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Mr. Chris
The term is "prehensile"


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Playing it on UV was pretty tough, as it was meant for co-op but still playable on single player with a whole lot more.

Now sometimes I wish I never nuked it..

Old Post 02-18-10 05:24 #
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Super Jamie
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Mr. Chris said:
Now sometimes I wish I never nuked it..

;_;

Old Post 02-18-10 05:46 #
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GreyGhost
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Mr. Chris said:
Now sometimes I wish I never nuked it..
I have a copy of Public Beta 1 (with modified maps) if you're in the mood to tinker with it.

Old Post 02-18-10 07:32 #
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D_GARG
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In fact (or not if you would like, uuh, why not?) that idea of Super Jamies is great indeed, I've only seen my wad from my own view, it would be good to have another point of view from you guys, if any improvement is needed, then just tell me what to improve after testing a map or all maps.

if difficulty is too easy, then i could use whacked to make monsters faster or something. fromer human could have more hp

when i have it up on internet i will tell, but its not my webbsite it will appear on, beacuse i dont have any

Old Post 02-18-10 11:41 #
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Mr. Chris
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GreyGhost said:
I have a copy of Public Beta 1 (with modified maps) if you're in the mood to tinker with it.


Dated 2/29/2009, right? I see some people still have interest...I will have to start messing with it again after I finish up on a Doom2 map I started building.

@D_GARG: Sorry if it sounded like I hijacked your thread.

Old Post 02-19-10 06:40 #
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D_GARG
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@D_GARG: Sorry if it sounded like I hijacked your thread. [/B][/QUOTE]

no problem, started building a new wad ment for coop or something, the doom pwad is sorta, done. maybe some whacked or dehacked modifications can be added aswell.

once i have a place to put my stuff on, i will load it whit lots of stuff

Old Post 02-19-10 11:45 #
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Super Jamie
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You can use the DRD Team Share Space for Doom-related uploads. It's free, just sign up for an account.

http://files.drdteam.org/

Old Post 02-19-10 12:08 #
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D_GARG
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OK

here we are, with the unfinished works of mine, I call this PWAD The_Word_phobos. It contains the modifications that I have done, and it contains the maps, no music, graphics dehacked or whacked is added (yet(?))




http://musho.org/gargwads/
now, this will be my place to keep my wads on the net, here you will find The_Word_Phobos_v05.wad

dont forget the read me, its important to read before you play.

GL and HF :D

Old Post 02-20-10 00:05 #
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Super Jamie
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Well, apart from a few extra monsters plus badly textured closets and extra sectors, you haven't really changed anything to do with the look of the levels. I actually had trouble telling if I'd loaded the PWAD at first.

You've also taken out the chaingun and rocket launcher in E1M2 which forces the player to use the shotgun exclusively. That's kinda repetitious and takes variety out of fights, not to mention that it's very easy to run out of shells by the end of that level.

I guess I was expecting a bit more :/

Old Post 02-20-10 04:17 #
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phi108
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I've played the first 3 levels and some of the secret level, and I think the stuff you added is sort-of interesting, but there aren't many changes. You should add a few more changes to it and modify the original areas some more.

You could add more extra rooms and quests off of the original map, and sometimes, you can lengthen the trip to get a key or weapon (like the chaingun in E1M2, you could leave the chaingun there, but make the player go down into a dark basement area where he has to shoot some monsters and go a little bit farther to get the chaingun). Also, you might change around the texturing and architecture of the original rooms a little bit to add some detail or give them your own unique touch, instead of just adding stuff off of the edges.

*I don't really know much about the mapping process or how to give playtesting advice, so experienced mappers, forgive the above paragraph and any idiodicies therein*

Old Post 02-20-10 04:56 #
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Mr. Chris
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I glanced at the maps in XWE and see some minor structural changes but I have not played to see the differences in-game.

You definitely have a lot of work to do on the actual map structure itself if it was to be permitted on the Archives. With getting this Doomcoop.wad of mine courtesy of DaMan, I am going to go through all the maps again and add what I can to it so there is even more to the maps than I put in previously.

What is the challenge in E1M1 like on my version? On UV, I actually died once from one of the sergeants in the secret staircase leading to the blue armor outside. It's challenging on UV but it's a lot tougher in co-op due to about 30-50% more monsters.

Old Post 02-20-10 05:48 #
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D_GARG
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note: look through the whole wad

Old Post 02-22-10 16:32 #
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D_GARG
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The link I've shown earlier has been updated, I uploaded some old stuff, i made a wad 3 years ago, based on DWANGO.wad beacuse i did'nt know how to make a pwad of my own ( lol ) so I had this game, MDK wich I had fun with in XWE beacuse it could open the map files and stuff.

