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Doom_Dude
December 12th, 2002, 05:00 PM
Rolling onwards!
The Vilecore Updated version is steaming along nicely. I have 2 finished maps so far. That doesn't sound like much but I do have lots done on many of the others. The maps at 90% are very close to being done.

Two maps that I had already upgraded and polished for Vilecore II have been cut from that project and will appear in the Vilecore Upgrade. The two maps are: Evilzone and Demonic Outpost both of which I thought deserved to be in the Upgrade and will save me from having to work on these 2 maps all over again.......

I doubt I'll be able to finish this for Christmas but a mid to late January release is very possible.

Vilecore Upgrade List.

Map01: Evilzone - Finished -
Map02: Halls Of Doom - 90% -
Map03: Revenant Court - 90%-
Map04: Barriers - 90% -
Map05: Hellknight's Temple - 90% -
Map06: Powersurger - Untouched -
Map07: Demonic Outpost - 90% -
Map08: Temple Of Fiends - 80% -
Map09: The Vile Complex - Untouched -
Map10: Nukage Plant - 90% -
Map11: Doomcatraz - Untouched -
Map12: The Chaos Site - 90% -
Map13: The Morbid Arena - 90% -
Map14: The Baron's Causeway -Untouched -
Map15: Ashwall Plaza - Untouched -
Map16: The Dreadhold - Untouched -
Map17: Aztecore - Untouched -
Map18: Doomed Castle - 90% -
Map19: The Bridge At Kazadoom - Untouched -
Map20: Forsaken Mines - 80% -
Map21: The Rife Hive - 90% -
Map22: Doomhenge - Finished -
Map23: Hellish Junction - 80% -
Map24: Chemical Facility - Untouched -
Map25: Blood Fountain - 90% -
Map26: Hellpitt Temple - 80% -
Map27: Infested Tomb - Untouched -
Map28: Energy Well - 50% -
Map29: Paths Of Chaos - Untouched -
Map30: Battle Hex - 80% -
Map31: Bloodstone - Untouched -
Map32: The Vilecore - Untouched -

That leaves 5 Vilecore maps in Vilecore II

Map03: Halls Of DooM (map02 in Vilecore). This map was built from scratch and looks completely different with a familiar layout. Its a medieval / gothic style of map.... not dark but built of brown brick and oak beams, while the Vilecore upgrade version has more of a tech feel with Uac crates and techno style teleporters.

Map06: Powersurger. Major architectural and texture overhall on this map. I used the original as a base to build it better and bigger. http://forums.newdoom.com/UBB/wink.gif

Map09: Hellknight's Temple (map05 in Vilecore). I took the original and retextured it to a point. Then I ripped entire rooms out and stopped work on it. Now that's been said, I can do whatever the hell I want to do with the rest of it to make it different from the original.

Map11: Revenant Court (map03 in Vilecore). Anouther map that used the original as a base. It's basically the same layout as the original. This version will be more Revenant than the other. http://forums.newdoom.com/UBB/smilies/cwm35.gif

Map19: Causeway To Hell (map14 vilecore) I only started to remake this map and made the first 3D sections of the bridge. I then stopped altogether and did some other junk. So now the map will be nothing like the original except for a small section.... hence the name change which will probably change again when I think of something better.

end report.

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Aliotroph?
December 12th, 2002, 11:32 PM
Hmmm, will be interesting to see what you did with The Rife Hive. I'll send you the wad of what I did to it sometime. Damn, should finish that...

DooM DooM DooM DooM

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Doom_Dude
December 13th, 2002, 11:59 AM
Hahahahaha ok man. http://forums.newdoom.com/UBB/wink.gif

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----Linedef Technician and Sector Maker Upper----

The Doomer
December 13th, 2002, 08:01 PM
Cool. I'm looking forward to playing your revamped Vilecore megawad Doom Dude. I never did play the original so this will probably be an amazing experience. http://forums.newdoom.com/UBB/wink.gif

Doom_Dude
December 13th, 2002, 08:39 PM
LOL, well I'm trying to make it amazing. http://forums.newdoom.com/UBB/biggrin.gif

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----Linedef Technician and Sector Maker Upper----

Aliotroph?
December 14th, 2002, 12:32 AM
I think Vilecore should have been packaged as an expansion and sold. It's more fun than Plutonia. http://forums.newdoom.com/UBB/biggrin.gif

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Doom_Dude
December 14th, 2002, 05:31 AM
Hehe thanks, your making me blush again. http://forums.newdoom.com/UBB/wink.gif

I didn't think it was that good but the upgrade is gonna be much more interesting.

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----Linedef Technician and Sector Maker Upper----

Aliotroph?
December 14th, 2002, 10:40 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">your making me blush again. </font><hr width="100%" size="1" noshade></BLOCKQUOTE>

LOL Now you're talking like Cute.

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Doom_Dude
December 14th, 2002, 12:21 PM
LOL! Cute says that as well. http://forums.newdoom.com/UBB/wink.gif

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----Linedef Technician and Sector Maker Upper----

Aliotroph?
December 15th, 2002, 10:29 PM
Hehe, cutes like saying that. http://forums.newdoom.com/UBB/smilies/cwm17.gif

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Doom_Dude
December 16th, 2002, 05:06 AM
hehe its cute when cutes say stuff like that.

I updated my site with a new screen of the week. http://forums.newdoom.com/UBB/wink.gif

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----Linedef Technician and Sector Maker Upper----

Aliotroph?
December 16th, 2002, 11:23 AM
I liked that map. http://forums.newdoom.com/UBB/biggrin.gif

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Doom_Dude
December 16th, 2002, 12:10 PM
The map is better now. I even made the square nukage falling from the pipes round now that I don't have doomcads nodesbuilder making holes. http://forums.newdoom.com/UBB/wink.gif

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----Linedef Technician and Sector Maker Upper----

Aliotroph?
December 17th, 2002, 02:33 PM
Excellent. Square nukage falls were kinda weird. Round = sweet! http://forums.newdoom.com/UBB/smilies/cwm35.gif

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Doom_Dude
December 17th, 2002, 03:19 PM
Heh I played some wads not to mention any names. I saw square nukage. It seems to be common. http://forums.newdoom.com/UBB/wink.gif

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----Linedef Technician and Sector Maker Upper----

Aliotroph?
December 18th, 2002, 01:51 AM
Lazy mappers. http://forums.newdoom.com/UBB/tongue.gif

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Doom_Dude
December 18th, 2002, 08:28 AM
Well it doesn't look that bad. http://forums.newdoom.com/UBB/wink.gif

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----Linedef Technician and Sector Maker Upper----

Aliotroph?
December 18th, 2002, 01:25 PM
Yeah, it beats triangles anyway.

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Doom_Dude
December 18th, 2002, 03:57 PM
Triangles can be bad in doom. http://forums.newdoom.com/UBB/wink.gif

I mean some of those pointy walls some ppl put in thier maps looks like you could split your skull open. http://forums.newdoom.com/UBB/tongue.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
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----Linedef Technician and Sector Maker Upper----