View Full Version : Map30: Battle HeX
Doom_Dude
April 15th, 2003, 06:48 AM
I'm going to change it quite a bit and I haven't started it yet.. Gonna make it more dark and scary with a texture change from brown brick to decayed black stone. I also need more HeXagonal rooms and HeXish symbols n stuff.
Anyways I was wondering if the map as it is now..... is it confusing? There's a lot of criss crossing corridors that open up as you play through and a few spots need you to backtrack the way you came. I think it can be very confusing to others and I think the map might peeve some people off....lol Since I know the way to go I have no probs of course.
Oh and is that big door thinghy a problem? Do people get stuck in that room, not knowing you can raise the door that splits the room in four? Think i'll give that thing a different texture from the rest of the room.
Just posting to help think about this. Any comments will be apprecited. http://forums.newdoom.com/UBB/smile.gif
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Aliotroph?
April 15th, 2003, 04:53 PM
I recall it being somewhat confusing to play that map. Also recall the cyberdemon bit being hard. http://forums.newdoom.com/UBB/wink.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
April 15th, 2003, 05:00 PM
Hehe I'm gonna do something to make it less confusing.
LOL@Cyberdemon Hard bits.
I'm gonna make it harder in other areas on UV. I have some cool textures for a good Arch Vile area. http://forums.newdoom.com/UBB/wink.gif
Now you can teleport out of the lava pits(changed it from nukage) in the start room but you take considerable damage getting to the teleporters.
Did you guys see the featured shot on the main page? http://forums.newdoom.com/UBB/biggrin.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
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The Doomer
April 15th, 2003, 05:50 PM
I have no problem attacking Cybies at close range with a super shotgun. I'm pretty good at strafing their rockets.
Deathgiver
April 15th, 2003, 06:09 PM
I did have a little trouble with the CyberDemon behind that red-key door.
What got my goat was the lava pool teleporter behind the Arch-vile tower, you go through it & if you stand still you get roasted (as expected) & if you get out, you wall up the switch that you need to raise the walkway out of that area.
Doom_Dude
April 15th, 2003, 06:34 PM
I'm gonna check that out Deathgiver. Not really sure what you mean by walling up the switch area. Haven't played it right through in ages.
[edit] Just did a run through of the Original map. Ummm getting out of the lava doesn't wall up the switch.... but it is behind a semi-secret door that has a diff brick texture on it. I already had that changed a few months ago for the Upgrade so that's good (just checked the new map in doomcad). Yeah I removed the door and the switch is in the open now. It was dumb to hide it like that even if the wall is kinda obvious. http://forums.newdoom.com/UBB/smile.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
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Deathgiver
April 15th, 2003, 07:05 PM
the lip of the lava pool that you're teleported to is basically touch sensitive, when I step out it starts to wall in that area.
Doom_Dude
April 15th, 2003, 07:13 PM
Hmmmmmmmm, weird. I see that the pool has a 'trigger open door' setting but no trigger tag is assigned. I must've changed something and left it like that. Funny it does nothing when I play it and I ran through there a million times when playtesting. I wonder why it does that to you?
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Vilecore@The Megawad (http://megawad.newdoom.com)
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Deathgiver
April 15th, 2003, 08:09 PM
Do you want me to email some screenies to ya'about it?
Maybe it was that I was using jDoom?
Doom_Dude
April 15th, 2003, 08:21 PM
Yes please send a screenie, I want to nail down what the prob is. How do I shut down monsters in JDooM? I want to test it to see what it's doing minus the monsters bugging me.
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Deathgiver
April 15th, 2003, 08:53 PM
"How do I shut down monsters in JDooM?"
In a command-line type "-nomonsters" without the quotes.
I just sent a couple of screenies to you DD.
Let me know if you need any more.
Aliotroph?
April 15th, 2003, 11:40 PM
Using a switch no with tag is basically the same as setting a tag of zero, which all sectors have by default. It seems to cause all kinds of fun random effects on levels.
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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
April 16th, 2003, 09:42 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">Using a switch no with tag is basically the same as setting a tag of zero, which all sectors have by default. It seems to cause all kinds of fun random effects on levels.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Yeah I was thinking about that. Glad Deathgiver noticed it. 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">I just sent a couple of screenies to you DD.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Ok me go look. http://forums.newdoom.com/UBB/wink.gif
[edit] I just checked the screens and then I ran the map in JDooM and it did what you said it was doing. It basically borks the entire map, especially if you run over the xtra lines in the lava well thinghy. Thanks for finding this. I think it must be the biggest bug in the wad. Weird that Legacy doesn't screw up and you'd think it would.
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Aliotroph?
April 16th, 2003, 10:04 AM
I think they changed how the tags work in Legacy. You're not even limited to 255 in Legacy.
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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
April 16th, 2003, 10:56 AM
That's the prob when you change stuff and forget theres wild tags and stuff in your maps. http://forums.newdoom.com/UBB/wink.gif
I might have to find a JDoom playtester. http://forums.newdoom.com/UBB/smile.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
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Deathgiver
April 16th, 2003, 04:10 PM
"It basically borks the entire map,"
I was thinking the effect was intended.
"I might have to find a JDoom playtester."
/me jumps up & down waving my arm wildly
Ooh,ooh pick me.
