View Full Version : mines too.
October 6th, 2006, 04:23 AM
Meh, I am not changing much aside from my issue with the secret area not registering in Prboom.
I have only tested this in Prboom.( i have tried to make the map look good in OPENGL and software)
Read the readme for all the info.
Don't pay attention to the blue numbers on the status bar, they are just filler.
If any really strange errors occur let me know. I won't be changing all critiques.
Normal NDCP2 password.
I suppose I should post this since ACE did as well.
October 6th, 2006, 01:15 PM
Hrm... I didn't mean to make it such a big thing to have a map finished, I just wanted more critiquing than just from one or two people via PM or whatever... but eh.
I got the map downgrabbed, but for some reason it lags like there's no tomorrow. Seriously, I'm getting <0.5 FPS when I test this in (G)ZDoom, and they are rock-solid when it comes to limits. I checked and nothing else is running slow in ZDoom so I'm assuming it's the map... doesn't seem like it should lag, though. Strange.
October 6th, 2006, 03:09 PM
I only tested this in PRBOOM. So, beats the fuck out of me why it lags in zdoom. Considering this is prolly my last map, I will not be optimizing this for zdoom/Gzdoom, I am surprised it actually ran in Gzdoom. Maybe try -mb 128??? Erm....if its a problem, I don't mind being kicked out of the project. I suppose some people will be glad if the map and my textures are gone. Go no right? Lol.
October 11th, 2006, 12:59 PM
Do you mean you tested in prboom or glboom?, my guess would be glboom because thats the only thing i'v been able to get it to run right in without compiling it heh.
Tried to play it in prboom(software) but yeah I got a ton of video lagg, playing in GLBoom was fine though. What's strange though is it seemed to get the lagg in an area of the map where nothing is at, revers of the engines view-plane. That's plan crazy yo.
Doom builder says there's a sector not closed having to do with the outside area. Hope for the best with fixing that, but I cant see that causing all the strange lagg. You may actually try lowering the amount of vertices's in a bunch of those rounded/curved areas. Aswell as trying to get it to run in legacy as is, because if it will run in legacy it will run in pretty much anything. -without using any legacy specifics that is. and compiling in both bsp and zennode after the tweaks. Other than it's resources being somewhat off the hook heh, It's a really neat map, but as is, there's sort of a compatibility issue.
October 11th, 2006, 02:10 PM
It lags on Gzdoom and Zdoom and it chrashed on PRboom it ran fine in GLboom but imo you should make it run properly on all boom ports.
Its an really weird map with an unusual layout all good things of course.
October 11th, 2006, 11:21 PM
it runs fine for me. hmmm....maybe something happened when i zipped it? Thats the only thing I can think of. Let me download the zipped one I had up. Its plays (for me) in software and gl, and I am not running it on a super new computer or anything.
I may not be able to save it.
Is everyone using the most up to date prboom? it updated recently like 17 times, and I had to keep updating it to keep up with the sidefs.
if that makes any sense, i don't know. please respond to this because i have lots of strange responsibilities besides doom to deal with, and i can't think about ndcp much anymore.
October 14th, 2006, 02:21 PM
+new textures help make for a refreshing take on the popular tech theme
+creates a great illusion of being more 3D than it is.
+love the music
+no coronas! Yay! (:p)
About the only thing that bugged me was the chaingun dude at the beginning of the map that was way up near the top of the cliffs(next to the invisibility sphere). He could shoot down, quickly eating away your health, while there is no way you can fire up at him. Very annoying.
- Sector 1564 spills over at Lindef 13819. This creates a hole in Doom where the player can see into the room beyond it.
- 5 secret sectors for one secret room? You can't even step into some of these sectors, thus making 100% secrets impossible to achieve. My suggestion would be to return them all to normal (ie non secret), and then only make Sector 636 a secret.
- Your 447 health bonuses you decided to stack one atop another causes the "Claustrophobia effect" in ZDoom (and it's derivates). Why 447, may I ask? You have them set to appear in all difficultly levels, and Doomguy can only have a maximum of 200 health (but he will still take all the health potions anyway). So there's no reason to have anymore than 200 (well, 199, actually, since the ghost effect isn't be possible in this level).
Still though, even with 200, it's unplayable in ZDoom. I did get 100 health potions to work O.K. though.
I'll see if I can't mess with it some more.
October 15th, 2006, 02:06 AM
I can't play...
Slow motion too much! :(
October 15th, 2006, 06:07 PM
I only tagged one sector secret, thats doom being funny.
Something must have happened during the zip/upload with the see thru room.
you need to hug the mountainy thing and climb it to kill the chaingun guy. the yellow key is up they're anyway, its not a cakewalk.
there is a new prboom out, i'm gonna try it out.
i don't care about zdoom support.
i wasn't sure exactly how many health bonusses i had stacked, will fix to 200.
most likely this is going to be bumped out of ndcp2 by you guys. i can only make the kind of maps i like.
will try to fix the problems, i suppose i have enough time. i really don't think its gonna work in anything but prboom/glboom though....(being a trademark jetflock style map, lol)
edit: Nuxius :About the only thing that bugged me was the chaingun dude at the beginning of the map that was way up near the top of the cliffs(next to the invisibility sphere). He could shoot down, quickly eating away your health, while there is no way you can fire up at him. Very annoying.
-is that visible in single player?????? the sphere that is??
October 15th, 2006, 06:58 PM
... ... ... (?)
October 16th, 2006, 01:53 PM
Run it in GLboom Logan ;)
I hope there's a way you could fix the map up so it runs smoother Jetflock, it's a pretty neat map other than that.
October 16th, 2006, 08:37 PM
I have a crappy onboard video card and GL Source Ports doesn't work very well here! :(
Sorry jetflock but i'll need make use of idclev in your Map... :(
October 16th, 2006, 11:10 PM
Edit: let me change this post....
I opened up the map. Christ, some of these are normal mistakes peole would make in large maps, I'm not surprised they were missed. Found the sector spill off, one tiny linedef turned around by accident.
Making the health softdrink thing only have 200 health bonuses.(Now its working all screwy, prolly gonna move back.)
I am preparing to remove the deathmatch starts that limit your roving radious during dm play, I figure this will atleast kill off some sidefs, hopefully cleaving enough dead areas will let you play on software mode in atleast prboom(I really have not tried this in zdoom, nor do I recommend it.)
Besides this, I do want it fixed, appreciate the feedback. Don't idclev just yet. Here goes....
Edit:...I may have taken a bit of the lag off the beginning, but not much. The last time I buit the nodes must have changed the map a bit. Hmm....Would a good compromise be giving the player a shotgun in the beginning? Maybe you can pick off the Chaingunners easier and make your way out of the outside area to smoother frames. Maybe some more health.I was under the impression the majority here would be playing in GL. I'm still toying with things I guess, but you may have to be using idclev unless you can live with the above comp.
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