Memfis Posted May 21, 2013 cannonball said:http://speedy.sh/nPTXB/Red-Heat.wad Here is a lulzy FDA. Super unlucky. :D 0 Share this post Link to post
cannonball Posted May 21, 2013 Memfis said:Here is a lulzy FDA. Super unlucky. :D nah someone needs to move a certain set of bars back to prevent future dick moves on the player. :P 0 Share this post Link to post
Pottus Posted May 21, 2013 Snow_8 MD, You might also want to replace DBrain with the falling snow animation then with some of the other animated textures we can stack several onto one texture horizontally. 0 Share this post Link to post
vdgg Posted May 21, 2013 cannonball said:Ok then, http://speedy.sh/nPTXB/Red-Heat.wad Pretty small map with a mix of metal and hell. It's short but pretty brutal, probably too brutal so might need some toning down. Run the map with matt534dog's texture wad Wow cannonball, I didn't play your map, but judging by the demo above by Memfis which I just watched, it is excellent. 0 Share this post Link to post
Memfis Posted May 21, 2013 cannonball said:nah someone needs to move a certain set of bars back to prevent future dick moves on the player. :P Well, actually I died because that lone pinky blocked me and I couldn't jump down. I thought it was pretty funny. 0 Share this post Link to post
esselfortium Posted May 21, 2013 Pottus said:Snow_8 MD, You might also want to replace DBrain with the falling snow animation then with some of the other animated textures we can stack several onto one texture horizontally. The OP says this is a vanilla project, which makes this suggestion probably a bad idea. Using animated midtextures for falling snow means a ton of 2-sided lines, even in a small area, so they don't leave very many segs free to build interesting outdoor areas without breaking limits. And if the area is any taller than 128 units, which outdoor areas usually are, you'll need two or three times as many snow lines everywhere to cover the vertical space. As an aside, splitting these types of animated textures on a single texture is also a bad idea in vanilla: anything like the aforementioned falling snow, or liquid falls, or anything else that you'd want to tile, you have to waste a lot of segs splitting the lines into smaller chunks to tile it properly. There are enough animations defined in vanilla that you should be able to give dedicated slots to the ones that need it, maybe reserving one slot as a composite of one-off animations that aren't designed for tiling (like animated computer screens or whatever). 0 Share this post Link to post
Memfis Posted May 21, 2013 I thought TVR had some pretty cool rainy areas and that wad was vanilla compatible iirc. 0 Share this post Link to post
Pottus Posted May 22, 2013 esselfortium said:The OP says this is a vanilla project, which makes this suggestion probably a bad idea. Using animated midtextures for falling snow means a ton of 2-sided lines, even in a small area, so they don't leave very many segs free to build interesting outdoor areas without breaking limits. And if the area is any taller than 128 units, which outdoor areas usually are, you'll need two or three times as many snow lines everywhere to cover the vertical space. As an aside, splitting these types of animated textures on a single texture is also a bad idea in vanilla: anything like the aforementioned falling snow, or liquid falls, or anything else that you'd want to tile, you have to waste a lot of segs splitting the lines into smaller chunks to tile it properly. There are enough animations defined in vanilla that you should be able to give dedicated slots to the ones that need it, maybe reserving one slot as a composite of one-off animations that aren't designed for tiling (like animated computer screens or whatever). That makes sense, but the snow could still be useful for in windows but I do agree it could easily break limits as well as limit outside area quality. 0 Share this post Link to post
CorSair Posted May 22, 2013 Memfis said:I thought TVR had some pretty cool rainy areas and that wad was vanilla compatible iirc. They're decoration things, replaced by one thing, so maybe we can use it in same fashion. 0 Share this post Link to post
C30N9 Posted May 23, 2013 Here's the layout without secrets and items: http://speedy.sh/vtuAy/c30n9-e11.wad Use Matt534dog's texture wad. 0 Share this post Link to post
Moustachio Posted May 23, 2013 Updated the texture wad again (just a small update this time): http://www.mediafire.com/download/3x6bxjigtvbzlu1/i2rsrcs.wad I fixed a couple textures and replaced DBRAIN with a waterfall texture, as opposed to a snow texture. I think we should probably make a dehacked thing for the snow effects. EDIT: Some new screens from a map I started: http://www.theruncomic.com/i2screens/Screenshot_Doom_20130523_164050.png http://www.theruncomic.com/i2screens/Screenshot_Doom_20130523_164120.png 0 Share this post Link to post
Katamori Posted May 24, 2013 Already looks better than Interception I. 0 Share this post Link to post
CorSair Posted May 24, 2013 Textures look all right, and has wide range of them for everyone's needs. And if someone wants or must use certain texture, I think we can make few exceptions to add some? Just for note, I think I focus on Episode 3. Hellish techbase seems interesting concept... 0 Share this post Link to post
C30N9 Posted May 24, 2013 I can't open the texture wad with ZDoom. It says "Bad Texture Directory". 0 Share this post Link to post
Pottus Posted May 24, 2013 MD: Have you worked on MAP01 at all? I have a few tweaks improving the start area. 0 Share this post Link to post
Moustachio Posted May 26, 2013 Fixed the texture wad to work in ZDoom: http://www.mediafire.com/?3x6bxjigtvbzlu1 @Pottus: If by MAP01 you mean the example map I uploaded, then no I haven't. There really isn't a set MAP01. Whichever submitted map ends up being the most fitting in the MAP01 slot will be the MAP01. EDIT: Started working on another map! This time it's a dark cathedral type level for Episode 2: Screenshot: http://www.theruncomic.com/i2screens/Screenshot_Doom_20130526_151516.png 0 Share this post Link to post
MisriHalek Posted July 16, 2013 I've posted before a flying saucer for use in interception 2. Now I have expanded this a little, I've made the DeHackEd for an "alien electrifier", the replacement for Former Human. The graphic is a placeholder although it is model based (If the model is acceptable, I want a skin for it to make the graphic). This is a melee attacker, but with a fast weapon (like a slow chainsaw). The DeHackEd also replaces the Icon Thrower with a BFG Spitter. The link (now I use FileSmelt) http://www.filesmelt.com/dl/Intercep2.zip Tested with chocolate-doom, use -merge instead of -file. Sorry for using intercep2 as a name I wish that interception II will also replace the pistol and shotgun with another alien weapons (e.g. Shotgun will become Pulsator, a weapon charged by crystals, fires pulses of light). Also no puff (no bullet weapons, all are electric and photo weapons). Also teleport fog must change. 0 Share this post Link to post
Pottus Posted September 27, 2013 Well it's been a while any progress being made on Interception II? I've had my map on the back burner for quite a while luckily it's 90 percent complete :D 0 Share this post Link to post
Moustachio Posted September 27, 2013 I've kind of put I2 on the back burner as well (for now at least). If anyone wants to keep working on their maps or just plain take the reins for a while, go for it! For now though, I'm backing out to work on other things. 0 Share this post Link to post