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PumpkinSmasher
June 21st, 2007, 07:35 PM
I decided to call this one June/July since it is close to the end of June. Post your progress. GET YOUR MAPS FINISHED please.

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We have 15 completed maps, so lets work hard at getting the rest of the maps completed.

A * is next to maps which I have a copy of.

MAP01 The Hive//Dutch Devil completed *
MAP02 untitled//Macro11_1 *
MAP03 Voiced Silence//Danimetal completed *
MAP04 Infestations//Mr.Rocket completed *
MAP05 Wasted!//Falci completed *
MAP06 AMADEUS//Jetflock completed *
MAP07 untitled//LoganMTM completed
MAP08 Shoot Down//LoganMTM 11%
MAP09 Pistons//ace completed *
MAP10 untitled//NetNomad 40%
MAP11 Painkiller//Dutch Devil completed *
MAP12 Something Died//Exl completed *
MAP13 Straniero Complex//General Greivous
MAP14 untitled//Macro11_1
MAP15 Down the Drain//Osiris's_Legacy 47%
MAP16 Conglom Map//Various 80%
MAP17 Alien Tech//Jetflock completed *
MAP18 Ominous Core//Doom_Dude 90%
MAP19 Simply Smashing//PumpkinSmasher 20%*
MAP20 untitled//Mechadon
MAP21 Second Attention//Danimetal completed*
MAP22 Path To Gory//Fatal
MAP23 Hope's Last Sanctuary//General Greivous
MAP24 untitled//CrazedImp 55%
MAP25 radracer//Jetflock completed *
MAP26 Hell Awaits//Dutch Devil 50%
MAP27 Arch Vile Temple//LoganMTM completed *
MAP28 untitled//g6672D
MAP29 Rusted Turmoil//DooMAD completed *
MAP30 Icon of Chaos//Logan MTM completed *
MAP31 Todeskopf//Steve88
MAP32 untitled//Raptor Jesus 60%

Doom_Dude
June 21st, 2007, 08:54 PM
85% done on Map18: Ominous Core. :D

Osiris's_Legacy
June 21st, 2007, 10:18 PM
47% completed.

Macro11_1
June 22nd, 2007, 02:21 AM
urgh, I finally got that one map out of the way. so now I can work on this full time. How is that for progress report? sucks? well ... . *raz* so ill be done this month.

Dutch Devil
June 22nd, 2007, 05:57 AM
Map26 is at 50%

Logan MTM
June 22nd, 2007, 07:20 AM
I don't know how to say in english... But i'll try!

My Map07 + Map08 = New Map07! And i'll make a new Map08 from scratch!

Dutch Devil
June 22nd, 2007, 07:54 AM
Sounds like an good idea to me Logan lets see what PumpkinSmasher says about it :)

Doom_Dude
June 22nd, 2007, 04:02 PM
I'm now at 90% on Ominous Core....

MR_ROCKET
June 23rd, 2007, 12:36 PM
Thats funky, I remember ace's map09 being pretty much done? - or was it almost done?

Doom_Dude
June 23rd, 2007, 06:57 PM
Huh? Who said it's not almost done?

ace
June 24th, 2007, 05:44 AM
Eh, it's still 99%. I haven't had time to work on the conglom or Map09 this week because of driver education, either. :/

I'll get back to work on them both this week, though, since it's over Tuesday. I think I still only have to tweak some item placement in Map09 is all, so I'll probably still focus on getting the conglom done first. Anyhoo...

MR_ROCKET
June 24th, 2007, 04:36 PM
Cracks Wip Snap * poW
Heeyaaa ! :D

Doom_Dude
June 24th, 2007, 06:09 PM
Cracks Wip Snap * poW
Heeyaaa ! :D Ok I'm 1% done now. :p

Logan MTM
June 25th, 2007, 01:21 PM
OK guys!
I complet my Map07, 103% done!
Who want to TEST (http://brdoom.com/mtm/NDCP2/New_Map07.zip)? :D

DooMAD
June 25th, 2007, 02:01 PM
OK guys!
I complet my Map07, 103% done!
Who want to TEST (http://brdoom.com/mtm/NDCP2/New_Map07.zip)? :D
I got some weird texture errors in Legacy with the latest resource wad.

