Arno Posted July 15, 2003 The Ultimate DooMer said:Unless we allocate a range of tags to each mapper - say, 50 each. That should work. This is gonna be fun. I'm thinking of a huge mansion with game room, swimming pool and wine cellar. Although that wouldn't really reflect my forum status here. I'm not even a member yet. 0 Share this post Link to post
Gokuma Posted July 16, 2003 Cool, I think I'll make a nightmare house based roughly on victorian twin I live in a side of (although three stories with a basement wasn't ever very feasable in Doom). Are any limitations being put on houses besides the 2048x2048x384? (384 is a little short tho I think.) Excessive use of the slotted 3D bridge/floor can really bog down the performance on low end machines? And is that even allowed in the first place? I suggest maybe allowing it but only sparingly in ways that it looks decent. And if it's allowed it might be a idea to establish the invisible bridge things to be universally used. 64 wide (32 in dehacked)? 128 wide (64 in dehacked)? Height 16 works well for them BTW. Destructable ones with texture changing scripts are always fun, heh heh. 0 Share this post Link to post
Laguna Posted July 16, 2003 Fuck, I forgot about that... *smacks head* I've been away from any Doom editor so long I've gotten used to automatically making target/targetname assignments. I guess number allocation would have to work, hm? 0 Share this post Link to post
Linguica Posted July 16, 2003 I'll make one if I get to put scripting in it :P 0 Share this post Link to post
zark Posted July 16, 2003 Linguica said:I'll make one if I get to put scripting in it :P You can put any scripting in it you want. Gokuma said:Are any limitations being put on houses besides the 2048x2048x384? (384 is a little short tho I think.) Excessive use of the slotted 3D bridge/floor can really bog down the performance on low end machines? And is that even allowed in the first place? I suggest maybe allowing it but only sparingly in ways that it looks decent. And if it's allowed it might be a idea to establish the invisible bridge things to be universally used. 64 wide (32 in dehacked)? 128 wide (64 in dehacked)? Height 16 works well for them BTW. Destructable ones with texture changing scripts are always fun, heh heh. The 384 height is only a guideline, you can go higher if you really want to. And yeah bridges are allowed, although imo they look pretty gay. 0 Share this post Link to post
zark Posted September 5, 2003 Gokuma said:Hey, is this project still alive? I haven't got any submissions so I guess the answer is no. 0 Share this post Link to post
Naked Snake Posted September 5, 2003 zarcyb said:I haven't got any submissions so I guess the answer is no. That sucks. Of course, building a house is pretty much now possible with Eternity. 0 Share this post Link to post
Scuba Steve Posted September 5, 2003 Too bad, I finished my character sprite. 0 Share this post Link to post
Fletcher` Posted September 5, 2003 I can't edit for zdoom. C'mon Gherkin, update DB! 0 Share this post Link to post
insertwackynamehere Posted September 5, 2003 For names, stick with Doomworld, which sounds like a big place, and Newdoom, (like New York, New Mexico, or New Hampshire) 0 Share this post Link to post
Nanami Posted September 5, 2003 Mancubus II said:I live in an apartment... Floating room ahoy! I live in a dorm now. =P Also, using the silent/nofog teleporters it'd be easy to make multi-floor houses in ZDoom. 0 Share this post Link to post
The Ultimate DooMer Posted September 5, 2003 insertwackynamehere said:For names, stick with Doomworld, which sounds like a big place, and Newdoom, (like New York, New Mexico, or New Hampshire) DooMopolis! 0 Share this post Link to post
Reisal Posted September 6, 2003 I use Doom Builder. I will need to wait for the next Doom Builder patch before I attempt to build my house in Doom. This would be another week or two, but as long as I don't use negative numbers for the sector heights, it won't crash. Oh yes, I have no knowledge of creating slopes with Zdoom. I'll also need to get a blueprint of my house from an overview on paper. I've done the last time a couple of years ago. Excuse me while I go buy a notebook and pen/pencils from the store. 0 Share this post Link to post
Melfice Posted September 6, 2003 I'll do it. I'll do it within the next 2 hours before Coleman comes over for the night. 0 Share this post Link to post
goaxis Posted September 6, 2003 I will be participating. Any idea when these houses are due? 0 Share this post Link to post
Amaster Posted September 6, 2003 So wait, is this actually dead? If not, I could probably whip something up. 0 Share this post Link to post
Reisal Posted September 6, 2003 Updated @ 6:55 PM, 9/7/03 Already sketched out: My room 2nd floor hallway Parents' room Younger brothers' room Dining room Living Room Boiler room (ditched because hogging space for stairs) Downstairs closets in hallway & living room Cat/washer-dryer room Shed (part of backyard) Downstairs bathroom Downstairs hallway Kitchen Older brother's room Porch & backyard Garage/driveway & pool (part of backyard) East side of house To do: Upstairs bathroom Front yard (45% complete) Almost done. 0 Share this post Link to post
Melfice Posted September 7, 2003 All of that in a 1028x1028 square o_o 0 Share this post Link to post
Ultraviolet Posted September 7, 2003 1028? What are you going to do with those extra 4 pixels? 0 Share this post Link to post
Reisal Posted September 7, 2003 Well, I have 2 floors, and will have to fake it with silent teleporters y'know... I'm gonna have to use a bit more than 1024x1024 (I have to find out once I start building in my editor). I think the max height will be 256 or 284. Maybe I'll cut the boiler room out since it'll hamper space for the area where the stairs would be. The last time I did this, I had to sacrifice the stairs for a teleporter pad. I was thinking of using my house as a base to extend and cover my street block as a project. No, I'm not gonna ask my neighbors to enter their homes and get a blueprint of their houses. Zdoom has silent teleporter linedef, does it? 0 Share this post Link to post
Johnatone Posted September 7, 2003 i could build a level in doomcad, haven't gotten to try doombuilder yet. it's gonna take me a while to get used to zeth, so unless i can find someone to mod my level after i build it i probably can't submit. damn. 'cause this idea is damned cool. 0 Share this post Link to post
Amaster Posted September 7, 2003 Im just curious. How many people have had the "unique" idea to build a Dr. Who style entrance? 0 Share this post Link to post
Draconio Posted September 7, 2003 Hmmm. I did a layout of the house I live in as a Tapan Kaikki level once, but I don't think I ever tried it for Doom. I don't think I'll get into this. Too busy. 0 Share this post Link to post
sargebaldy Posted September 7, 2003 Nanami said:I live in a dorm now. =Pheh, so will i, in a couple weeks. and thanks to me submitting my application so late, i'll most likely be in the same trashy dorm i lived in freshman year that was supposed to be remodeled two years ago. if i'm really lucky they'll put me on the second floor which features my mural of a kitty cat and a friend's painting of me as a smurf. Nanami said:Also, using the silent/nofog teleporters it'd be easy to make multi-floor houses in ZDoom. eh, isn't that just a boom thing...? from the doom builder boom config (that i happen to have written): 207 = "W1 Teleport (also monsters, silent, same angle)"; 208 = "WR Teleport (also monsters, silent, same angle)"; 209 = "S1 Teleport (also monsters, silent, same angle)"; 210 = "SR Teleport (also monsters, silent, same angle)";oh, and get on IRC you twerp! =P 0 Share this post Link to post
Cyb Posted September 7, 2003 silent teleporters in doom originated with boom, though hexen had them as well (first) I believe (teleport_nofog) edit: just checked the hexen config for wadauthor since I don't have the hexen source on me and indeed teleport_nofog() and also thing_spawnnofog() are present 0 Share this post Link to post