Icon of Sin / Baphomet
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 > Interception
Pages (31): « First ... « 19 20 21 [22] 23 24 25 » ... Last »  
Author
All times are GMT. The time now is 12:44. Post New Thread    Post A Reply
sgt dopey
Member


Posts: 518
Registered: 09-11


A tip if you're playing through map 17 the rising walls after the red key door glitch in ZDoom and rise all the way to the ceiling breaking the map. So you'll have to change the compatibility settings to Doom strict

Old Post Aug 18 2012 13:14 #
sgt dopey is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
waverider
Junior Member


Posts: 152
Registered: 01-05



Pottus said:
Map 24 Update

Layout is complete



I'm still going to take my time over a few days to make sure choreography is good at any rate expect this map in within 3 days.


Just wow. Can't wait to play this.

Old Post Aug 18 2012 13:48 #
waverider is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jerrysheppy
Junior Member


Posts: 174
Registered: 03-09


I'm not playing the most up-to-date version but when I played through Map14 there was a spot near the exit where a Baron teleported in and got stuck unable to move or attack.

http://i.imgur.com/WIIYO.jpg

Additionally, when this door (to the backpacks and blue armor secret) closes after being opened once, the texture looks misaligned. I dunno if this is worth bothering with.
http://i.imgur.com/6t9n4.jpg

If these have already been fixed then obviously ignore this post. Really good map.

Last edited by jerrysheppy on Aug 18 2012 at 22:48

Old Post Aug 18 2012 22:42 #
jerrysheppy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


Map 24 ya boi!

http://www.mediafire.com/?unct4k1fo2bk3id

No skill levels yet, that will be next task (Map11 and Map24 skill levels)

Map Name: Abysmal Affliction
Keys to exit: 3
Layout style: Highly non-linear

You'll be running and looking for ammo at some points but there is enough to get through with some carry over.

I've used some interesting concept traps so look out ;)

Old Post Aug 19 2012 10:08 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Matt534Dog
Member


Posts: 402
Registered: 06-11


Interception Beta 3:

http://www.mediafire.com/?799aqhdz60g8u5h

Changelog:
-(Hopefully) up-to-date changes by Pottus.
-Added MAP24's name in the .wad and .deh files.
-New MAP05 track by XenoNemisis!
-New placeholder MAP24 track.
-MAP24!
-Various bug fixes.

Old Post Aug 21 2012 02:27 #
Matt534Dog is offline Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
valkiriforce
Forum Regular


Posts: 987
Registered: 02-10


I don't know about you guys but MAP12 crashes when I enter the teleporter in sector 449. It gave me no message at first but upon trying again it appears to be a visplane overflow.

Great stuff so far.

Old Post Aug 22 2012 01:06 #
valkiriforce is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


It's easy to fix, actually kind of a crazy place for that to happen since it's the only spot in that room and exactly where you teleport in.

Old Post Aug 22 2012 01:14 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
franckFRAG
Member


Posts: 366
Registered: 06-10


New version of the map14 :

http://www.mediafire.com/?l965uryaict9kzo

-Texture of the secret door fixed.
-Hell Knight replaced by a Revenant in the sector 437.
-Deathmatch player and multiplayer weapons added.
-Discreet staircase added in the sector 326.

Old Post Aug 23 2012 15:26 #
franckFRAG is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
valkiriforce
Forum Regular


Posts: 987
Registered: 02-10


Any updates on this megawad? I stopped playing since I hit the VPO on MAP12.

Old Post Aug 23 2012 18:17 #
valkiriforce is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


I should have changes to MAP12 done today actually VF ;)

Old Post Aug 23 2012 19:28 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
purist
Senior Member


Posts: 2377
Registered: 04-04


I've made some minor changes to MAP27

Changelog:
  • Added difficulty flags
  • Removed a small amount of ammo
  • Made some very minor texture changes
  • Slightly amended the BK trap
  • Fixed the lava island so it's no longer damaging
  • Added a third secret
  • Provided a way out of the final area
That's it!

Old Post Aug 25 2012 21:51 #
purist is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Memfis
Honestly, semen doesn't taste that bad.


