ClonedPickle Posted August 25, 2012 Mechadon said:I'm 20K~ish over the limit. Anyway, one last update to tongmap: https://dl.dropbox.com/u/84200934/32in2412tongs.wad Moved the armors, added one last bit of in-base detail, and called it good. It'll never be pretty but at least I hope the design aesthetic is interesting... or at least tolerable. Yeah, I'm hoping for tolerable. I was tempted to move the SSGs to where the base armors were, but I like 'em behind the flag. 0 Share this post Link to post
The Green Herring Posted August 25, 2012 Indeed, Odamex doesn't support doubled SEGs limits. I'll quote the conversation I just had in #odamex:<TheGreenHerring> [...] it would seem Odamex doesn't handle more than [32768] SEGS... is this correct? <@rice> correct <@rice> I talked to quasar about this not so long ago <TheGreenHerring> rice: Ah <TheGreenHerring> If I'm to put Mechadon's updated level in the final release [of 32in24-12], this is going to be a serious problem <@rice> he said a few things in the code needs changing, mainly expanding a struct to use ints rather than the byte type <@rice> but there is alot more to it than that <TheGreenHerring> Otherwise I'm going to have to stick in a warning about it and the level won't be played at Nitro [tomorrow] <@rice> that will be the best for now, unless someone comes along and tries to sort it <@rice> I dont know how that code works myselfSo there you have it. Whichever order the levels are ultimately arranged in, Mechadon's updated level will not be played at Nitro because it breaks the SEGS limit. Oh well. 0 Share this post Link to post
Mechadon Posted August 25, 2012 Next time I detail a CTF map, I'll have to remember that everything gets doubled. That totally slipped my mind. Anyways, no big deal I guess, it is what it is. Hopefully Odamex will get support for doubled SEGS sometime in the future. I could do an updated bare layout version of the map (sans detail) tomorrow before Nitro if you wanna fool with that TGH. Just let me know and, if I'm not busy tomorrow, I'll hop on that. 0 Share this post Link to post
Shaikoten Posted August 25, 2012 Odamex is not man enough to contain A Roboticized Lizard Comprised Entirely of Wooden Moving Parts, Neurokinetic Circuitry, and the Heart of a Moldy Bald Eagle. 0 Share this post Link to post
TimeOfDeath Posted August 25, 2012 Mechadon said:Hopefully Odamex will get support for doubled SEGS sometime in the future.Agreed. It took ZDaemon until 1.09 (I think) to do that. 0 Share this post Link to post
Ralphis Posted August 25, 2012 That's a real shame because the map looks super awesome 0 Share this post Link to post
negke Posted August 25, 2012 Ralphis said:That's a real shame because the map looks super awesome Yeah. Wet pants from the screenshots alone. 0 Share this post Link to post
Cybershark Posted August 25, 2012 Zdaemon playtesting of beta2a going on right now in Europe! Also, later on, in the US :D http://forums.zdaemon.org/viewtopic.php?t=14819 0 Share this post Link to post
Mechadon Posted August 25, 2012 Hey TGH, I'm not sure I'll have enough free time today to un-detail that map. If someone else would like to give it a go then I'm cool with that :). I was going to try and remove just enough to get it under the SEGS limit OR try to update the old bare layout to match the tweaks I made to the detailed version. By the way, I updated the map today. I fixed a couple more minor issues but I also tweaked the lower route lift and the teleporter. The lift now moves a bit slower but only has a delay of 1 second so there's less waiting time (but a smaller window of opportunity to catch the lift). As I was running around the map trying out different routes, I thought that the teleport route was a bit too fast. So I made the receiving end of the teleporter only accessible by turning it into a lift. You can lower it by hitting the switch on the upper ledge looking directly towards the teleporter. Well, it should all be fairly obvious once you try it. Oh yea and there was a 0-tag error where almost all of the ceilings were having their light levels set to 128. Whoops again :P http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-12/mekshai-lookwoodtextures_detailed.wad Thanks for the compliments guys :). Sorry it busts the limits. I was really looking forward to hearing some feedback on it. 0 Share this post Link to post
The Green Herring Posted August 25, 2012 Well, crisis averted; I managed to reduce the SEGS count enough that Mechadon's level is now playable in Odamex. Expect a release shortly. 0 Share this post Link to post
The Green Herring Posted August 25, 2012 Here is the final release of 32in24-12: IRON MAPPER. http://www.speedyshare.com/A2TFW/32in24-12.zip http://shanghai.the-powerhouse.net/32in24-12.zip Go forth, and CAPTURE THE FLAG! (I will upload it to idgames/ later today.) 0 Share this post Link to post
