Graf Zahl Posted January 20, 2017 Voros said:That kinda reminds me of map29. From the automap, you can tell the whole map is one big square. It would be better if it wasn't such a perfect square, or at least kept the walls hidden in the automap. You may be correct, but let's not forget that this map already has problems with the amount of drawsegs, so I doubt much can be done here. Hiding the lines should be good enough, although that won't help you with all those newfangled ports that feature a textured automap... ;) 0 Share this post Link to post
Voros Posted January 20, 2017 Graf Zahl said:One word about the NexCredo maps. While they are overall perfect substitutes I recommend changing the exit teleporter. This mod uses the same style as Plutonia and that immediately stands out in the project as a whole. The teleporter pads I have been aware of since day one. Even map06 has one. In time, everything will be fixed. Graf Zahl said:You should also consider moving the new MAP31 to MAP32, I think that one with its Cyberdemon overkill is better suited as the super-secret - it may be a bit hard to add a second exit into that small level anyway. Map32 is at least better than the current map31, hence the priority goes to map31 first. IMO, map32 can be overkill too. Nex Credo's map11 would suit nicely for map17, don't you think? And Sinister Intention's map06 may or may not go with map24. 0 Share this post Link to post
Graf Zahl Posted January 20, 2017 Voros said:Map32 is at least better than the current map31, hence the priority goes to map31 first. IMO, map32 can be overkill too. It was just a thought when comparing both maps that swapping them may give a better result. The new MAP31 shares some properties with the original MAP32, i.e. it's small, doesn't have many monsters, but a few very hard ones instead. The current MAP32 is somewhat more traditional so putting that into the super-secret slot is maybe not the best idea. And it's easier to add a second exit there, think. Voros said:Nex Credo's map11 would suit nicely for map17, don't you think? And Sinister Intention's map06 may or may not go with map24. I think Sinister Intention's MAP06 is a great map overall but may be a bit small, and that stupid teleporter maze already annoyed me the first time I played that mod. 0 Share this post Link to post
Catoptromancy Posted January 20, 2017 Working on an e2m3 with Protox, I noticed it had a secret exit. Should be a decent replacement for e2m5 eventually. 0 Share this post Link to post
Graf Zahl Posted January 20, 2017 Catoptromancy said:MAP22 submission. Outside area not as jagged, epic ceiling not as epic, stairs not as stairsy, fully vanilla(hopefully). Monster spawner is vanilla and functions as normal, though not as nice. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map22_c6.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map22-v1.lmp While I was toying around with the door near the stairs you mentioned - what I was trying was to raise the sectors around the door a bit - I got one visplane overflow while looking out of the window north to the door, none of the parts I had been editing were visible at that moment, but for one brief frame Chocorenderlimits flashed and showed 129 visplanes. 0 Share this post Link to post
Catoptromancy Posted January 20, 2017 Can you screenshot general angle you were looking? 0 Share this post Link to post
Graf Zahl Posted January 20, 2017 Unfortunately not. It was just one short moment for one frame while in motion. I haven't been able to reproduce it afterward yet. 0 Share this post Link to post
Catoptromancy Posted January 20, 2017 Not of actual VPO, but just in what area you were standing and general direction looking. I think almost all stairs were edited. Small areas I try not to touch, but map's small areas mostly had big windows into big areas. 0 Share this post Link to post
Graf Zahl Posted January 20, 2017 I was in the room north to the door by the stairs in the western part of the map, looking out of the window just wildly moving around trying to kill some monsters. None of the stairs by the door were in view when it happened. 0 Share this post Link to post
dew Posted January 20, 2017 Pressing F3 should return you to the highest visplane count position stored. The position should also be dumped in crl-log.txt, hopefully. 0 Share this post Link to post
Graf Zahl Posted January 20, 2017 Nothing was saved, and I already quit. Sorry about that but it's not a tool I frequently use - especially since I was testing something else and this just randomly happened in a moment where I wasn't really looking at the numbers. 0 Share this post Link to post
dew Posted January 20, 2017 Oh, you gotta press F4 to dump into the logfile. Hmm, wouldn't it be nicer if that was done automatically on encountering new VPO peaks... 0 Share this post Link to post
Graf Zahl Posted January 20, 2017 dew said:Oh, you gotta press F4 to dump into the logfile. Hmm, wouldn't it be nicer if that was done automatically on encountering new VPO peaks... Most definitely, it would... 0 Share this post Link to post
Catoptromancy Posted January 20, 2017 Voros said:Jayextee also submitted his limit-removing Sinister Intention mapset alongside Nex Credo. I have ripped the levels out with deutex. There were a few custom textures, which probably need replaced with freedoom ones. Each map in a single wad for easy handling. These are not submissions yet. http://www.geocities.ws/catodemos/freedoom/jayextee/ 0 Share this post Link to post
