Whoo

Members
  • Content count

    888
  • Joined

  • Last visited

About Whoo

  • Rank
    Forum Regular
  1. Good luck with the rest of the project! There isn't a whole let left to do other than the few maps left, but getting that done is still something that requires someone that is able to stay more active than me. Looking forward to checking out the release when I catch a decent enough break!
  2. Contrast is looking a bit better (long as the whole map isn't looking that brown it's fine as is), though I have to agree with essel on the seg/visplane limits since you're not using chocorenderlimits. The ceiling lights are a bit of an overkill anyway even if you aren't breaking limits. Try to just replace all of those with two giant lights and see how that looks. The SHAWN2 border around them could also probably be ditched to free up some SEGs. Still liking the progress though, so keep it up. For now I would mainly focus on getting the map done from start to finish with all the gameplay elements implemented before you start detailing everything. Eh, it depends on how many hitscanners are in there and where the entrance(s) to the room are. For example, if the entrance was near where the second shot is it wouldn't be a problem because all your high-damage hitscanners would all be right in front of you.
  3. Only way I think that will make a difference is if you have lot of VRAM; I don't see a lot of popping in, but then again my video card (Radeon HD 7950) has 3GB of VRAM.
  4. I can't remember off the top of my head if the map was originally textured like that, but remember to try and get some more contrast in there. Right now I'm seeing a lot of brown and not much else.
  5. Alright, post some screens when you make some progress!
  6. Played about an hour last night. The gunplay is really good, but so far there's a shit ton of cut-scenes and the levels are still pretty linear. Hopefully they open up soon. I also haven't noticed any texture popping whatsoever, so in that regard id Tech 5 has been dramatically improved. Textures however are still pretty bad up close and there's a weird stutter that happens randomly.
  7. Must not have gone through, as I don't have anything in my inbox. Shoot me another message or hop on IRC.
  8. Second video is a boring mech section (where you appear to be invulnerable) that consists of a single path to whatever the objective is.
  9. Yeah, I'm really hoping some beta tester just leaked footage of an old build, but I'm gonna keep my eyes open just in case.
  10. Just came across some leaked footage: http://a.pomf.se/jjvpaf.mp4 https://www.youtube.com/watch?v=9HZpT6mDMRM Was really looking forward to this, but those two videos (plus another one that got taken down) are really putting me off.
  11. Might work, but that's starting to sound like a giant map on the other hand. Yes to both, though I'm not 100% certain that the TNT and Plutonia IWADs work with Doom 2 PWADs. In terms of texturing very little will be changed since a lot of the current issues just deal with the opening and exit of the level since the map is no longer in the MAP02 slot. With visual polishing there's obviously going to be some changes, but that's why the map will be going back to you and DeathevokatioN for approval. Heh, alright I'll wait for your changes before I put the map up for polishing grabs.
  12. That's fine, but if you want we can have someone start working on the changes and send them back to you for approval.
  13. Can't really tell what's going on there, but from the looks of it you might be on the verge of making a stringy map with those hallways jutting away from the central hub. If that's what you were planning on doing, I'd recommend changing your plan since we're trying to eliminate those kinds of maps from the list. Sweet, thanks. I'll see if any of the maps need a heavy track. Also: Xaser denies it, but the beginning sounds a lot like Enter Sandman to me.
  14. The OP has been updated with the new texture pack. It's not a finalized version, but it will give you something to work with. Grab it here.
  15. I'm assuming Bucket composed ThirteeNTh Hour specifically for Revilution, so yeah that's definitely yours. I'll have to double-check with Xaser, but I don't think we're using any of UltimateDoomer666's tracks either.