Posts: 7112
Registered: 04-07


Some notes/thoughts on MAP27:

- You can see parts of Satyr's face on linedefs 1614 and 1625
- In sector 278 (specifically, here) you could add "horizon" lines to make the area feel more open
- Linedef 1430 is a little hard to notice from the side. Maybe make adjacent lines shorter?
- Linedefs 884, 887, etc: I don't like the use of DOORTRAK here since these are technically not doors.
- Things 289 and 290 are a little off center?
- If you don't pick up thing 351 and press the switch that raises a walkway, it will begin to float in the air: pic. btw, similar issue with things 259-261
- When you open the first door, to me it looks like two sergeants (things 207 and 208) should notice you, but they don't.
- Monsters in the blue skull area can hear you long before you enter it if sector 198 is opened. Maybe some "deaf" flags or block sound lines should be added.
- Main concern: I feel like there is still way too many ammo. I understand that it is needed for the cyberdemon battle but I just felt overpowered all the time because I always had tons of everything, especially rockets. Maybe you could make it so the yellow switch opens a huge stash of ammo needed to kill the cyber?

That's all I think. Thanks again for finishing my map, I'm really pleased with the result.

Old Post Aug 27 2012 01:32 #
Memfis is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
purist
Senior Member


Posts: 2377
Registered: 04-04


Thanks Memfis. I'll get onto the fixes next chance I get.

About the ammo, are talking UV? As I thought I kept ammo quite tight but it's difficult to balance. Not just because of the Cyb but also became the level is non-linear. Did you visit the yellow key door area early on? I'm guessing that's the main culprit. I'll think on, I've got an idea to sort this.

Old Post Aug 27 2012 08:30 #
purist is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
valkiriforce
Forum Regular


Posts: 987
Registered: 02-10


IS THIS MEGAWAD DEAD OR AM I IMPATIENT

Old Post Aug 29 2012 17:32 #
valkiriforce is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09



valkiriforce said:
IS THIS MEGAWAD DEAD OR AM I IMPATIENT

Your being way too impatient!

Old Post Aug 29 2012 18:18 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Matt534Dog
Member


Posts: 402
Registered: 06-11


@valkiriforce: We're waiting for the soundtrack to be finished. In the meanwhile, we're touching up maps.

@Pottus: You haven't sent me the latest version of MAP12 yet.

Old Post Aug 29 2012 21:02 #
Matt534Dog is offline Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
valkiriforce
Forum Regular


Posts: 987
Registered: 02-10



Matt534Dog said:You haven't sent me the latest version of MAP12 yet.
This is actually what I was referring to; since I left off on that VPO area and haven't continued since then (waiting for the fix).

Last edited by valkiriforce on Aug 29 2012 at 22:39

Old Post Aug 29 2012 22:34 #
valkiriforce is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
purist
Senior Member


Posts: 2377
Registered: 04-04


Memfis, I've made some changes that directly address the bugs you raised in MAP27. I've had a quick test and all seems well but would you take a look to make sure all your issues are properly addressed? One thing I'm not sure on is the horizon trick in the blood cave - if it's still not to spec feel free to alter it as you intended.

LINK

Old Post Aug 29 2012 23:02 #
purist is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


Updates - Skill levels done for maps 12 and 24

MAP12: http://www.mediafire.com/?6woxa6mijc0kwsx

MAP24: http://www.mediafire.com/?05l61yymnc4vauk

MAP26: http://www.mediafire.com/?9xu64a588w1uk59

Old Post Aug 29 2012 23:30 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Marnetmar
Forum Staple


Posts: 3101
Registered: 09-10


I can't describe how sorry I am about MAP24, I feel terrible. Real life issues have been (metaphorically) killing me lately. I'm really, really sorry, and I'm actually a bit afraid to check my PMs because of what I might find.

On the bright side, that looks amazing, Pottus! This is a blessing in disguise, because I could never design something like that, not with the skill I have anyway.

Hope to get to a computer I can play Doom on soon, I'm super hyped to play the beta!

Old Post Aug 30 2012 02:36 #
Marnetmar is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Matt534Dog
Member


Posts: 402
Registered: 06-11


^It's totally fine! Real life problems are always more important than Doom (unless Doom is your life). Perhaps, you could just release whatever you had seperately. Anyways, it's good to have you back, Marnetmar!