Graf Zahl Posted January 20, 2017 Are there even enough slots to put these maps in? I think if you find proper slots for the Nex Credo stuff the game should be complete. Which ones do you still consider replacing? 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 I am going to play through all those new maps. See which ones fit freedoom best. Most will work fine. Skill balance will be a little tricky. We need more big monster maps. Once I figure out the style of gameplay of these map sets, and monster types used, I can figure out the best slots for them. Some maps will likely need to be made harder or easier. A major shuffling of maps will happen at some time. For now though, just getting vanilla maps in slots is priority. ***If anyone has suggestions about which map should fit in which spot, please post. If map is not fully vanilla yet, I can convert it. Picking slots is most important at the moment. If a map is vanilla and tested to be exitable, please submit it. 0 Share this post Link to post
Voros Posted January 21, 2017 NC's map03->map14 NC'a map10->map31 NC's map11->map17 SI's map06->map24 NC's map09->map13 Edit: NC'a map08->map19 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 Once I demo all those maps, ill add them to the Map Submissions thread. MAP13: New Map submission. Choco demo. Looks good. http://www.geocities.ws/catodemos/freedoom/jayextee/map13.wad http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map13-v1.lmp MAP14: New Map submission. Choco demo. http://www.geocities.ws/catodemos/freedoom/jayextee/map14.wad http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map14-v1.lmp MAP17: New Map submission. Added 1 medikit, 1 stimpack, retagged a medikit to appear in -skill 4. http://www.geocities.ws/c/a/catodemos/freedoom/jayextee/map17_c1.wad http://www.geocities.ws/c/a/catodemos/freedoom/jayextee/fd2-map17-v1.lmp MAP19: New Map submission. http://www.geocities.ws/catodemos/freedoom/jayextee/map19.wad http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map19-v1.lmp MAP24: New Map submission. Vanilla Compatible. Internally renamed MAP06 to MAP24, and renamed map06.wad to map24.wad. http://www.geocities.ws/catodemos/freedoom/jayextee/map24.wad MAP31. New Map submission. 30 Seconds with only 1 death. http://www.geocities.ws/catodemos/freedoom/jayextee/map31.wad http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map31-v1.lmp 0 Share this post Link to post
Voros Posted January 21, 2017 What are the main differences in each one? I'm assuming that you made some edits alongside demos. 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 None of the actual maps are edited. Just renamed the internal map number to same as slot number, and wad name. 0 Share this post Link to post
Voros Posted January 21, 2017 My bad, I thought you did some edits because you provided links. Can I just say for the record, that I enjoy map17 for its verticality? I love jumping of those buildings. A lot of the maps in Freedoom don't have such layout. It's a bit disappointing, really. This map might make for a good FreeDM map though. 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 Working on MAP17 right now, its great. I need to dig up some old rants about DM in Freedoom maps. If done properly, freedoom1 and 2 can be nice for DM. 0 Share this post Link to post
Voros Posted January 21, 2017 Catoptromancy said:I need to dig up some old rants about DM in Freedoom maps. this? 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 https://www.doomworld.com/vb/post/1311126 https://www.doomworld.com/vb/post/1330225 Someone posted a follow up to that previous thread, but many posts appear missing. https://www.doomworld.com/vb/post/1330396 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 Got a message from Zok, Will be converting his maps to vanilla. 0 Share this post Link to post
Graf Zahl Posted January 21, 2017 Voros said:My bad, I thought you did some edits because you provided links. Can I just say for the record, that I enjoy map17 for its verticality? I love jumping of those buildings. A lot of the maps in Freedoom don't have such layout. It's a bit disappointing, really. This map might make for a good FreeDM map though. Might be a good idea. That map is definitely better suited for multiplayer. 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 Graf Zahl said:Might be a good idea. That map is definitely better suited for multiplayer. Would be a great single and multiplayer then. The singleplayer maps should ideally be reasonable at deathmatch. Also, with Protox's MAP11, Freedoom2 is now fully limit removing. MAP22: Update. Removed 2 ceiling lights from crowded crate hall. Aligned step textures. Updated Map Submissions thread with new link. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map22_c7.wad Graf Zahl said:VPO I ran around quite a bit, checking angles with doors open. Couldnt find anything. Maybe -record -nomonsters if you are looking for stuff. Posting the demo would be great, can see exactly where VPO happened. 0 Share this post Link to post
Voros Posted January 22, 2017 On map18, the monsters don't appear in the water around the red skull key area, unless they are alerted via shooting. It can be a bit strange. 0 Share this post Link to post
dew Posted January 22, 2017 Catoptromancy said:I ran around quite a bit, checking angles with doors open. Couldnt find anything. Maybe -record -nomonsters if you are looking for stuff. Posting the demo would be great, can see exactly where VPO happened. Dunno if this is what Graf was refering to, but the pretty ceiling arch by the start definitely causes trouble. Right in this corner it touches 128 and if you start running backwards into the corner, the screen sway can hit 129. Then when looping back, this bit overflows with the door open... 0 Share this post Link to post
Catoptromancy Posted January 22, 2017 http://www.geocities.ws/catodemos/freedoom/catoptromancy/map22_c8.wad Hopefully this fixes it. Merged a few more outside vertexs, removed 2 ceiling lights in that room, and removed ceiling border. EDIT> I noticed in Choco's resolution, the ceiling border is kinda pointless. It is barely noticeable but not really a feature and I dont think it really affect awesomeness of graphics at all. Thats a lot of extra lines for minimal affect. ...the ceiling border is in most rooms. 0 Share this post Link to post