MDK is wonderful, u should try it, I became satisfied with this wad back then, and its still fun to play with your friends, i think.

try it out, give comments :)

http://musho.org/gargwads/

(dont forget to read: demp readme)

Old Post 03-14-10 12:34 #
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D_GARG
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............ well if there every are any comments



and there was john, a zombie.

Old Post 03-22-10 23:34 #
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Captain Red
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Super Jamie said:
Adding DECORATE and ACS and all that shit has all been done before with KDiZD and it failed miserably. I am sick of seeing the same tired old beastiary monsters and hearing the same tired old Quake sounds that everyone seems to use in ZDoom. Adding slopes and GL lighting to a map does not instantly make it better, quite the opposite.


Man it pisses me off when people cite KDiZD and other over designed cluster fuck wads to completely write off using zdoom. It is perfectly possible to implement zdoom features sensibly but for some reason there's this a bizarre stigma about using anything other then vanilla or boom for mapping from the more prominent map makers.

I mean, I don't want people to stop making vanilla doom maps or anything but I'd love to see the level of refinement seen in wads like Suspended in Dusk applied to a wad with zdoom features. Mostly all we get at the moment are tech demos.

How about instead of another 32 map HR slaughter wad for speed runners we get a someone making Hexen style HUD remake of the first episode of doom? Fuck, I'd love to see something like that.

Uhh, sorry, got on my soap box here but it's been bugging my for a while.

Old Post 03-24-10 12:09 #
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Super Jamie
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Nah fair enough, and you make a good point.

There are ZDoom maps which use the powers of the engine for good - for example RTC 3057, Zen Dynamics, Tangent Synapse - however these are few and far between compared to the volume of maps akin to those described in my quote above.

Preparing a good full ZDoom TC is less about Doom mapping and more about programming entire new balanced features and making an completely new game. Such things take time, patience, an incredibly high level of skill which the "lol wat is dos? chocolate doom is crap" teenagers over at Skulltag forums seem to lack.

However, I think you'll find what you're looking for with the "release titles" available once Eternity is in its first feature completion stage.

Old Post 03-24-10 13:59 #
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Malinku
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Super Jamie said:

teenagers over at Skulltag forums seem to lack.




no they just want super detailed map without gameplay. As I posted a dm wad I was working on (with unfinished detail) looking for what people thought of the gameplay in my maps and all I got was that one map was cramped.



but if this project is going to be a zdoom project you should not just add all the extra zdoom features untill you have a good map layout and don't just add new monsters/guns randomly and expect to have good gameplay.

Old Post 03-24-10 14:41 #
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Captain Red
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Super Jamie said:
However, I think you'll find what you're looking for with the "release titles" available once Eternity is in its first feature completion stage.

Ooo, Thanks for the heads up :)

Old Post 03-24-10 15:16 #
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D_GARG
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well im trying to add new stuffs on the e1 maps, and also increasing the detail level to give it all a new look, as earlier criticized.

i think i will try to add just 2 new weapons, maybe 1 monster also (zombie(s)! beacuse of monster weaponary and startegic pants shitting and anger spams).

Its sorta, in progress(maps atmost so far), but how by ZEUS and Cats does decorate work??

Old Post 03-24-10 19:43 #
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Malinku
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http://zdoom.org/wiki/DECORATE you can learn it here

Old Post 03-24-10 22:07 #
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Gez
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Super Jamie said:
Adding DECORATE and ACS and all that shit has all been done before with KDiZD and it failed miserably. I am sick of seeing the same tired old beastiary monsters and hearing the same tired old Quake sounds that everyone seems to use in ZDoom. Adding slopes and GL lighting to a map does not instantly make it better, quite the opposite.

Woah, déjà vu.

Old Post 03-25-10 08:14 #
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D_GARG
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YEAHEA! just what i needed, Im kinda lame to not have found this yet, now, lets see if I can manage to make an object.

thnx Malinku

Old Post 03-25-10 14:15 #
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D_GARG
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allright, new stuff up about this funny project of mine.

CHANGES:

*so far changed "look" and texturing at many spots. few structural changes. semi-major light changes.

*experiments with DECORATE has been done, got files from realm667, bestiary and weapons.

*thinking about involving ACS in my maps, but then we need to run in ZDOOM(doom-hexen) mode. ZDOOM is required anyway for this wad.

