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Egregor
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Posts: 189
Registered: 11-12



Pavera said:
Damn! I just sent you the final version of my map (finally), too! Though, I know I took my sweet time to do so. Though, I noticed that the beta has a really early (first version) of the map loaded which is odd because I definitely submitted an updated version at one point that actually made into an alpha 3 that Xaser posted a while ago. The differences between what I wanted for the final version and that version were pretty minimal, so I kinda backburnered it cause I figured you had that version.


Okay, I will work on submitting a new version.

Old Post 07-16-13 22:07 #
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DaniJ
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Posts: 2075
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Bugs I noticed:

* E1M6 contains numerous two-sided lines facing outward into the void. This kinda screws the nodes up and makes this map perform much less efficiently.
* FLAT508C is a Patch yet it is used as a Flat. While some ports support mixing flats and any other type of texture on any surface, some do not support using a single patch as a discreet texture.

Old Post 07-17-13 09:10 #
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Egregor
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Beta (v3) Release
http://www.mediafire.com/download/c...f2hh3l/HYMN.zip

V3:
-texture pack .WAD and .TXT removed.
-all open sector and overlapping linedef errors removed, with the exception of the harmless overlapping 'errors' in Xaser's level.
-E1M1 updated (sorry Pavera!)

Please double check this and search for anything wrong with it. If no one can find any errors I will make another attempt to upload it to /idgames.

Old Post 07-20-13 01:41 #
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LodiB88
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Posts: 71
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It's not yet on the Doomworld database as of this writing but your previous upload was already accepted on gamers.org and is in the /newstuff folder.

EDIT: Actually it is on Doomworld now. Must have just updated.

Old Post 07-20-13 03:30 #
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Average
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Invalid or Deleted File. :(

Old Post 07-20-13 11:23 #
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Egregor
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New, fixed link: http://www.mediafire.com/?clh5qahpqfq8exm

Old Post 07-20-13 17:50 #
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A.Gamma
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Posts: 239
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Hey, I spotted some texture misalignments on my map, they're not very obvious but I'd like to fix them before the WAD gets a final release.

Old Post 07-21-13 00:24 #
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Thanks for the fixed link. :)

Old Post 07-21-13 20:18 #
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DooMAD
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As it was mentioned in the original thread, just a quick reminder for any HYMN contributors (or anyone else that might be interested in making Heretic maps) that want to submit a map to Blasphemer, please make yourselves known. Either in the IRC channel, #blasphemer on irc.zandronum.com or on the forums.

New maps are ideally preferred. Existing maps may be accepted (providing they're made from scratch and 100% original), although they will likely need to be retextured and modified a bit anyway.

Old Post 07-23-13 13:04 #
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Egregor
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Beta (v4) Release (seriously! it better be done now!)
http://www.mediafire.com/?gycjyhlmeekfov3

What's new?
V4:
-finishing touch-ups to E1M6
-levels numerically organized in Slade 3, hur!

Please double check this and search for anything wrong with it. If no one can find any errors I will attempt to update HYMN at /idgames.

Old Post 07-25-13 03:23 #
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marineController
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Posts: 57
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Just had a quick look through this:

E1M3 and E1M4 have missing textures.
Maps 1, 2, 4, 5, 8 and 9 don't have multiplayer starts.

Great job, btw.

Old Post 07-25-13 08:19 #
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Cacowad
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i don't even thinked about multiplayer in my map, feel free to add the necessary slot for it.

Old Post 07-25-13 12:38 #
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Lüt
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Well well... looks like a new community project happened during my absence. And for Heretic no less. What a nice thing to come back to.

So, now that I've spent my entire morning playing through this:

On the whole, it's quite a good project. Each level has some redeeming quality, usually many, and I enjoyed playing through all of them, whether it was because the gameplay was fun or because the level was simply good to look at.

Unfortunately, it seems I'm a bit late to this party to offer any suggestions for fine-tuning the design and texturing, so I'll cut straight to some potential gameplay/visual problems.

Jumping accessibility: There's a few areas that can be reached by jumping which probably shouldn't be. In most cases, it's not much of a problem. However, right near the beginning of E1M2, the exit can be immediately accessed by jumping from this ledge into the hole in the wall, allowing the player to skip nearly the entire level. Similarly, in E1M4, the exit can be accessed by jumping from this platform directly into the teleporter, allowing the player to skip over half of the final area. I realize the project wasn't designed with jumping as a focus of the gameplay, but you have to realize most people will be playing with a port like ZDoom, and even if you don't build it into the gameplay, you should at least consider preventing situations that jumpers can take huge advantage of.

Clipping Bug: In E1M3, there's an invisible pit to the left of this cage. Here's me falling into it, and here's me at the bottom of it. It's inescapable, even with jumping. I haven't checked to see if it's from bad nodes or incorrectly defined sectors, but there's no complex architecture that shouldn't be easily fixed.

Midtextures Through Floors: Again in E1M3, there are some midtextures descending very deep into solid floors. Here and here are two examples. Similarly so with some of the trees outside. A few pixels usually aren't much of an issue, but these ones going 24/32+ pixels deep just look buggy. Either custom-cut the textures or give the floors in the map a slight height change.

Also on the subject of E1M3, a small border sector with a lowered sky could be used to prevent this texture from jutting up into the sky like the inverse of the midtextures above. And then, while this thing looked nice, it quickly became a pain when I realized I had to run past it after pressing switches on the other side of the cavern to lower those lifts. I ran into it 6 times, missing the lifts every single time because of it, before I finally no-clipped my way onto the ledges.

Inaccessible Items: In E1M9, these items are placed in a small crevice that the player can't step down into. As far as ZDoom is concerned, this makes the items inaccessible, and the player will keep running over and over them but never picking them up.

Exit Switches/Floors Used For Non-Exit Areas: As a general rule of thumb, the deep blue teleports and wall switches are meant to signify an exit. It's been that way for nearly 2 decades in the original game, and almost every custom level has followed suit. Unless you want to trick the player into thinking they're taking an early exit, I'd recommend against using them as decoration or as standard switches throughout a level. E1M5 in particular did this with some exit gates in a secret near the beginning.

Anyway, those are the only big-time issues that jumped out at me during first play-through. I wish I'd been around earlier in the development for more alpha-testing feedback, but since it looks like you're trying to wrap it up, I'll leave it at that.

Nice job. Will probably play again soon.

Old Post 07-25-13 16:34 #
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Egregor
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What's new?

V5:
-Nearly all of Lut's suggestions have been implemented.

http://www.mediafire.com/download/t...y8557z/HYMN.wad

Old Post 08-05-13 11:36 #
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EvilNed
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My computer crashed and a bunch of other stuff. I've been out of the loop and off the grid for about a month. Apologizes all around. I'll fix my map.

Old Post 08-05-13 14:01 #
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Egregor
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Apperently its been updated on /idgames for a few days now. Woops! Anyways, play it today in its final form! Thanks again for everyone who mapped, play tested, edited script, or contributed in any other way! Enjoy!

Final Release
http://www.doomworld.com/idgames/index.php?id=17270

Old Post 09-02-13 20:07 #
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DooMAD
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Egregor said:
Apperently its been updated on /idgames for a few days now. Woops!

Not sure if it's already been reviewed for T/nC or not. It says "Status: Locked, cannot be claimed", but shouldn't be too bad even if they did review the older one.

Old Post 09-03-13 15:09 #
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Springy
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Excellent stuff lads. Nice to see this finally released. Good job.

Old Post 09-03-13 22:37 #
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