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Karnizero

Corporation Mini-Episode [Boom]

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This is a mini-episode for 100% compatible Boom source ports.
Its know to runs perfectly with PrBoom(Plus), and nearly perfect with zDoom.

Corporation is now under development, and will be a 5 or 6 level mini-episode, with a full featured history, detailed levels, lots of enemies and featuring lots of Boom (and not really Boom) effects.

I took ideas from Phobos: Anomaly Reborn, KDiZD, Scyte and maybe any other.
All levels are new from scratch, not copied from other authors.

[29 - July - 2008]

-> Black Metal tested with SkullTag engine. "100% compatible".
-> Some issues reported by hawkwind. Now all fixect, except for non-lightning-at-ceiling effect.

##########


Screenies:

From MAP01 (complete)

(1280x768)



From MAP02 (complete)
(1024x768)




And here some interesting links:

1.- MAP01 Preview: This is and will be the first map at the mini-episode. Yet a short and easy map, as a preview. Note that this map lacks lots of effects and detailing im implementing on the other maps: http://rapidshare.com/files/125161966/mapa_preview.zip.html

2.- Promotion video, with some action images from MAP01 and MAP02:
-> 1.- Donwload (good quality, Recommended): Link at Rapidshare <- 23 Mb Aprox

2.- Youtube version (low quality): http://www.youtube.com/watch?v=HOxzBF45jQc

IMPORTANT NOTES:

This mod runs on:

-> Boom: 100% working. This WAD is being constructed to run perfectly at this engine.
-> zDoom: 90%, you cant shoot under a bridge
-> PrBoom(Plus): 100%, you can play it with full features.
-> GzDoom: not full tested, but you will get some weird effects
-> Vavoom, Doomsday, Legacy, EDGE, Vanilla: not playable.
-> Skulltag: 100%. Thanks to Black Metal we know this is working on ST too.
-> zDaemon: not tested

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I tested this with both the latest Risen3D and prboom+ in GL mode.

Looks quite interesting ...

Bugs/issues noticed.

Issues found with both Risen3D and prboom+ ...

When at sector 387, look up at sector 43 for example. HOM. For these sectors why not use line type/action 261 instead ? This is for boom after all ... not doom2.exe.

Issues for prboom+ only ...

HOM in floor/ceiling of sector 763. Actually this sector is unclosed.

When at fake sector 43?, between above and below fake ceiling, glitch noticed.

Visual glitch above lines 3293, 2779, 3379 for example.

General issues ...

Needs a line between vertices 2805 and 2900 and MSTEP texture.

The effect at seeing the ceiling at sector 497 from sector 466 for example does not look good.

It would look better if line 3404 was deleted ( the same as no texture between vertices 2801/2808 ) .

Player cannot walk off the bridge at sector 134. How about a line between lines 639/641 and placing a texture on it ( steptop ? ). Same between lines 645/635 and remove impassible flag for lines 662/663.

Lines 3928,3892 etc - bridge - need a lower Y offset. ( too high ) .

Change Y alignment for lines 1990, 1966 etc from 93 to 96.

Personally, I didn't like the monsters being at sector 341.

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Technically correct. The error is on line 715. Just delete the "texture" on the lower back side.

Sector 311 needs the tag # removed.

A number of sectors are tagged # 39 but there is no corresponding linedef tag # 39.

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Thanks for feedback.

I will fix those errors, although i have changed the first level (the preview downloadable one) in some aspects.

I will check for those unclosed sectors and HOM.

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hawkwind said:
It would look better if line 3404 was deleted ( the same as no texture between vertices 2801/2808 ) .

Linedef deleted, but, what vertexes are you refering to? Screen please. :P Thanks

No need ... vertices already quoted 2801 and 2808

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hawkwind said:
Technically correct. The error is on line 715. Just delete the "texture" on the lower back side.

I didnt got that error with PrBoom+ (software mode).

