fen boi Posted July 10, 2002 Despite my last attempt to get testers being a bit of a non starter, I'm giving it another go! Some people suggested that a large DM was needed, this ones not quite on the scale of map13 of DOOM2 (it's roughly 3000x3000 units) but that can change. Interested? 0 Share this post Link to post
Volte Posted July 10, 2002 That's cool! I really like that instantly appearing bridge that only appears when you are walking accross it; that's really cool. There are a few misaligned textures here and there (above the exit door, the sides of the doorframes leading from one place to another. Over all, I think it is a really great DM level. A bit big for 2-3 players, but I guess that's the point. With 10 players, this map would rock big-time. :) Good work! 0 Share this post Link to post
Hellbent Posted July 10, 2002 Send to me too please! jasonr@berkshire.net VolteFace: Map27 of GreenWar has insta bridges. :) 0 Share this post Link to post
Volte Posted July 10, 2002 Ah cool, never noticed that; however, they appear, but don't disappear, which is something that does happen in fen boi's. 0 Share this post Link to post
Hellbent Posted July 10, 2002 Ah cool, never noticed that; however, they appear, but don't disappear, which is something that does happen in fen boi's Hellbent *COUHGS* and contorts and writhes on the ground in agony and then dies. Go play the map again. 0 Share this post Link to post
Volte Posted July 10, 2002 OK, n/m I'm just retarded. You are using some Boom tag to lower the platform, while I was using doom2.exe. It works fine in ZDoom, although you may want to change that tag to the 'raise floor to lowest adjacent ceiling' tag, and then make an off-map adjacent sector with a ceiling height of 0 (or whatever the ground-level is). That'll make it instant. 0 Share this post Link to post
fen boi Posted July 11, 2002 It was playing Hellbent's map that gave me the idea, though I had to do some searching to find a Doom2.exe compatible version (gothicdm map25). It really helps to speed your transition through the map. I've also used the effect in my one-on-one map, where it plays a pivotal role in the game. Volteface, The bridge will stay up if you kill the player on it, which is what you may have seen. 0 Share this post Link to post
Volte Posted July 11, 2002 No, I was just running through it single player. I tried it a few times with bots, but the bots don't have their nodes, so it was really bad. :p 0 Share this post Link to post
Hellbent Posted July 11, 2002 VolteFace said: OK, n/m I'm just retarded. You are using some Boom tag to lower the platform, while I was using doom2.exe. It works fine in ZDoom, although you may want to change that tag to the 'raise floor to lowest adjacent ceiling' tag, and then make an off-map adjacent sector with a ceiling height of 0 (or whatever the ground-level is). That'll make it instant. Hellbent said in an email to Fen Boi: I *thought* there might be away to do insta bridges without resorting to BOOM linedef types. I just couldn't figure it out! But I see how you've done it. I should have realized. 0 Share this post Link to post
fen boi Posted July 22, 2002 Ok, the maps improved in the looks department (not as dark/bland) and has a few minor tweaks to the architecture and item placement. I'd be gratefull for feedback about ammo/weapon placement etc, also whether powerups such as soulspheres should be added. I'll send the map to those who are interested. <advertisment> My latest map Xfire5 is now in incoming <advertisment> PS The Vines album sucks :( 0 Share this post Link to post