There might be a few too many demons after the red key switch. You may also want to consider a scrolling floor for the teleporting enemies in the outside bit, just to push them across the linedef, since some of them take a while to come through. But other than that, exceptional stuff. Looking really good.

jetflock
June 25th, 2007, 02:42 PM
i wouldn't worry too much about legacy.

DooMAD
June 25th, 2007, 03:26 PM
Works fine in glboom-plus, so yes, I guess that doesn't matter. I would check it in the current alpha to see if it's any better, but I haven't got a spare 3 hours right now for glvis to finish being the slowest utility on the planet.

ace
June 25th, 2007, 04:28 PM
No texture errors with ZDoom, but I did notice two things in particular.

1) Two sergeants at the end of the hall from the red-key door are stuck (screenshot (http://img339.imageshack.us/img339/4817/doom0007xc0.png))

2) In the first area with the cacos and chaingunners the hole where the brick used to be is misaligned with the ceiling flat (screenshot (http://img514.imageshack.us/img514/5585/doom0008qb4.png))

Other than that, good stuff, Logan. Very challenging gameplay, and nice secrets (one of them I had the hardest time finding, then I had to slap myself in the forehead when I finally found it). Nice work. :)

Logan MTM
June 25th, 2007, 08:22 PM
@DooMAD

I got it!

@ace
1) This is really strange. That doesn't happen here! I'll check.
2) Hehehe! No matter how much i try, this never leave me alone! :D

Thanks a lot all you guys!

Map08 - 11% ( No shots at now )

PumpkinSmasher
June 26th, 2007, 07:41 AM
I've hit a point in my map where I'm not sure what I want to do next.

Doom_Dude
June 26th, 2007, 08:04 AM
I've hit a point in my map where I'm not sure what I want to do next. Put in an exit. :D

FATAL
June 26th, 2007, 08:52 AM
I agree. It's better usually to just slam in the exit rather than put something unfitting in.

That is, as long as it's just not one room and an exit we would talk about later.

Me? I have holidays and am making progress.

PumpkinSmasher
June 26th, 2007, 09:00 AM
It's not ready for an exit yet, still a little small, and still some places leading to nowhere.

ace
June 26th, 2007, 09:17 AM
Sometimes it helps me if I take a break for a day or two and perhaps look for inspiration for architecture from out and around, or from other WADs especially. But don't wait for too much longer than that, because then you don't feel like mapping at all when you get back to it. That's a mistake I've made more than a few times... :/

For those other areas that lead to nowhere you could always do the classic Doom cop-out: keys and switches. :p

MR_ROCKET
June 26th, 2007, 03:53 PM
Or you could turn it into an area with say, a few pipes in one corner and some crates in the other, maybe some blood, a dead guy, few clips or shells and a candle to top it off? :D
Well, guessing if those other areas could be or turned into 128x128 stock rooms or something heh

And like Doom_Dude was saying, PUT IN AN EXIT! :D
Yeah maybe an exit with a lift that travels deep into the ground/hell, and then contour the rest of the area leading to the lift exit?
Donno, I'd have to see the map lol

PumpkinSmasher
June 26th, 2007, 08:13 PM
It's more of an underground nukage base in some caverns and stuff

Doom_Dude
June 27th, 2007, 08:02 AM
Put in some big tanks of nukage that the player can't see into from below when he enters the big room and there's no monsters around that he can see. Have a balcony that overlooks the tanks / vats and when he gets to the balcony mancubus rise out of the vats (have the nukage rise and they're on top of course).... :D Then add an exit!

Danimetal
June 27th, 2007, 12:31 PM
Here I am. No Doom Builder, no Windows, no Doom... No nothing. But still I think that my latest copy of Map21 is almost finished: only monsters and things to be added. Do you have my copy PumpkinSmasher?.

Anyone knows of a decent Ubuntu editor and Doom port?. I wouldn't like to run windows again :S.

