Sporku Posted October 12, 2005 Tormentor667 said:WADs for the local dump! Nevertheless, looks like I have to create a Boom compatible map somehow... :( Very said but true... @Torn - Everyone has ZDoom, don't think that this is a big problem at all! You'll survive. And no, not everyone has or even likes to use ZDoom. 0 Share this post Link to post
Torn Posted October 12, 2005 Tormentor667 said:WADs for the local dump! Nevertheless, looks like I have to create a Boom compatible map somehow... :( Very said but true... @Torn - Everyone has ZDoom, don't think that this is a big problem at all! Well, my main standpoint is clear. Sorry, but thats the way. Many people prefer to use sourceports like prboom, legacy and etc... I don't really want to miss those folks. 0 Share this post Link to post
SlatheDoomer Posted October 12, 2005 Update. I started over with Boom because my other map was ZDOOM. I also changed the layout of everything. Here is the new Boom version: http://img423.imageshack.us/img423/2534/doom00493xo.png http://img423.imageshack.us/img423/685/doom00505ot.png http://img423.imageshack.us/img423/8051/doom00515xo.png http://img423.imageshack.us/img423/3937/doom00524lj.png http://img423.imageshack.us/img423/9244/doom00530dj.png Any feedback would be accepted. 0 Share this post Link to post
Negatronica Posted October 13, 2005 Since zdoom is out of the question then count me out. I'm sorry but I don't have any ideas for a vanilla map. 0 Share this post Link to post
MikeyScoots Posted October 13, 2005 Shtbag667 said:Since zdoom is out of the question then count me out. I'm sorry but I don't have any ideas for a vanilla map. You could always do a map just for Zdoom and then at the very end take out all the zdoom features. Might take away a few good elements of your level but it could work out if you apply some effort to it. 0 Share this post Link to post
Erik Posted October 13, 2005 if it's for zdoom, I'm out. But I guess it's not so yay! 0 Share this post Link to post
jetflock Posted October 13, 2005 is it too late to join? (cuz i have some retarted ideas) 0 Share this post Link to post
myk Posted October 13, 2005 zap610 said: Could we replace the sky? Torn said: Well, I guess so for the single map. But not for the megawad. As far as true Boom compatibility goes, it's not possible to change the sky for a single map, since Boom deals with skies like Doom does (per episode.) Though nowadays most "Boom compatible" engines handle features that do allow it, either the MapInfo lump for the whole map (ZDoom, Eternity and Legacy use it, as far as I know) or MBF's linedefs 271 or 272, which transfer an upper texture to the sky of a sector (PrBoom uses it, and I've heard ZDoom does, at least.) 0 Share this post Link to post
Graf Zahl Posted October 13, 2005 myk said:as far as I know) or MBF's linedefs 271 or 272, which transfer an upper texture to the sky of a sector (PrBoom uses it, and I've heard ZDoom does, at least.) The only 'Boom compatible' port that doesn't have it is Legacy. But the only side effect would be that the custom sky doesn't get displayed. But then, Boom compatible would also imply voodoo doll tricks and they rule out Legacy also. 0 Share this post Link to post
cycloid Posted October 13, 2005 i'm all for boom compatibility, me, so to clarify: are we allowed non-Legacy boom features? (me likes voodoo scripting). 0 Share this post Link to post
DooMknight Posted October 13, 2005 Ok, I think "boom compatible" is the best option 0 Share this post Link to post
doom2day Posted October 13, 2005 I want to join. I really do want to join, so if you can, please let me in. 0 Share this post Link to post
KwadDamyj Posted October 13, 2005 TheDarkArchon said:Can I have a bash? Sure. bash.org Sorry. Had to. :P 0 Share this post Link to post
wildweasel Posted October 13, 2005 Alright, I think I'll convert my map to Boom format - I'll be testing with ZDoom, though, if that makes any difference. 0 Share this post Link to post
TheHighestTree Posted October 13, 2005 OOO...this sounds fun! One problem is that I can't really make anything without birthday suit textures though (unless someone is willing to WADify some textures for me.) So, think you could add me to the list? 0 Share this post Link to post
iori Posted October 14, 2005 cycloid said:i'm all for boom compatibility, me, so to clarify: are we allowed non-Legacy boom features? (me likes voodoo scripting). Yeah, I would think so. It's not the mappers' fault that Legacy doesn't support voodoo dolls or the sky linetypes in its current incarnation, so feel free to utilize voodoo dolls et al. 0 Share this post Link to post
jetflock Posted October 14, 2005 ah, so legacy users WILL be left behind. That sucks. 0 Share this post Link to post
myk Posted October 14, 2005 jetflock said: ah, so legacy users WILL be left behind. That sucks. OMG, conspiracy! Don't the betas or alphas of the upcoming versions have vodoo doll support already? And if the sky linedef thingy isn't being added, it's merely visual, like Graf Zahl said already. 0 Share this post Link to post
Graf Zahl Posted October 14, 2005 Make them finish v2.0 quicker, then you get your voodoo dolls again. But why limit a project due to a source port that will become obsolete in its current form rather sooner than later? 0 Share this post Link to post
Kelzam Posted October 14, 2005 Legacy sucks anyway. We shouldn't have to piddle around waiting on them to release versions of Legacy so they can use features that as far as I know EVERY other source port has. 0 Share this post Link to post
Dco16 Posted October 14, 2005 Began the map a couple days ago Winter themed Called Satan's Village. No screenshots right now. I might throw in some Boom features with Doom Builder at the end, but probably not. 0 Share this post Link to post
wildweasel Posted October 14, 2005 Most of yesterday's mapping session was spent fixing things up for Boom - I standardized my door types, fixed a couple of switches, repaired a few texturing errors and things I missed (like upping the lighting levels in a few sectors that I missed - I originally had darkened the entire map so I could use Edge's dynamic lights, but naturally this wouldn't work in Boom, so I switched back to sector lighting here). I decided my map looks better with a daytime setting anyway, so I wouldn't want to reinstate the floor lighting in the initial outdoor area. All I have to do here is plan out a route for the player to go through, then I can start placing locked doors and their corresponding keys. Once the player can stroll through the level without cheating, I'll start adding monsters and (maybe) secrets. 0 Share this post Link to post
MikeyScoots Posted October 15, 2005 Screen Bump! http://img416.imageshack.us/my.php?image=doom00484nu.jpg 0 Share this post Link to post
JadedLexi Posted October 17, 2005 I'll help, but I'd probably make a boss fight level, I'm good at those :D I just need time to detail it, and sometimes get it working properly, BTW I use GZDoom so will that effect anything? 0 Share this post Link to post
DomRem Posted October 17, 2005 KingofFlames said:BTW I use GZDoom so will that effect anything? Uhh, yeah; you would know if you had read just a few pages back:Bloodshedder said:NO ZDOOM FEATURES. ALL MAPS MUST BE BOOM-COMPATIBLE. 0 Share this post Link to post
Hobbs Posted October 17, 2005 But Dom, GZDoom isn't ZDoom. You really must be able to see KoF's logic. 0 Share this post Link to post
Torn Posted October 17, 2005 I'm back online, but my computer is broken at the moment. So I don't know when to be online until it have be fixed. See ya later. :) 0 Share this post Link to post
Graf Zahl Posted October 17, 2005 HobbsTiger1 said:KoF's logic. Isn't that a contradiction in terms? :D 0 Share this post Link to post