Cybershark Posted August 26, 2012 US ZDaemon Sessions will be running this final build (in about 20mins). Well, half of it. The other half will be run on this week's Wednesday Night Flags event. Come join the release parties! 0 Share this post Link to post
Shaikoten Posted August 26, 2012 In celebration I just ate a burger. It was disgusting. 0 Share this post Link to post
Xaser Posted August 26, 2012 I sure hope you didn't just eat it, but ate the hell out of it. 0 Share this post Link to post
TMD Posted August 26, 2012 Map16 is still half assed. Pretty enjoyable otherwise. 0 Share this post Link to post
elic Posted August 26, 2012 TGH, can you please fix the conveyer belt bugs in Map26? For various reasons I won't be able to myself until ~1 week from now, and by then it'll definitely be too late. 0 Share this post Link to post
The Green Herring Posted August 26, 2012 Whoops! Looks like that won't quite be the final version, because some jerks reported bugs after it was released. The final version will be posted here shortly, and then uploaded to idgames/ later.Processingcontrol said:TGH, can you please fix the conveyer belt bugs in Map26? For various reasons I won't be able to myself until ~1 week from now, and by then it'll definitely be too late. These will be fixed in the idgames/ release. 0 Share this post Link to post
TMD Posted August 26, 2012 I thought the maps that were less highly spoken of got moved to the end. Before the jokemaps though. 0 Share this post Link to post
The Green Herring Posted August 26, 2012 The order was not changed other than one map being moved to the end because the people who were supposed to help with reordering the levels never told me anything or showed up. It probably still won't be reordered unless these people show up. 0 Share this post Link to post
TMD Posted August 26, 2012 Poorly received maps were 13 and 16. 13 is kind of gimmicky and plasma spammy too. 15 is fun but is also a gimmick map (But those never hurt in the middle of the set, so long as it isn't a gameplay mechanic changer like Tooters). 16 is clearly unfinished and asymmetrical to boot. 17 also got skipped halfway through because it was rather large and aggravating to play 3v3 on (could be better with more, I don't know). Switch those with 34 35 and 36. 33 Is an obvious filler map, so it can probably stay with the other ones after the 32 mark, or the marvelous map 28 can go there too. That kept in mind, the order is pretty good otherwise, and drastic changes would fudge with the ZD playthrough on Wednesday tl;dr. Switch 13, 16 and [15/17/28] with 34 35 and 36 (maybe 33), everything should be fine. Try to keep odds and evens the same though, in the interest of ZD. 0 Share this post Link to post
elic Posted August 26, 2012 The Green Herring said:jerks Sorry that I couldn't mention the bug sooner, but I was away for a week without any computer access (I gave multiple warnings that this would happen), and I just found out about it. The bug was also already mentioned already in this thread, but it was ignored. 0 Share this post Link to post
The Green Herring Posted August 26, 2012 I wasn't referring to you, but to the people in the session today. Sorry. Also, the bug wasn't "ignored" so much as "forgotten about." Please don't assume one is an egotist in these matters. 0 Share this post Link to post
40oz Posted August 26, 2012 Holy Christ mechadon I'm never gonna frag anyone in that 0 Share this post Link to post
Xaser Posted August 26, 2012 Final version of the Xasermaps, with tweaked things in Aeronautics and fixed WTF CTF textures -- note that the zip does contain two new textures that have to be added to the wad (same texture name as lump name) in order for the WTF CTF fix to work. http://ionline.vectec.net/doom/xa-32in14-12_finalmaps.zip The Green Herring said:It probably still won't be reordered unless these people show up. I'll reiterate my suggestion from earlier: There were plenty of people around who played in Nitro, so why not grab some and figure things out from there? 0 Share this post Link to post
40oz Posted August 26, 2012 My maps should always be map01. Even if I make more than one. All of hem 0 Share this post Link to post
TMD Posted August 26, 2012 You were the reigning mapper of the year last time. Now it is Skillsaws turn. 0 Share this post Link to post
The Green Herring Posted August 26, 2012 And here's the real final version... http://www.speedyshare.com/6GjfN/32in24-12.zip Make sure you download this and not the other one posted earlier. If your WAD is dated at 11:21 PM, you have the right one. If not, download it through the link above. I'll upload it to idgames/ later... 0 Share this post Link to post
Mechadon Posted August 26, 2012 Thanks a ton for doing that un-detail work TGH! Nothing of value was removed so I'm glad that worked out :). I was gone most of the day yesterday, otherwise I would have done it myself. Anyways, glad to see this released. 0 Share this post Link to post