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Posts posted by Lorenzo
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Seeker_of_Truth said:If you're still looking for a tester, I can take a look at it. I won't be able to play until tomorrow though.
Yes! For me it's ok, thank you!!! -
Megadoomer, here the new version thought for pistol starting:
http://www.mediafire.com/?h02p0klm0o3k6k5
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They're beautiful!!!
I still have to work on the levels in order to make them compatible with pistol starting...
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Updated my levels with minor changes:
Botanic Biosphere
http://dtwid.herokuapp.com/submissions/8
and
Alienation Zone
http://dtwid.herokuapp.com/submissions/80
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TrueDude said:I decided to stick to Boom as I thought it would attract more mappers that way. There's quite a few people I know already who would either not sign up or quit the project if I switched to ZDoom. Boom is also more widely used for the most part.
This post also sums up a good portion of what I feel on this:
Also, I'll take the Strife map myself now, so it doesn't feel like I just did the easiest map and made everyone do all the hard ones.
Ok, as I chose Q2 I'll study carefully the darkening 2.
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hex11 said:I liked Q2 SP a lot more than DM, which was very slow paced compared to Q1. The map style is good, but overall closer to Hexen with the hub system, inventory, etc.
I liked the hub system in Q2 (but didn't like it in Hexen).
Inventory is also good but usually I collect a lot of things that I don't use 'cos I forget I have them...
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I like the idea... hell demons invading ALL universes.
To say it all, I had this identical idea some years ago, but I had to discard it because I had not enough resources to do a megawad quoting all old FPS.
But if this is going as a community project, I want it!!! -
I'm in.
I take Quake 2.
I would prefer to use zdoom or even gzdoom with 3d floors...
A question: will there be an official resources pack for this project or we can use whatever we want?
Another question: the maps have to recreated a map of the games or just have the same "sense" of? -
Just yesterday I completed Quake 2.
I have to say I really liked it. Played now with a good port on a modern PC is a nice experience.
some people say Q2 SP is dull, but I think it was in the style of doom&quake.
I also downloaded q2 maps to play...
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Danarchy said:Engineer was credit to team.
Though I do remember his name around here, I don't honestly remember much of what he said or did.
I started thinking... if I die, will anyone of you remember me or my posts?
:'(
Way too young to die... -
MegaDoomer said:Design/texturing is good. :) My health and ammo suggestions are an average so far and they're for solo play.
Very few people nowadays play maps sequentially without starting from scratch, and in 95% of other wads the balance may mess up if such play is done, so I really must reemphasize here that I would not worry in the slightest about switching to pistol start playability & I think it would make the beta testing job smoother for me. :)
Ok, i'll add pistol starting.
Just be patient ;-)
Thank you for your suggestions!!! -
I think I'll implement pistol starting on my levels. The problem I have is: doing each map possible to finish with pistol starting, the "sequential" playing (one map after the other) would be too simple?
If you're patient, you will be able to play the episode as preferred by many.
The suggestions you wrote (health at -10%, ammo -15%) are valid for which kind of playing style?
What do you think about level design, texturing, etc...?
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MegaDoomer said:I hate to say this, but TBH I've really had a hard time judging the balance well because of the pistol start incapability. If you could consider making these maps doable from pistol starts, as 95%+ of public levels are, that would really be welcome not only by me but also by many others who ultimately play this wad IMO.
But to give what feedback I have, everything from Map01 still applies, and I'd say I had a bit too much ammo in much of Map02; health seemed better balanced in comparison to ammo - might be able to judge it better if I had the intended ammo balance. Guess - reduce health to about 90% of what it is currently, ammo to about 85% what it is currently (but also add a shotgun at the start to support pistol starters).
I'd appreciate if you could get back to me when possible on these thoughts; I'd like to continue playing but really feel I need these few things ironed out first. I will say I've found it enjoyable :), just not necessarily up to its full potential, and I feel just some minor balancing adjustments can really change that. -
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MegaDoomer said:Yeah, that's the opposite of pistol starting, per se.
I'd say in this case you probably just added a little too much health, so maybe remove half or so of what you added. That'll probably be a happy medium. :)
At this point you can either adjust the health and post a new link or I can play the current beta all the way through before you make a final decision; please just let me know which you'd prefer.
And I'm glad my feedback's appreciated. :)
Please play the way as it is intented to be played, from start to end.
Eventually I'll remove health in a next version.
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MegaDoomer said:No pistol starting should be a note in the text file as that's the way many people tend to play maps nowadays (even episodes/megawads).
I'd say for the least frustration (after thinking things through and considering that I now know for certain that these maps aren't designed for pistol starting), I'd probably emphasize a bit more on saying there's a little too much health. Having limited ammo can be frustrating, but limited health with enough ammo is a good challenge. Also I might not really be able to do a great job judging ammo balance several maps in without pistol starting; that's another reason most modern wads are designed for pistol starts and many if not most players use them. However I can't just "carry around" all the extra health I want so health balance should remain judgable throughout in any case. For now, I'd say on the first map there ideally should be either no change with respect to ammo or just a tiny touch less, but a small amount less health, overall.
I'll continue to play this and give my feedback, I hope it's appreciated. :)
Your feedback is appreciated, sure.
Well, previous testers told me that there were not enough health, so I added medikits and stimpacks. Perhaps too much...
Levels are intended to be played one after the other. I'll add more episodes in the future when pistol starts are intended, but at the moment there is only this episode.
I didn't that pistolstartin is so diffuse... I always play one level after th other... well, what's the opposite of pistolstarting?
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Kappes Buur said:The maps are not especially detailed and look like 1994 style. To me it seems, that the game was unfinished.
But the resources are quite good. I might even use them in my own levels.
I really like the container textures... -
Use3D said:I'm pretty sure the whole game is illegal.
I wonder if they realised original maps or copied some old 1994esque doom level... -
Oh yes, the pictures...
Well, after all the design of the level is not so bad and textures are interesting.
I suppose that using any of that material would be highly illegal... -
MegaDoomer said:Map01 feedback - good architecture, like the theme, appropriate size, fun to play. Solid stuff and I look forward to more. I'd consider dropping out the Chainsaw or making it secret though as I had enough ammo without it. Plus/or maybe take the health count down a touch. Nothing too huge, since it's a starting map and shouldn't be crazy tough. It just seemed slightly too easy, slightly being the operative word.
Start of Map02 - Are these levels designed to be played from pistol start, or as continuous? The way Map02 starts leaves me a bit unsure, and I'd like to know the intended method before moving on.
Nice work again so far though. :)
No pistol start, they should be played one after the other.
Too much ammo?
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Hellbent said:It would be nice to see screenshots with gamma 1.2 instead of 2.0. Lorenzo, just type 'gamma' in the console and hit enter. It will tell you what your gamma is set to. Gamma simply represents how bright you have the game set. 1.0 is default, 2.0 is really, really, really bright. 1.2 is a pretty typical or a common setting for people to use.
I had gamma = 2.1. Changed to 1.2. Ok, now it's darker (of course).
Curios thing is, when I took screenshots, the images were very dark, but once uploaded to imageshack they became brighter...
The Shores of Hell - E2M2 / E2M7 - The damaging blue light floor
in Doom General
Posted
I always thought they were vats where demons growth. And for this reason -> Spawning Vats.