18-09 22:59 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Antroid
Senior Member


Posts: 1500
Registered: 09-07


I hope there are no walls that are straight horizontal or vertical on that curvy map of yours, because they're gonna stand out :P
Also what's that supposed to be on the screenie? Just huge lava caves? I think it's the first of the DV2 screens i've seen that i don't like.

Old Post 09-18-09 23:49 #
Antroid is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03


It's not just a lava cave, it's a Mortal-Kombat themed level, complete with MK art assets, having several MK stages built into it. See the eight circles on the automap? Those are soul chambers that takes the player into mini-challenges aka MK stages... you might even encounter a representation of Shao Kahn. Think Doom2 Map08.

This level marks the second of my experimental designs post-DVII-1 that emphasizes creative ways of killing enemies through monster-killing traps, beserking, and infighting with minimal use of ammunition (although it will be generously provided to give the player multiple choices in combat). Nowhere near as tough as my past works... uh, save for MAP24 - Rigor Mortis (currently in progress).

DVII's hell levels are now planned to be continuously connected together, like what the original DV did with MAP01-04, but on a much larger scale spanning 9-10 levels that takes the player inside and outside the hell planet, from lava caves to the volcanic exterior and beyond. Imagine a 150,000 linedef inferno.

BTW, DVII-2 now has TWO additional new enemies (on top of the afrit and cleric) without sacrficing current ones, and still remain limit-removing boom compatible.

Old Post 09-19-09 01:24 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Mike.Reiner
Senior Member


Posts: 1198
Registered: 01-05




BTW, DVII-2 now has TWO additional new enemies (on top of the afrit and cleric) without sacrficing current ones, and still remain limit-removing boom compatible. [/B]

And no frames removed from any of the original enemies, either.

Old Post 09-19-09 01:52 #
Mike.Reiner is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Gusta
Forum Regular


Posts: 708
Registered: 02-04



Doom Marine said:

This level marks the second of my experimental designs post-DVII-1 that emphasizes creative ways of killing enemies through monster-killing traps, beserking, and infighting with minimal use of ammunition


chi ... it seems that I have something similar in my ks2 tyson only level ... (but mine is perhaps more focused on crazy punching :-)

Old Post 09-19-09 06:47 #
Gusta is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Kyka
Loser


Posts: 1861
Registered: 06-08


[edit] oops. [/edit]

*sigh*

I saved a couple of the pics off this thread. They look amazing.

Last edited by Kyka on 09-23-09 at 13:03

Old Post 09-23-09 12:28 #
Kyka is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Mr. Freeze
etc.


Posts: 1821
Registered: 06-09


I'm confused. Is this going to be DVII redux or an entirely new game?

Old Post 09-23-09 13:05 #
Mr. Freeze is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
entryway
Forum Staple


Posts: 2739
Registered: 01-04


I think, about 60% of dv2 resources are not used. There are absolutely crazy images there. Why you do not remove them? I think the real wad size should be about 80 mb instead of 170

Old Post 11-15-09 21:56 #
entryway is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03


They are kept in there because those are preloaded for my planned levels in the second edition.

In any case, the file size is only going to get bigger as I'm currently employing slices of textures to compose 4096x4096 pixel images for backdrops.

DVII-2 currently has three additional hell levels that will run right up to the 65k seg limit. The current build is 260 MB, I shit you not.

Old Post 11-16-09 00:12 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Abyssalstudios1
Member


Posts: 645
Registered: 06-09


As long as it fits on a 2gb flash drive, I'm fine with it.

Old Post 11-16-09 00:18 #
Abyssalstudios1 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
kristus
Megablast!


Posts: 10626
Registered: 07-00



Doom Marine said:
99% of this map was approached by turning off the grid entirely to achieve complete, non-orthogonal walls without right angle bias stemming from having the grid as a guide.

That must have sucked working on. I've done a lot of similar work myself. And I get instantly bored out of my brains.

Old Post 11-16-09 00:41 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
entryway
Forum Staple


Posts: 2739
Registered: 01-04



Doom Marine said:
4096x4096 pixel images

There is no real sense to use such textures and each of them eats 4096 * 4096 * 4 (RGBA) * 1.(3) (MIP levels) ~= 90mb of memory. Even without mips it's 64mb. Generally, 1024x1024 is more than enough. But of course, you can use any up to 8192x8192 for modern hardware and 16384x16384 for DX11 ready hardware.

Btw, do you still use db1 as main editor? Because Eternal does.

Last edited by entryway on 11-16-09 at 02:31

Old Post 11-16-09 00:58 #
entryway is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03



kristus said:

That must have sucked working on. I've done a lot of similar work myself. And I get instantly bored out of my brains.

Oh yeah, you know it.

Old Post 11-16-09 20:18 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Doom Marine
Banned


Posts: 1677
Registered: 09-03



entryway said:

Btw, do you still use db1 as main editor? Because Eternal does.

I switched over to DB2 because of zero downtime in switching from linedef mode to 3D mode. DB2 with a sufficient computer is a very powerful tool.

Old Post 11-16-09 20:20 #
Doom Marine is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
rf`
Dr. Nosign


Posts: 8218
Registered: 11-01



myk said:
He explained that above, saying his tastes have changed somewhat.

Not just that, the way some people map, the easiest difficulty is still hard as hell

Old Post 11-16-09 21:36 #
rf` is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Khaoscythe
Junior Member


Posts: 102
Registered: 04-04


One only wonders of the progress of DVII's development...*kinda won't allow this thread to die*

Old Post 03-08-10 03:14 #
Khaoscythe is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Abyssalstudios1
Member


Posts: 645
Registered: 06-09


He spent 1800 hours on the first edition. I think it's safe to say that he is spending an unholy amount of time on this.

Which leaves the question: since we've already given him a virtual Golden Cyberdemon, what do we award him once the 2nd edition is out?

Old Post 03-08-10 04:15 #
Abyssalstudios1 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Patrick
someone employed to clean and maintain a building


Posts: 1998
Registered: 02-07


We give him nothing.

Old Post 03-08-10 04:20 #
Patrick is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
GreyGhost
Why don't I have a custom title by now?!


Posts: 8827
Registered: 01-08



Abyssalstudios1 said:
Which leaves the question: since we've already given him a virtual Golden Cyberdemon, what do we award him once the 2nd edition is out?
We give him a second virtual Golden Cyberdemon - they're not expensive and probably make good bookends.

Old Post 03-08-10 05:58 #
GreyGhost is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 07:42. Post New Thread    Post A Reply
Pages (12): « First ... « 2 3 4 [5] 6 7 8 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > DVII Second Edition underway. It's time!

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.