View Full Version : Vilecore Fixes For Version II (suggestions welcome)
Doom_Dude
August 24th, 2002, 06:45 AM
Just posting this here so I can keep track of things I want to fix. Some of this stuff is already fixed but not all.....not yet.
This Might encourage some feedback and helpfull ideas....
Vilecore Fix List
This is a list of things I'll fix as I go through the maps. My main plan is to beef up the architecture and add custom textures, flats and some sprites. Some maps will of course, need a lot of work, while others will require less.
General Fixes.
1) Make Switches that are used once non-rehitable. There are a few here and there that need fixing. (suggested by Ferrari)
2) Remove most doortrak textures from elevators. (suggested by Aliotroph?)
3) Add ways out of most holes by adding teleporters. (suggested by King REoL who complained about map14)
4) Add exit signs. (suggested by Aliotroph? and Cybergeeker)
5) Fix any areas where I sometimes mixed the techno lights with the torches. (suggested by me) No biggie but I think it'll look better)
6) Add more ammo for CooP.
Specific map fixes.
Map01:
Map02:
Map03: Fix switch bug in map03 where switch was hitable from floor. (found by Aliotroph?) Fix texture hole near switch thats seen in software mode. (reported by Don Incognito)
Map04:
Map05: Jump across area fix. Metal beam lowers, blocking player in with pink demons. If player backs out quickly, players progress is hindered by said beam. I played this area many times but I never tried or thought anybody would jump back in this spot. Your supposed to stay in with the critters! Fix=remove lowering sector. (suggested by Guru)
Map06:
Map07:
Map08: Fix tutti frutti problem that appears in software mode on the back wall of the raising stairs in Wolfenstein area. (noted by DooMAD)
Map09:
Map10: Shootable switch is hard to shoot. Suggested by King REoL) Fix = lower switch.
Map11:
Map12: Fix blocking pillar in grey hall. (hard to find switch) Suggested by Aliotroph?
Map013:
Map14: Two Imps look like they're stuck together in first tower. They might look stuck but they ain't stuck together REoL. A linedef marked as "monsters cannot cross" keeps them close together at window, where they're able to provide flakk at door below. Will remove 1 Imp because area is extremely small and 1 dude is fine.
Map15:
Map16:
Map17:
Map18:
Map19:
Map20:
Map21:
Map22:
Map23:
Map24:
Map25:
Map26:
Map27:
Map28:
Map29:
Map30:
Map31:
Map32: Fix that damned torchless alcove that requires the need to jump or noclip to proceed.
Major Changes
1) Map02 will be a remake from scratch, following the original floorplan. It's 90% done and looking really good.
2) Map21 Either revamp to the max or use 75% finished unreleased map as replacement. The Rife Hive could be the Dark Keep or Bastion of Dread http://forums.newdoom.com/UBB/wink.gif
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People will believe what they want to believe, no matter what the truth is....
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DooMAD
August 25th, 2002, 04:23 PM
It's been a while since I've played Vilecore, but I do remember one map with a Wolfenstein-style area. It had a rising staircase that looked all messed up. Probably just a wrong Y offset on the below textures.
Sphagne
August 25th, 2002, 07:17 PM
Well, it is not suggestion for bug fixes, but if you are interested, do you remember the mirrors I showed to you?
if you look for combos/spzdoom2.zip , it has lots of graphic and soud resources, rip them away and use them as you like, Hope you like them!
Doom_Dude
August 25th, 2002, 08:45 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">It's been a while since I've played Vilecore, but I do remember one map with a Wolfenstein-style area. It had a rising staircase that looked all messed up. Probably just a wrong Y offset on the below textures.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Ahhhh!!! I know what you mean and I just checked it out. In software mode you see tutti frutti on the back wall until you hit the switch and the steps rise. Fix noted. http://forums.newdoom.com/UBB/wink.gif
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Well, it is not suggestion for bug fixes, but if you are interested, do you remember the mirrors I showed to you?
if you look for combos/spzdoom2.zip , it has lots of graphic and soud resources, rip them away and use them as you like, Hope you like them!</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Thanx for the tip. I'll look at that if I want any sounds. As far as textures and flats go I'm doing my own. http://forums.newdoom.com/UBB/biggrin.gif
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The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)
People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.
DooMAD
August 25th, 2002, 09:55 PM
Glad to be of service. Anything that gets the topic away from kinky talk can't be a bad thing. http://forums.newdoom.com/UBB/biggrin.gif
Aliotroph?
August 25th, 2002, 10:09 PM
I'm sure I'll have a pile of stuff to say but most things aren't really bugs. They're just silly little things I notice all the time.