* im not done yet with this types of changes, RIGHT NOW i am on map e1m5 fixing changes. DECORATE is not added yet, but tested, And, it works exellent.


posts/comments are all welcome (exept nukes/flames) [I might upload changes as soon i can, some stuffs are still ugly]

Old Post 04-11-10 12:40 #
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D_GARG
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Mr. Chris said:
I glanced at the maps in XWE and see some minor structural changes but I have not played to see the differences in-game.

You definitely have a lot of work to do on the actual map structure itself if it was to be permitted on the Archives. With getting this Doomcoop.wad of mine courtesy of DaMan, I am going to go through all the maps again and add what I can to it so there is even more to the maps than I put in previously.

What is the challenge in E1M1 like on my version? On UV, I actually died once from one of the sergeants in the secret staircase leading to the blue armor outside. It's challenging on UV but it's a lot tougher in co-op due to about 30-50% more monsters.




well, I've noticed that some monsters in E1 inflicts more damage or kills just beacusae they are placed in a way that makes it more challenging. shotgunners are always inflicting damage depending on how fast they reaction are. zombieguys are just to easy to kill, putting them in your map would be just a waste but it looks quite ugly to not have any of them, so, using DEHACKED to increase reaction or health is one option, or just put them in the start of the map when you just got a pistol.

in E1 i also noticed that if you get the chaingun you almost win instantly beacuse of its stunning per bullet. so if you shall die with the chaingun you almost have to get sniped by a lucky shotgun guy 200 meters away, and thats kind of boring.

so instead i add a more inaccurate weapon, with almost the same fire rate, which also bobs in a Y angle, not only the X angle, like the default chaingun as we always has known it.

but if you ever should get the chaingun in you own maps, then you should get some shotgunners hidde somewere to get you, otherwise, you can instead say: "victory". and then shut down your computer and do something else beacuse with free mouse look and accuracy the chaingun is overpowerd, if dont face a cyberdemon ofc. there will be a zombie man rifle, i find it funny, beacuse the sombie guys dont have pistols, as it looks like. and for the structures, there will be traps.

and here i am, multi posting :/

Old Post 04-12-10 08:17 #
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Hellbent
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Hey D_GARG, enjoying your thread here. Instead of removing the chaingun, why not just remove many of the boxes of ammo? E1M2 has way too much ammo in the secrets. You could remove all those boxes, or replace them with clips.

I'll dl and play your thing soon.

Old Post 04-12-10 17:27 #
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Hellbent
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D_GARG said:



in E1 i also noticed that if you get the chaingun you almost win instantly beacuse of its stunning per bullet. so if you shall die with the chaingun you almost have to get sniped by a lucky shotgun guy 200 meters away, and thats kind of boring.



The last room in E1M6 is very difficult, even if you have the chaingun. You could handicap the chaingun, make it only shoot 10 or 20 bullets at a time, at which point the player automatically reloads it. But I don't think that's a very good suggestion. I say get creative with monster placement and reduce the amount of chaingun ammo in the map.

EDIT: I played your v05.wad. I liked the chnges for the most part. I think the manner in which you added barrels needs more tack and less whack. As Jaimie pointed out, you need to work on texture alignment and usage so that your additions look professional. The floor that comes down in e1m1 doesn't match the adjacent floor for instance, but there are many other things that need improvement as well.

I couldn't find the added secret on e1m2. The added areas to the maze area were okay, but some kind of monster placement surprise would have been good. I liked the damage to the ceiling you had in that area where you can see the gray gravel texture, although you should make it so it doesn't cut through the light textures (again, doesn't look right). The lift to get off the computer panels where the green armor doesn't quite seem right--only the computer panels holding the green armor should lower, not all the computer panels, but that whole secret area was cool.

Your additions and changes don't make the episode harder; if anything they make it easier, especially the added barrels. Not sure I like your weapon removals either (the cg and rl that Jaimie pointed out). I did like the changes you made to the secret level. I died at the barrel switch because you sneakily added an imp! I shot the barrels like a tool, hoping I'd be able to get out of the way and the imp would die--but I didn't manage and we both died.

Why did you remove the specters at the beginning of E1M3?? You say you removed the chaingun because it makes it too easy, but then you remove the specters because, presumably, they are too hard?? Or did you remove them for another reason?

The imps in the left indent on e1m3 were stuck and not moving, even though you made the indent deeper.

