View Full Version : Fear is the Price of Sin .....
ReX
January 3rd, 2006, 04:19 PM
Fear is the Price of Sin:
1. Is a single map
2. Uses any limit-removing source port
3. Is medium-sized
4. Is base-styled
5. Is complete and uploaded to /incoming
6. Should be available for download soon
Information and screenshots at DooM Nexus (http://doomnexus.50megs.com)
Doom_Dude
January 3rd, 2006, 05:38 PM
ReX your link goes to Microsoft.com?
Maybe this will work. :P http://doomnexus.50megs.com/
Anyhow looks like a nice map. One screenie makes me think of a Prison. ;)
PumpkinSmasher
January 3rd, 2006, 06:00 PM
I didn't know Rex owned Microshaft...
The screenshots look great. Can't wait for this one to be finished.
ReX
January 3rd, 2006, 06:36 PM
ReX your link goes to Microsoft.com?
Maybe this will work. :P http://doomnexus.50megs.com/
Thanks Darren. I must of had my head up my ass when I typed that URL
Aliotroph?
January 3rd, 2006, 09:35 PM
Looks pretty shiny. Let us know when it's available for downgrabbing. :)
ReX
January 4th, 2006, 05:14 PM
Looks pretty shiny. Let us know when it's available for downgrabbing. :)
Here you go (http://www.gamers.org/pub/idgames/levels/doom2/Ports/d-f/fear_sin.zip)
Doom_Dude
January 5th, 2006, 06:54 AM
Hehe that was fast ReX. /me downgrabs
By the way your link leads to CNN news. Just jokin' :P
[edit] Fun map ReX. I made it through on UV with a few deaths. I like that Vile trap near the circular area. I used JDoom and I did spot three GL errors where sectors look screwy. The rocket launcher room is messed up where floor and ceiling is jumbled up lookin, the ceiling above the chainsaw is slightly messed up and the room with the lift where the lost souls come out has a hole near the wall. All of them look to be caused by the lines you used as triggers that are part of one sector but cross multiple sectors. I can post some screens if you want. I assume this isn't an issue in software mode?
ReX
January 6th, 2006, 05:46 AM
I used JDoom and I did spot three GL errors where sectors look screwy. The rocket launcher room is messed up where floor and ceiling is jumbled up lookin, the ceiling above the chainsaw is slightly messed up and the room with the lift where the lost souls come out has a hole near the wall. All of them look to be caused by the lines you used as triggers that are part of one sector but cross multiple sectors. I can post some screens if you want. I assume this isn't an issue in software mode?
Yes, I imagine the reason for the problems are the linedefs that cross multiple sectors. There's no problem in software mode, so this is obviously a GL problem. I will remember that in future maps, and I wonder if I should fix it in this one too.
Doom_Dude
January 6th, 2006, 08:02 AM
Yeah since a lot of us are GL addicted fools. ;)
Nuxius
January 7th, 2006, 02:43 PM
Actually it does mess up even using a software renderer, but only in the Rocket Launcher room. When you enter it, one of the rocket boxes is floating in the air, and the player will float above the ground for half of the slime pool and the area around it.
This happens because you combined the line with the highest sector instead of the lowest one.
I enjoyed playing it, though. I really liked the non-linearness once you got the yellow key. :) I love non-linear maps. (how many times have I said that :p)
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