-Tech levels need light fixtures damnit! Even in main rooms that are dark you would usually find light boxes or something. http://forums.newdoom.com/UBB/wink.gif
-Demon switches in computer rooms look damn odd.
-The Rife Hive is a damn fun level. I'll have to show you my remake sometime soon. http://forums.newdoom.com/UBB/biggrin.gif
-Some editors will auto-align textures across diagonal walls and such. Looks way better.
-STARTAN3 can't be used to texture a whole map but does work with some other stuff added and low lights. http://forums.newdoom.com/UBB/wink.gif
-Being able to jump seems to get me in a lot of holes I shouldn't be, or it lets me out of them. Something to watch. The bridge in map21 is a good example.
-Wood textures look funny with tech textures. http://forums.newdoom.com/UBB/wink.gif
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Doom_Dude
August 26th, 2002, 05:47 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">I'm sure I'll have a pile of stuff to say but most things aren't really bugs. They're just silly little things I notice all the time.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Of course they're not bugs, silly.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">-Tech levels need light fixtures damnit! Even in main rooms that are dark you would usually find light boxes or something.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Hush, I'm doing the lighting fixes as I edit through the wad.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">-Demon switches in computer rooms look damn odd.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Those demon switches are the best looking ones in the Doom Iwad, thats why I used them. Anyhow this time around I made my own tech switches to go with the tech maps. http://forums.newdoom.com/UBB/biggrin.gif
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">-The Rife Hive is a damn fun level. I'll have to show you my remake sometime soon.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Damn rights it's fun. http://forums.newdoom.com/UBB/tongue.gif Send me the remake sometime. http://forums.newdoom.com/UBB/tongue.gif
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">-Some editors will auto-align textures across diagonal walls and such. Looks way better.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
First of all I'm not buying Deepsea. Secondly the textures I'm making tile nice in the corners.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">-STARTAN3 can't be used to texture a whole map but does work with some other stuff added and low lights.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I hate STARTAN and I'm not going to use it at all.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">-Being able to jump seems to get me in a lot of holes I shouldn't be, or it lets me out of them. Something to watch. The bridge in map21 is a good example.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Noted the bridge.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">-Wood textures look funny with tech textures.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Sometimes.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)
People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.
DooMAD
August 28th, 2002, 06:48 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">I hate STARTAN and I'm not going to use it at all.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Amen. I hate it too. Most of the time it's the first thing I replace in my wads. http://forums.newdoom.com/UBB/smile.gif
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Being able to jump seems to get me in a lot of holes I shouldn't be, or it lets me out of them. Something to watch. The bridge in map21 is a good example.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I didn't think jumping was allowed. Or am I thinking of a different wad?
Aliotroph?
August 28th, 2002, 07:44 PM
He said it's going to be allowed in the new version so I pointed that out. Anyway, you have to plan for the idiots. http://forums.newdoom.com/UBB/wink.gif
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Doom_Dude
August 28th, 2002, 08:05 PM
There is a lot of holes in map 32. Do I put a damned stairway or teleporter in every hole? http://forums.newdoom.com/UBB/smilies/cwm3.gif
------------------
http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)
People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.
Aliotroph?
August 28th, 2002, 08:33 PM
Maybe you could just fix some ways to make some of them inaccessible or something. I don't know. Do whatever you want. It is your wad after all. http://forums.newdoom.com/UBB/smile.gif
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Doom_Dude
August 28th, 2002, 08:38 PM
Yes it's my damned wad and I'll set it on fire if I want to. http://forums.newdoom.com/UBB/tongue.gif
Maybe a Vile in every hole would be funny. http://forums.newdoom.com/UBB/wink.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)
People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.
Aliotroph?
August 28th, 2002, 08:39 PM
That would be damn scary.
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DooMAD
August 28th, 2002, 09:03 PM
I haven't played Map32 yet. What are the holes for, traps or something?
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Doom_Dude
August 28th, 2002, 09:12 PM
Nah, not traps but theres a metal walkway that goes through the lava. Some bits where the lava is, its very deep. http://forums.newdoom.com/UBB/wink.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)
People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.
Aliotroph?
August 29th, 2002, 12:16 AM
KewL!
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Doom_Dude
August 29th, 2002, 05:20 AM
Didn't you play that map either Aliotroph?? http://forums.newdoom.com/UBB/smilies/cwm20.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)
People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.
Aliotroph?
August 29th, 2002, 08:50 AM
Yeah, but I don't remember all of it well.
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Doom_Dude
August 29th, 2002, 09:14 AM
I remember it very well. http://forums.newdoom.com/UBB/smilies/cwm27.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)
People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.
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