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Xaser
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Oh wow, I really like this one (Infestation). It's nice n' expansive and fittingly Romeroish. I didn't particularly find any too-close parts, though I guess the Arachnotron-filled area with all the square steps is the "Perfect Hatred"-ish area? Doesn't seem close enough to me, and it's cool, so I say leave it as-is. :P

Also, I rather liked Radar Base as well. Interesting layout. Just realized I never commented on it though... whoops. :P

Old Post 03-25-12 18:54 #
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zodiac
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@Purist - done, see your PMs

@Hellbent, Xaser - Thank you, glad you liked it! Ammo added at the start. Hellbent, is there anything in particular that screams 'Perfect Hatred' to you? I did have misgivings about 'Tenements' floor texturing, but I worried the original design was perhaps too far from Romero. Can you both take a look and tell me what you think:

Now:
http://i.imgur.com/P4lCq.png

Earlier design - the TechGreen on the far wall is meant to complement the chainsaw secret.
http://i.imgur.com/ZEoYs.png

Old Post 03-25-12 20:05 #
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Marcaek
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I think the rocks are less logical, but more fitting.

Old Post 03-25-12 22:11 #
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Marnetmar
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Marcaek said:
The rocks are less logical, and thus more fitting.


FTFY

Old Post 03-26-12 01:36 #
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Marcaek
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Hah, indeed.

Old Post 03-26-12 02:59 #
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zodiac
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Anyone who hasn't tried it yet willing to record a .LMP? I'd love to see how someone navigates the level, great way to find spots to refine. Always looking for victims, er, 'experimental data' =)

Also, anyone tried deathmatch? I tried to place enough warps and extra gear to create hot spots around each 'spoke' of the level, but I don't DM that much anymore, so no idea yet.

Old Post 03-26-12 03:15 #
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esselfortium
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I like the earlier design (the second picture) better. It has a nice e4m6-ish marble theme going on. The pebble floor doesn't fit well there, IMO.

Old Post 03-26-12 05:08 #
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Marcaek
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I played the level, and it reinforces my impression. The pebbles fit with the overall eclectic texturing found in most of Doom 2. I agree that marble is more materialistically appropriate, but the white pebbles are more stylistically so. If you decide to do without the pebbles at least try some other flats besides the marble.

Old Post 03-26-12 05:28 #
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TimeOfDeath
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Here are FDAs for all the maps with monsters.

Old Post 03-26-12 07:27 #
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purist
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None for Radar Base, Time of Death? Don't worry if not, wait for version 2 - coming soon!

Old Post 03-26-12 08:10 #
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NoneeLlama
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I updated my map Acces Lift (MAP01): http://d2twid.herokuapp.com/submissions/12
Critisism is welcome.

Old Post 03-26-12 09:13 #
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Memfis
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zodiac said:
Anyone who hasn't tried it yet willing to record a .LMP? I'd love to see how someone navigates the level, great way to find spots to refine. Always looking for victims, er, 'experimental data' =)

enjoy - http://speedy.sh/BZGJu/D2WID07-mem-FDA.zip

Old Post 03-26-12 10:16 #
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TimeOfDeath
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purist said:
None for Radar Base, Time of Death? Don't worry if not, wait for version 2 - coming soon!
Oh sorry, my connection's kinda weird and I skipped that map since it was hosted on an unknown site to me. Here's an FDA for Radar.

Old Post 03-26-12 18:08 #
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purist
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Cool. Thanks TOD. I didn't mean to pressure you into doing one especially!

Also, version 2 of Radar Base has now been uploaded as promised:

See here.

The changelog is in the comments.

Hopefully, barring one or two minor things, that's that map boxed off and I can now start thinking of another one :-)

Old Post 03-26-12 22:44 #
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Marnetmar
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Dammit has been updated

Old Post 03-27-12 02:24 #
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Razen
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zodiac said:
Anyone who hasn't tried it yet willing to record a .LMP? I'd love to see how someone navigates the level, great way to find spots to refine. Always looking for victims, er, 'experimental data' =)


I'm kicking myself for the death here, but if I went back and played through it knowing where everything was that would kinda ruin the authenticity lol

So yeah, here ya go!

I like the design a lot, it definitely feels like a Doom 2 map. I'll give it another go later :)

Old Post 03-27-12 03:42 #
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zodiac
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Infestation v2.0 is up!

A huge thank you to everyone who posted demos, they were a great help for ideas and balancing.

I wanted to get this out ASAP since the wooden Blue Door wouldn't trigger from behind, potentially leaving you stuck in the core without some fancy jumping. I made the other warp take you back out as well, the changes make it harder to bait monsters and I think this is more fair for a Map07. The full change log is in the submission page comments.

More action on the feedback will come later; the western tech base in particular could use better flow, and I think I need to make the BFG secret a *little* more obvious.