PumpkinSmasher
June 27th, 2007, 01:36 PM
The last version of map 21 that I have was in the Res8 pre-merge

MR_ROCKET
June 28th, 2007, 04:39 AM
I should have a backup of that as well Dani.

Danimetal
June 28th, 2007, 06:03 AM
Hey Rocket, nice to see you :). You know what?. I think I will make an effort and install Doom Builder, Doom and my stuff again in a Windows partition to get this thing done.

MR_ROCKET
June 28th, 2007, 03:51 PM
You too Dani, sounds good. ;)
Why the Linux install?

Btw, do you still need someone to send you your map? or have you already found it?
Well never the less, I sent it to the contact link you have on your "Against The Clock" site.
So if that's still a good email addy, it should be in it's box by now. ;)

Danimetal
June 28th, 2007, 08:43 PM
Ok, thanks a lot buddy, I think the ATC mail is the hotmail one (I use gmail now) but I'll look at it. I should have the maps in the "Doom salvage" folder in some of my DVD's so I could surely look for it :)...

Also, this Against The Clock site desperately needs some attention with new projects... Damn this forum, why I always end up coming back to Doom?.

The Linux thing?. You know, I just got tired of having to Ctrl+alt+del with everything I had to do. I just wanted to give it a try and ended up hooked!.

ace
June 29th, 2007, 07:10 AM
Damn this forum, why I always end up coming back to Doom?.

Blasphemer! Isn't it obvious? It's because Doom is your only hope for survival, and should you stray from it and its community, you will forever be burdened with guilt, loneliness and general boredom. Perhaps this time you have learned your lesson: once you go Doom, you better not go back. :p

Logan MTM
June 29th, 2007, 10:17 AM
Hmmm, Dani still alive! Cool! :)

Danimetal
June 29th, 2007, 11:20 AM
Hey Logan!!!!.

Dead wrong dear Ace, dead wrong. Money is my only hope of survival XD!.

ace
June 29th, 2007, 11:56 AM
Where do you think your money is coming from, work? HAH. Only Doom can bestow us such gifts! :p

I must be REALLY bored.

Dutch Devil
June 29th, 2007, 01:56 PM
Also, this Against The Clock site desperately needs some attention with new projects... Damn this forum, why I always end up coming back to Doom?.
Doom is evil it takes your soul it allready has mine *diablo*

MR_ROCKET
June 29th, 2007, 07:20 PM
However, DooM will never die.. Only the players..

:D

Dani, yeah I sent it to the hotmail account.

Danimetal
June 30th, 2007, 06:05 AM
Cool, recieved it yesterday ;).

Logan MTM
July 1st, 2007, 03:55 AM
Doom is evil it takes your soul it allready has mine *diablo*
I think everybody here got this same "problem"! *cool*

MR_ROCKET
July 2nd, 2007, 07:03 PM
Get those maps finished people !

heh. :D
Seriously though, lets shoot for a Halloween release date.

CrazedImp
July 3rd, 2007, 12:36 AM
Halloween? Doesn't sound too bad.

I'm about 55% done now.

Dutch Devil
July 3rd, 2007, 05:54 AM
How about Christmas 2008?

Danimetal
July 3rd, 2007, 07:23 AM
I'm bored to tears of stating that my map is at... 85% or so. Any news of those who haven't reported any progress?.

Exl
July 3rd, 2007, 02:34 PM
I propose to rename the NDCP to NDPC -- NewDoom ProCrastination.

MR_ROCKET
July 3rd, 2007, 04:46 PM
naa only about 30% procrastinators heh
Time to email those who we haven't heard from since sign up, again?
uh oh..

Danimetal
July 4th, 2007, 04:03 AM
Not sure about the mail thing but we should add a rule to all new projects started here, something like:

-You're required to check up once a month by mailing the project leader the progress on your part. In case you don't and you can't be found you will be removed from the project.

MR_ROCKET
July 4th, 2007, 09:21 PM
Sounds good, and maybe in the next progress thread it could say something like, If your map is not finished and you DO NOT respond to this post with-in the next 2 weeks YOU WILL BE REMOVED from the project.
Because if they can't take the time to at least check up and BE PART of the project then the map that goes along with it probably wont be much either.
/shrug.

