GooberMan Posted July 2, 2002 In an effort to bump up my post count another notch, I've decided to create a bit of hype for Space Station Omega, the map I've been working on (for ZDoom) every now and then since December. Those who remember my starbox example wad might be pleased to know that it's a huge extension of that map to be a single player map. How huge? Current statistics for the map are: linedefs: 11745 sidedefs: 19844 verticies: 9525 sectors: 2561 As you might expect if you've played my maps, I haven't left the scripting side untouched, and as a result I've got something for this WAD which should stand above the crowd - scripted interactive dialogue system sound big enough to do the job? The script source file takes up 51kb on my hard drive (most of which is speech). I hope to have another 500 sectors, another 10kb of scripting, and quite a few more monsters than are currently in there by this Saturday, at which point I will upload it to /newstuff (Saturday Australian time btw, which means it'll prolly be uploaded late Friday/very early Saturday for the Americans among us). Moral of the story: score 1 for GooberMan's post count, and listen to my hype if you feel like listening to it. 0 Share this post Link to post
magikal Posted July 2, 2002 NiGHTMARE said:Or just an incredibly detailed one. Or quite detailed and pretty big. Sounds great. 0 Share this post Link to post
Doom II Guy Posted July 2, 2002 Well, the gameplay could suck if everything wasn't dealt out good (i.e. weapons/enemies) 0 Share this post Link to post
GooberMan Posted July 3, 2002 In the maps I've released, I haven't gotten gameplay wrong yet (well, you'd have to know MAP01 of Doom Arcade backwards to complete it on UV, but I designed UV to challenge me and I can still get my ass kicked on it), and I have no intention of fucking up gameplay now. Detail, it's no Vrack or Europa, but most of the sectors are involved in detail. Having said that, there's still quite a bit of floorspace to traverse and play around with (and not only that, you don't even have to visit alot of it to complete the map). I've got a few old pics (read: taken 3 months ago) up at the moment, but they're at 800x600 and IIRC that breaks the forum rules. Images are here (a pic of a corridor junction), here (a pic of the choice selection system), and here (the above junction after disaster strikes). 0 Share this post Link to post
mmnpsrsoskl Posted July 4, 2002 Fuck Goob, that will rock. Heh, drove past on the motorway today too. 0 Share this post Link to post
GooberMan Posted July 4, 2002 so you were that close to seeing a sneak preview... :P if ZETH would behave I could have the map finished by tomorrow night :) 0 Share this post Link to post
GooberMan Posted July 4, 2002 NiGHTMARE said:No thanks. That's it! No soup for you! 0 Share this post Link to post
Erik Posted July 4, 2002 looks pretty good, but the colors in the screenshots are quite washed out (too bright). 0 Share this post Link to post
oblivion Posted July 4, 2002 which zdoom beta should i get for slopes? 0 Share this post Link to post
mmnpsrsoskl Posted July 5, 2002 GooberMan said:so you were that close to seeing a sneak preview... :P Ha, so very true. Well it looks like you have put some very hard work into this, and it will rule! Now if I only could script like that... 0 Share this post Link to post
Doom II Guy Posted July 5, 2002 Yeah I wish I could do scripting like this. Any chance you have a site on scripting or anything that could help? 0 Share this post Link to post
GooberMan Posted July 5, 2002 To me, the hard part is making maps that don't look like shit. Scripting is easy, manipulating vertexes to make a half-way decent-looking map is the fun part. I don't have a scripting site up, and don't intend on having one. All script sources are available inside the WAD however (for every map I've released, and for every map I will ever release) so if you want to know how I did something you can open it up and have a look. 0 Share this post Link to post
hypr Posted July 5, 2002 this map is going to be cool, cant wait to try it 0 Share this post Link to post
Fletcher` Posted July 5, 2002 3 words: Sweet, Sweeter, The most sweetest me learn need grammar, no count good 0 Share this post Link to post
SyntherAugustus Posted July 5, 2002 slopes work on boom. I accidently played a zdoom level that featured slopes on mbf and the level worked. 0 Share this post Link to post
oblivion Posted July 6, 2002 RailGunner said:slopes work on boom. I accidently played a zdoom level that featured slopes on mbf and the level worked. try again tardboy 0 Share this post Link to post
SyntherAugustus Posted July 6, 2002 when i get a better pc im making a 32 level tc just like goobers. 0 Share this post Link to post
SyntherAugustus Posted July 6, 2002 there were No errors when i played it in MBF. it was slow though. 0 Share this post Link to post
Amaster Posted July 6, 2002 The detail on those shots is very nice. Can't wait to play it. 0 Share this post Link to post
oblivion Posted July 6, 2002 RailGunner said:there were No errors when i played it in MBF. it was slow though. slopes do not work in boom or mbf. if it played the level (very probable that it would work), it would not display the slopes because it doesnt understand how to interpret them, let alone play them. I know what I'm talking about. 0 Share this post Link to post
SyntherAugustus Posted July 6, 2002 well there were no textures for the slopes. just crisscross lines. 0 Share this post Link to post
oblivion Posted July 6, 2002 RailGunner said:well there were no textures for the slopes. just crisscross lines. NO. BOOM AND MBF DO NOT SUPPORT SLOPES IN ANY WAY SHAPE OR FORM. IT WOULD DISPLAY ANY SLOPED SECTORS WITH NO SLOPE AND NORMAL TEXTURING. 0 Share this post Link to post
GooberMan Posted July 6, 2002 ZDoom was the first port to support true slopes. To my knowledge, VaVoom is the only other port that does slopes now (apart from the obvious ZXDoom that X-Doom is working on). What you have there is something level designers have been doing for Doom for years now - finding a hack (invisible sectors spaced evenly and always 1 unit higher than the previous) and using it. 0 Share this post Link to post