Old Post Aug 30 2012 03:27 #
Matt534Dog is offline Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
franckFRAG
Member


Posts: 366
Registered: 06-10


Deadline dates to one month now, maybe it's necessary time to make the final release?

Old Post Aug 30 2012 15:33 #
franckFRAG is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


franckFRAG that's for the maps in, to be honest we should really spend a lot of time play testing and doing tweaks why is there such a rush? It's bad mapping practice to rush it only serves to affect the quality of a project.

NobleSir and I were playing through on Survival the last couple of nights and were noticing things and I would really like to take the time to fix those problems.

Map12 Update: http://www.mediafire.com/?bpcrcekxd500cw6

Was missing a few impassable flags.

Some other problems we noticed.

Map13 has player starts 1/3 and 2/4 are distanced in bad in, 1/3 is at the actual start with a horde of monsters including 2 Cyberdemons while spawn spots 2/4 have 3 Imps and a rocket launcher. Of course it has to be ProcessingControl that does that :D

Map23 - Was just playing MP tonight this map gets bugged with sector tag 21, the bars permanently close as a door and can not be accessed again by other players. Change linedefs 791 and 1398 to WR/SR type.

Last edited by Pottus on Aug 31 2012 at 05:26

Old Post Aug 30 2012 16:15 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
valkiriforce
Forum Regular


Posts: 987
Registered: 02-10



Pottus said:
Map23 - Was just playing MP tonight this map gets bugged with sector tag 21, the bars permanently close as a door and can not be accessed again by other players. Change linedefs 791 and 1398 to WR/SR type.

Are you asking me to make that change or have you already tweaked it?

Old Post Aug 31 2012 17:03 #
valkiriforce is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


You said you wanted to work on your own maps, I can do it if you don't want to let me know thanks VF!

Map14: Playing testing again the Voodoo dolls of players 2 3 4 need to be swapped

Last edited by Pottus on Sep 1 2012 at 07:10

Old Post Aug 31 2012 17:30 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Leo Sosnine
Mini-Member


Posts: 53
Registered: 07-05


Unable to find any key and proceed in MAP26 "Blood Siege" playing prboom plus 2.5.1.1 with default complevel. Very frustrated.

Old Post Sep 1 2012 15:23 #
Leo Sosnine is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
valkiriforce
Forum Regular


Posts: 987
Registered: 02-10


MAP23 fixed: http://www.mediafire.com/?g7x6uz6lczo7wvx

Old Post Sep 1 2012 16:44 #
valkiriforce is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09



Leo Sosnine said:
Unable to find any key and proceed in MAP26 "Blood Siege" playing prboom plus 2.5.1.1 with default complevel. Very frustrated.

The red key is in the open, but hidden at the same time waterfalls or should I say bloodfalls need to be checked.

Old Post Sep 1 2012 17:50 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Matt534Dog
Member


Posts: 402
Registered: 06-11


Interception Beta 3.5:

http://www.mediafire.com/?3k9392alchme4l2

Changelog:
-Various bug fixes
-Fixed a fatal bug in MAP12

Old Post Sep 1 2012 21:54 #
Matt534Dog is offline Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Pottus
Forum Regular


Posts: 803
Registered: 07-09


http://www.mediafire.com/?fre24exxvky7v64

Some more updates

MAP01 - Added a few more trees to the scenery and some texture tweaks

MAP02 - Texture weaks

MAP07 - This map was unbeatable on easy since mancubus/arachnotrons were not present in easy

MAP08 - Fixed a few misaligned textures

MAP09 - Fixed a few misaligned textures

MAP15 - Too many godspheres removed two of them

MAP17 - There was a game breaking problem for at least Zandronum with sector tag 8 raising 128px instead of 64 I changed the tags to next W1 - Raise To Next Higher Floor with a control sector to set the first stage height (Tested in chocolate-doom, Zandronum for compatibility)

MAP22 - Couple minor tweaks

Still waiting for status on MAP14 (Player starts need to be swapped)

Waiting for status on MAP13 as well (Player starts are in weird spots)

Found MAP19 has just a Player 1 start starts 2 3 4 need to be added

Old Post Sep 2 2012 07:10 #
Pottus is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 12:44. Post New Thread    Post A Reply
Pages (31): « First ... « 19 20 21 [22] 23 24 25 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Interception

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.