Stealthy Ivan Posted October 7, 2007 Here are screens of the three paths at the moment, and I have one small shot of the secret fourth path! Path 3 Path 2 Path 1 and secret Path 4... It is only 25% complete, this is taking a while but I know it will be cool! Also in a few weeks I am going to need 2 play testers (and my Bunnage). Tester #1: Tormentor667 Tester #2: BBG (Naked Snake) Tester #3: Bunnage (my wife) We have to test this level single player and co-op on one of the servers just to see how it will play, I personally think co-op in this will be very interesting! 0 Share this post Link to post
John Smith Posted October 7, 2007 That actually looks rather good now. Infact 3 out of 4 shots look absolutely great (the one with the rock textures looks about as good as it can with those textures). You took my advice and improved ;) Anyways I'd test for you, np. 0 Share this post Link to post
Craigs Posted October 7, 2007 With the exception of the first shot, they all look pretty good. My only complaint is the sky in the first shot. It looks out of place amidst the hellish landscape. 0 Share this post Link to post
Stealthy Ivan Posted October 7, 2007 Soopid question? How could I change the sky in just that sector/section of the map and not the whole level? 0 Share this post Link to post
Patrick Posted October 7, 2007 if you are using zdoom, then change the sector action to SKY2 (or whatever it is) then define 2 skies for the map using the MAPINFO lump. 0 Share this post Link to post
Steeveeo Posted October 7, 2007 Huh, I am reminded of...I think Crysis? (Along with those old books, but thats a given) They were boasting something about a completely non-linear storyline, as in, you cannot fail a mission, only follow the storyline along the path of the outcome of each level. I think it would be awesome to see some mission-based levels like that in Doom. 0 Share this post Link to post
Stealthy Ivan Posted October 7, 2007 Janitor said:if you are using zdoom, then change the sector action to SKY2 (or whatever it is) then define 2 skies for the map using the MAPINFO lump. This is all well and good, I am making this vanilla. I geuss I have to deal with that sky even though the different sky per path idea is great! I eventually want to make a port compatible version of this map, example: ZDoom, Skulltag, Boom, etc. There will be one ver for each depending on how this idea catches on. This level will be a giant, so I figure its worth it to make a ver. for every port! 0 Share this post Link to post
Quasar Posted October 7, 2007 If I were you I'd skip Boom compatible and go for MBF, because MBF defines a sky transfer linedef that would do exactly what you want. AFAIK, both EE and PrBoom support those lines (types 271 and 272). 0 Share this post Link to post
John Smith Posted October 7, 2007 I don't know why you AFAIK'd EE, but I know that PrBoom supports that. 0 Share this post Link to post
Stealthy Ivan Posted October 8, 2007 Quasar said:If I were you I'd skip Boom compatible and go for MBF, because MBF defines a sky transfer linedef that would do exactly what you want. AFAIK, both EE and PrBoom support those lines (types 271 and 272). Hmm, well I'm sure that MBF has tutorials and help files so I geuss this would be some thing to look into! I have never used it but I will learn, it sounds interesting. 0 Share this post Link to post
Icarus Posted October 8, 2007 Question: Will each exit have a seperate ending depending on your path taken (or exit used)? 0 Share this post Link to post
Stealthy Ivan Posted October 8, 2007 Just your normal exit, sending you to map 02... Unless some one has a better idea! ;) 0 Share this post Link to post
Guest DILDOMASTER666 Posted October 10, 2007 All paths lead to the same exit, but with different obstacles to overcome at the end? e.g., if you take path 4, two barons will meet you at the exit, and otherwise they won't. 0 Share this post Link to post
Stealthy Ivan Posted October 10, 2007 Each path leads to its very own exit, hence there are different 4 exits. 0 Share this post Link to post