Try to use combinations of monsters to make it harder. For instance, the cacodemon in the RL secret on e1m3 didn't offer much challenge. Put a lost soul with him and it'll be more challenging. All the shotgun guys in the main corridor of e1m3 weren't challenging either.

The steps with the health potions was kinda goofy. It would be more interesting if you made a switch somewhere else that raises steps for the platform and the steps to get out of the muck.

Not sure why pressing on the doortrak exits the level??? I presumed you had done that barrier so that you cannot just jump the chasm to exit (which I did).

Keep working on it. It has potential.

Last edited by Hellbent on 04-12-10 at 18:52

Old Post 04-12-10 17:39 #
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D_GARG
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Hellbent said:


The last room in E1M6 is very difficult, even if you have the chaingun. You could handicap the chaingun, make it only shoot 10 or 20 bullets at a time, at which point the player automatically reloads it. But I don't think that's a very good suggestion. I say get creative with monster placement and reduce the amount of chaingun ammo in the map.

EDIT: I played your v05.wad. I liked the chnges for the most part. I think the manner in which you added barrels needs more tack and less whack. As Jaimie pointed out, you need to work on texture alignment and usage so that your additions look professional. The floor that comes down in e1m1 doesn't match the adjacent floor for instance, but there are many other things that need improvement as well.

I couldn't find the added secret on e1m2. The added areas to the maze area were okay, but some kind of monster placement surprise would have been good. I liked the damage to the ceiling you had in that area where you can see the gray gravel texture, although you should make it so it doesn't cut through the light textures (again, doesn't look right). The lift to get off the computer panels where the green armor doesn't quite seem right--only the computer panels holding the green armor should lower, not all the computer panels, but that whole secret area was cool.

Your additions and changes don't make the episode harder; if anything they make it easier, especially the added barrels. Not sure I like your weapon removals either (the cg and rl that Jaimie pointed out). I did like the changes you made to the secret level. I died at the barrel switch because you sneakily added an imp! I shot the barrels like a tool, hoping I'd be able to get out of the way and the imp would die--but I didn't manage and we both died.

Why did you remove the specters at the beginning of E1M3?? You say you removed the chaingun because it makes it too easy, but then you remove the specters because, presumably, they are too hard?? Or did you remove them for another reason?

The imps in the left indent on e1m3 were stuck and not moving, even though you made the indent deeper.

Try to use combinations of monsters to make it harder. For instance, the cacodemon in the RL secret on e1m3 didn't offer much challenge. Put a lost soul with him and it'll be more challenging. All the shotgun guys in the main corridor of e1m3 weren't challenging either.

The steps with the health potions was kinda goofy. It would be more interesting if you made a switch somewhere else that raises steps for the platform and the steps to get out of the muck.

Not sure why pressing on the doortrak exits the level??? I presumed you had done that barrier so that you cannot just jump the chasm to exit (which I did).

Keep working on it. It has potential.



lots of good stuff i hear ^^

well, there are many funny glitches, some are there for reason ( but most do not) i removed the specters from E1M3 start beacuse i never liked the way they always kill you if you do not get shotgun in the map before (E1M2) so instead i put sneaky snipers and so on on most places. the barrier on entry to E1M9 is to fool the player, to let him rush and BOOM you or shotguner blows the barrels to your death.

if i add chaingun to E1m2, then i must make other new weapons more powerfull in different ways. and ammo must be reomved, yes :D .

good to hear you looked it through :)
please look through new version release

Old Post 04-12-10 20:06 #
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Hellbent
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I liked e1m8; I thought the pillars somehow were a very fitting addition at the very end. I think you should just make E1 style maps from scratch and release them as an episode, as the stuff before the e1m8 was cool.

I also liked the addition to E1M5 (the stuff in the soul sphere secret was okay, but the new area from the lift is what I liked.

I really liked the e1m7 passageway at the beginning, but didn't really like that it made it easier (but I understand you find e1m7 difficult from a pistol start). I also really liked the new area on e1m7, and I liked using the lift to shoot the monsters up there.

I will play through the new version.

Old Post 04-12-10 20:29 #
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D_GARG
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OUKAY!

On demand, a unfinished The_Word_phobos_v0.6 version has been released to attract wasps to you trousers, i have only made changes since last time to maps M1 to M5.


download here:
http://musho.org/gargwads/



Next version, will be v.07


have fun ^^

Last edited by D_GARG on 04-14-10 at 14:59

Old Post 04-13-10 15:08 #
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D_GARG
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by the way, any one tried it? and are there anything that you specificly like or feel thats missing?

Old Post 04-15-10 16:17 #
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