Also, I went through reskins of the 'Temple' room. Most don't fit. There is one more that looks promising, the same stone as the final room (RROCK13/GREENROCK). What do you think, compared to the two above?

http://i.imgur.com/Y89PQ.png


I'll get to other mapper's updates later in the week, only so much time in a night ;0

Edited to clarify: The RROCK13 is not in the v2 wad, I'll make a final decision for v3.

Last edited by zodiac on 03-27-12 at 05:06

Old Post 03-27-12 04:59 #
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Marcaek
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It seems fitting to me.

Old Post 03-27-12 17:28 #
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iori
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Here's a screen of a map I've been working on, probably a map12 or so:

http://i.imgur.com/Jt1B6.gif

Old Post 03-28-12 06:11 #
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ellmo
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iori said:
Here's a screen of a map I've been working on, probably a map12 or so:
IMG



Looks very good, and very 'O'-of-Desctruction-ish, I'd try shuffling the textures a little, especially different "Zimmers"

Old Post 03-28-12 10:41 #
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Hellbent
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d2twid-stone4+-zimmer edition.

But that looks really good iori.

Old Post 03-28-12 12:59 #
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esselfortium
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ellmo said:


Looks very good, and very 'O'-of-Desctruction-ish, I'd try shuffling the textures a little, especially different "Zimmers"


ZIMMER8!

Old Post 03-28-12 13:06 #
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Marcaek
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On second thought, I'm once again casting my vote for the white pebbles for that area zodiac. It just seems so perfectly "Doom 2" when viewed ingame.

I also found some bugs, will upload screenshots soon.

Old Post 03-29-12 02:47 #
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zodiac
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How exactly does someone go about clearing HOM errors? Marcaek, I assume that's what you found, since _bruce_ also pointed them out.

I know that in this case it's caused by too many segments, but things like moving teleporter ceiling above the main ceiling with no texture (making the engine paste over them with the main ceiling) or lining up the ceiling lights at the same height to get side textures to merge don't actually seem to reduce the segment count.

I don't actually go very much over the limit, but I'm at a bit of a loss how to actually lower the total.

Edit: with a few more tweaks, even leveling the ceilings so they're actually flat and closing off the invulnerability secret (so it's just a warp to a ledge don't help as much as I'd expect. That's a lot of vertical segments that are no longer present, but the count remains stubbornly high. I realize lighting forces x/y segment draw, but this still seems too much.

Last edited by zodiac on 03-29-12 at 04:45

Old Post 03-29-12 04:26 #
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Marcaek
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http://i.imgur.com/lUQGG.png

Imp in the floor, I don't recall what causes this.

http://i.imgur.com/TY5Xz.png

Candle in the ceiling.

http://i.imgur.com/QlmQG.png

Sides of the skull switch are misaligned.

http://i.imgur.com/yZWkK.png

The sky cutoff is really noticeable here, try raising the sky here, and joining it with the supercharge platform, also raising the sky of said platform:

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

http://i.imgur.com/1Obyu.png

Last edited by Marcaek on 03-29-12 at 06:40

Old Post 03-29-12 06:15 #
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esselfortium
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zodiac said:
How exactly does someone go about clearing HOM errors? Marcaek, I assume that's what you found, since _bruce_ also pointed them out.

I know that in this case it's caused by too many segments, but things like moving teleporter ceiling above the main ceiling with no texture (making the engine paste over them with the main ceiling) or lining up the ceiling lights at the same height to get side textures to merge don't actually seem to reduce the segment count.

I don't actually go very much over the limit, but I'm at a bit of a loss how to actually lower the total.

Edit: with a few more tweaks, even leveling the ceilings so they're actually flat and closing off the invulnerability secret (so it's just a warp to a ledge don't help as much as I'd expect. That's a lot of vertical segments that are no longer present, but the count remains stubbornly high. I realize lighting forces x/y segment draw, but this still seems too much.


Segs come from the splitting of sidedefs into pieces, not floors or ceilings. So 2-sided lines create at least 2 segs apiece, and they can only be blocked by a completely solid wall between them and the camera. The only way I'm aware of that you can have lines not create drawsegs is to have the same sector on both sides and have no midtexture on them, so the lines are completely invisible and only exist to trigger a line special or something.

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Old Post 03-29-12 08:33 #
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TimeOfDeath
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Here's an unoptimized max for essel's Leap of Faith in 5:12.

Old Post 04-01-12 21:56 #
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Tormentor667
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iori said:
Here's a screen of a map I've been working on, probably a map12 or so:

Brilliant, this feels so damn "Doom2" :)

Old Post 04-04-12 11:30 #
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esselfortium
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TimeOfDeath said:
Here's an unoptimized max for essel's Leap of Faith in 5:12.

What exe and complevel and stuff was this recorded with? It's desyncing really badly in Eternity and PrBoom-Plus for me.

Old Post 04-04-12 23:05 #
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TimeOfDeath
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I used pr+ 2503 with -complevel 2. The demo also worked on 2512 and prboom 2.4.7, so I'm wondering if the wad has been changed? Here's the wad I used: leapoffaith.zip. Cool map. :)

Old Post 04-05-12 01:24 #
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