Doom_Dude
April 16th, 2003, 04:35 PM
Ok cool, Deathgiver you can do the JDooM testing. http://forums.newdoom.com/UBB/wink.gif That makes three testers. Aliotroph?, Looney and Deathgiver. That should be sufficient methinks along with myself of course. http://forums.newdoom.com/UBB/biggrin.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
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Deathgiver
April 16th, 2003, 04:44 PM
Thank you! http://forums.newdoom.com/UBB/smilies/cwm4.gif
So how do I start playtesting, DD?
Doom_Dude
April 16th, 2003, 05:42 PM
When I get the 32 maps done and merged I'll send it to you.
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Vilecore@The Megawad (http://megawad.newdoom.com)
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Deathgiver
April 17th, 2003, 02:03 AM
All right, that's cool let me know when I can help. http://forums.newdoom.com/UBB/smilies/cwm29.gif
BTW: there is a pretty cool pic on the main page.
Aliotroph?
April 17th, 2003, 11:58 AM
The floor tiles in that place are 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
April 17th, 2003, 12:15 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">All right, that's cool let me know when I can help.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Yep sure will. 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">BTW: there is a pretty cool pic on the main page.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Thanx Deathgiver. I was waiting for somebody to notice it before it got bumped. 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">The floor tiles in that place are sweet.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Hehe, thank ye. DooM sure needed some more tiled floors. http://forums.newdoom.com/UBB/biggrin.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
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Aliotroph?
April 17th, 2003, 12:33 PM
What DooM needs is about 300 000 extra textures they seem to have forgotten. 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
April 17th, 2003, 12:50 PM
I almost got 500 textures. It'll take me quite some time to reach 300,000 but I'm working on it. http://forums.newdoom.com/UBB/smilies/cwm35.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
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Deathgiver
April 17th, 2003, 05:03 PM
I was wondering somethin' today. Do you have an idea how big Final Vilecore is going to be Zipped & unzipped?
Doom_Dude
April 17th, 2003, 05:33 PM
Lemme see.
/me looks in Vile folder.
The 32 maps weigh in at 7.80mb
The resource wad is 3.80mb
Once it's all done and zipped it'll probably weigh in around 4mb.
I just test zipped everything and it came to 3.63 mb
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Deathgiver
April 17th, 2003, 06:41 PM
"Once it's all done and zipped it'll probably weigh in around 4mb."
That's not as bad as I was thinking, The reason I was curious was that I'm on dial-up.
Just another reason I love Doom. Small map size (megs).
Thanks DD.
Doom_Dude
April 17th, 2003, 08:38 PM
I forgot that your on the dial-up Deathgiver. Well I estimate a 4 to 5 mb zipped file. Hopefully I won't bloat it with new music. http://forums.newdoom.com/UBB/wink.gif
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Deathgiver
April 17th, 2003, 08:53 PM
"Hopefully I won't bloat it with new music."
You could always have a FVCmus.wad file seperate from other wad(s).
Doom_Dude
April 18th, 2003, 05:15 AM
Hmmmm sounds like a good possibility. What's the FCV stand for?
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Deathgiver
April 18th, 2003, 03:41 PM
"What's the FCV stand for?" <that's "FVC" DD.
F-inal
V-ile
C-ore
Aliotroph?
April 18th, 2003, 04:08 PM
Midi music doesn't bloat wads.
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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
April 18th, 2003, 04:22 PM
Hmmmmmmm I see what FVC stands for now. You know I keep changing the name of this thing. Geez I hate that. Vilecore 2.0, Vilecore II, Vilecore Re-Release, Vilecore Upgrade, Final Vilecore. I think the one that suits it best is Vilecore 2.0 Meh.
Midi I need some good midi! Where can I get some good midi stuffage? http://forums.newdoom.com/UBB/wink.gif
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Deathgiver
April 18th, 2003, 05:21 PM
I think the one that suits it best is Vilecore 2.0.
I aggree, DD. In that case How about VC2mus.wad as a possible file name.
Doom_Dude
April 18th, 2003, 05:40 PM
Yeah Vilecore 2.0 is the better name. It is what it is.
VC2mus.wad is a good filename methinks. Should I keep the midi.wad seperate from the resource wad? I'm not worried about anything running with the doom2.exe / vanilla doom since it will be a requirement to use a port anyhow.
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Deathgiver
April 18th, 2003, 05:45 PM
"Should I keep the midi.wad seperate from the resource wad?"
I would. it offers more flexibility.
Doom_Dude
April 18th, 2003, 06:41 PM
I'm not sure what you mean..
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Aliotroph?
April 18th, 2003, 08:17 PM
It means they don't have to load the damn midi files. http://forums.newdoom.com/UBB/tongue.gif
It's hard to find good midi music for FPS levels. I gave up ages ago.
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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++;
Deathgiver
April 18th, 2003, 08:24 PM
"It means they don't have to load the damn midi files."
Actually I was thinking I could use it for other wads as well.
Aliotroph?
April 19th, 2003, 02:28 AM
That's true. I never thought of that.
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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
April 19th, 2003, 05:02 AM
That's if I can find any decent midi stuff. :/
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Aliotroph?
April 19th, 2003, 10:46 AM
That's one thing I hate about The Darkening 2. The midi music sucks. It's like that with most DooM wads though. Even FreeDooM, Plutonia, and Evilution have lots that I hate.
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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
April 19th, 2003, 05:36 PM
I really like the original doom music. Finding any replacement music will be hard methinks.
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