MikeRS was probably referring to TNT's Boom 2.01 ? Not the later prboom+

------------------------------------------------------

@ hawkwind: is it possible to make use of "Flashing HOM" at PrBoom Plus? I usually got it activated, but i get no flashing HOMs:

I have never fiddled with this feature. Maybe an avid prboom+ user can shed more light on this ?

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Now with DosBox + Boom, i will be able to test maps for pure Boom.
Thanks for tip.

hawkwind said:

I have never fiddled with this feature. Maybe an avid prboom+ user can shed more light on this ?


So, how did you do to see those "small" HOMs/glitches?
Or even, the Tagged sectors without linedef refering tag?

I will try the "Flashing HOM" with pure Boom. If working, that can be very usefull.

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Karnizero said:

Now with DosBox + Boom, i will be able to test maps for pure Boom.
Thanks for tip.

There is (or was, at least) WinBoom 2.02, which I believe is a straight port of Boom to Windows, so I guess you could use that for testing.

EDIT: Ah, so it looks like that "WinBoom" is PrBoom 2.02

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Karnizero said:

.

So, how did you do to see those "small" HOMs/glitches?

... with my eyes ... ;)


Or even, the Tagged sectors without linedef refering tag?


Deepsea error checker.

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Karnizero said:

Is that feature working for DeePSea's non-registered versions?


Yep !

BTW here are some pics you requested regarding the problem with the fake sector in prboom+ gl mode ...

http://xs.to/xs.php?h=xs129&d=08312&f=pic1310.png

shows things nearly correct

http://xs.to/xs.php?h=xs129&d=08312&f=pic2816.png

shows the slime trail appearing when looking down

http://xs.to/xs.php?h=xs129&d=08312&f=pic3856.png

same as previous pic but with the automap shown.

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I tried this out on skulltag and it worked perfectly. I didn't look for bugs though.

It was quite amazing, the detail was pretty epic. Great map for sure. The ambiance with the lights kicked ass.

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hawkwind said:

Yep !

BTW here are some pics you requested regarding the problem with the fake sector in prboom+ gl mode ...

http://xs.to/xs.php?h=xs129&d=08312&f=pic1310.png

shows things nearly correct

http://xs.to/xs.php?h=xs129&d=08312&f=pic2816.png

shows the slime trail appearing when looking down

http://xs.to/xs.php?h=xs129&d=08312&f=pic3856.png

same as previous pic but with the automap shown.


I never realize that issue. I think that fake underwater effect is not bad constructed. Maybe a glBoom rendering issue, cause when using PrBoom+ software mode, that does not seem to appear.
I will try to reproduce with zDoom or pure Boom.

Thanks for your time. :-)

Black Metal said:

I tried this out on skulltag and it worked perfectly. I didn't look for bugs though.

It was quite amazing, the detail was pretty epic. Great map for sure. The ambiance with the lights kicked ass.


Thanks for Skulltag testings.

I will modify the source code support list at first post.


[EDIT]

1 or 2 days left for map MAP03 development screenies!!!!

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Black Metal said:

Where do I get Part 2? I want to play it quite badly... it says "Complete"


Read a bit further down in the first post

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hawkwind said:

Read a bit further down in the first post


You won't believe it but I cant find it.

Its probably because I've got a midterm and a lab tomorrow. My brain is so fried it can't function. I had a 30 page lab report to complete and I can't even add 5 + 9... (yet I could do calc on analytical chem :P)

I'll look for it tomorrow, then I'll be stress free and hopefully dooming the shit out of the second map.

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Black Metal said:

Where do I get Part 2? I want to play it quite badly... it says "Complete"


This is a mini-episode (i think i have wrote that at the first post).

If you like maths, physics, programming, and so on, then you should know what "Complete != Downloadable" means. :P

I pretend to release the whole WAD at 25 december 2008.
Watch the video trailer at youtube (look 1st post for details), there, you can see some action screens from the completed MAP02, and the last screen with the release date. :P

Anyway, thanks for your interests.

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