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iori
November 6th, 2005, 04:31 PM
First I would like to note that this map might not be suitable for a map 6 slot, due to theme and difficulty. I really do not care one way or the other which slot it's in, as long as it has a nice sky *cough*, so if there is a need to swap its slot around, I don't mind.

.:clicky:. (http://trevp.dyndns.org/ndcp/ndcp06.zip) --Usual password required.

Difficulty levels are tuned for UV, being the preferred difficulty, but the other difficulty levels are present, I just didnt spend as much time on them. I, however, am happy with those.

Please tell me any errors any of you find, if you feel so inclined to test it.

EDIT: GL Ports (especially legacy) might display strange artifacts due to software hacks. Play it in Risen3d/PrBoom/GZDoom if you want it to run as intended in GL.

Doom_Dude
November 6th, 2005, 07:31 PM
Yay! Got it downgrabbed. ;)

Nuxius
November 7th, 2005, 02:51 PM
Downloaded it myself as well. I'll let you know if there's any bugs I find... ;)

FATAL
November 8th, 2005, 07:30 AM
Ooooo! I didn't remember that Nuxius was in the team too. Then again, it makes my map look a bit worse. ;)

Doom_Dude
November 8th, 2005, 03:46 PM
Fun map and looks cool too. I was playing in Legacy (/my bad) and I made it as far as the blue key. Ummm I couldn't get out of the hole...

iori
November 8th, 2005, 07:26 PM
ack, really? /me checks.

EDIT: Fix0red, silly little control sectors got the better of me. Mark my words, they try a trick like that again and I'll delete them all! Er.. feel free to noclip through the invisible wall, too lazy to update the zip file. :p

Doom_Dude
November 8th, 2005, 08:58 PM
ack, really? /me checks.

EDIT: Fix0red, silly little control sectors got the better of me. Mark my words, they try a trick like that again and I'll delete them all! Er.. feel free to noclip through the invisible wall, too lazy to update the zip file. :p Ok iori but now it's time for some *zzz*

[edit] I got around to finishing playing the level. My only prob was I got lost after getting the yellow key.

iori
November 14th, 2005, 02:14 PM
There is a yellow key door in the courtyard area (with the fountain-like thing).

If there are no more bugs to report from this end, I'll run a few more final tests and then make available a final version of the wad. Thanks for the help.

Doom_Dude
November 14th, 2005, 02:35 PM
Yup I didn't explain correctly when I posted last, sorry. I found the yellow key and got to the door and exited with no other problems besides going the wrong way for a bit. :)

Nuxius
December 19th, 2005, 08:32 PM
Looking back at this level, I was testing it in PRBoom and the first switch doesn't work. I think it's because you have it on a middle texture on a two-sided linedef, which Boom doesn't support (I guess).

I also figured out why it wouldn't load in Doomsday. It doesn't seem to like the "backwards" scrolling effect. As soon as I removed them from the map, Doomsday loaded it with no problems. That's a Doomsday issue though, IMO, much like Legacy not having voodoo dolls. It's something that works in Doom2.exe, so Doomsday should fix it. So I don't think you need to change it or anything, just letting you know.

The first issue definintely needs to be taken care of though. Perhaps having the switch on a small pedestal instead? You could fix it up with a dummy sector just like the lift itself, and tag them the same so it lowers with it.

iori
December 19th, 2005, 11:30 PM
yeah I could do. I'll take a look at it agian and see what comes up. Thanks Nuxius, without that bit of info it woud've been released like that.

Edit: OK, fixed that switch up. I also re-adjusted the positions of a few control sectors, because there was a problem with the ceiling move sounds cutting out. I'll resubmit to D_D. Thanks again.