General Greivous
July 4th, 2007, 10:33 PM
Orly? I thought I was procrastinating because I knew how long it took people to finish the last NDCP and knew I'd have plenty of time :D

MR_ROCKET
July 5th, 2007, 12:26 AM
Rly..
Always expect the unexpected.
Just because the last project took a long time, doesn't mean this one has to.
Or take as long heh.

Danimetal
July 5th, 2007, 05:10 AM
It definitely shouldn't take as long, in my opinion. Maybe the NewDoom isn't the healthiest community of Doom mappers but we should know how bad it is to be stuck for years with a project... It would be great to have all 32 maps done but maybe a smaller number of maps could be considered: we're still way far from having the full megawad complete!!.

Dutch Devil
July 5th, 2007, 08:24 AM
19 maps still in progress 13 maps completed were gonna make it think positive :p

Danimetal
July 5th, 2007, 08:34 AM
I think my map 21 is done, that makes for 14 maps done and 18 in progress :P.

Raptor Jesus
July 5th, 2007, 08:15 PM
You know, a could majority of the active members here are part of the NDCP. Mainly, only members of New Doom will care that much about this project. Seems like we can take all the time we won't :D

I'm at about 60% of my map. If I work (yes, if :P), I could be done this month.

MR_ROCKET
July 5th, 2007, 09:49 PM
There is no "if" involved, we want to get this thing done.

General Greivous
July 5th, 2007, 10:02 PM
Y'know, I'm just curious, but if you're having issues getting maps done now, and you have all the willing mappers already on the project from NewDoom, exactly what would you accomplish by removing anyone at this point?

Either way, my maps will be finished once this is closer to completion, which is what I've been planning since the beginning.

jetflock
July 6th, 2007, 12:00 AM
i have a large section of what was once going to be a conglom map for ndcp2(a nice looking one with a neat trick as well). if anyone is unreachable, i say we do another conglom. this thing is taking too long.

Danimetal
July 6th, 2007, 02:54 AM
i have a large section of what was once going to be a conglom map for ndcp2(a nice looking one with a neat trick as well). if anyone is unreachable, i say we do another conglom. this thing is taking too long.
Agreed.
Y'know, I'm just curious, but if you're having issues getting maps done now, and you have all the willing mappers already on the project from NewDoom, exactly what would you accomplish by removing anyone at this point?

Having a lesser number of maps done sooner, I guess... I'm not saying to remove anyone from the project now, just to get people together to finish or at least work on their maps. It would be great to have this project done in less time that the original NDCP took.

MR_ROCKET
July 6th, 2007, 04:42 AM
The removing someone part would be to have an open slot for someone that is willing to make a completely new map and have it done before someone not willing would.
Something like firing someone to hire a more productive person.

Heh, no ones getting fired that I know of, but as time grows short the above requests could end up being fallowed up.

jetflock
July 6th, 2007, 11:18 AM
people we haven't heard from in a while could still add they're ideas to a conglom map, so it isn't so bad.

MR_ROCKET
July 6th, 2007, 03:51 PM
Yeah true, the problem is, where the hell are they? heh

Danimetal
July 6th, 2007, 04:33 PM
I say to request a valid phone number for the next project XD!.

Doom_Dude
July 6th, 2007, 06:56 PM
Yeah true, the problem is, where the hell are they? hehI vote them off the island. :p I already went through all this before. Theres a 99% chance that most of the silent ones are doing nothing and the only way to find out is email them all. If you need anybody's email address, who has an account on here, I can probably find it and give it to ye or PS in a PM.

By the way my map 18 is 99% done. I just have to do some detail stuffs and playtest.

MR_ROCKET
July 7th, 2007, 03:14 PM
Let's wait a bit longer, this thread should have opened some eyes.

Logan MTM
July 8th, 2007, 02:02 AM
I'll ask to PS to let me be Mapper and Web Designer to the next project!
The NDCP site need to be updated now! *confused*

ace
July 8th, 2007, 06:48 AM
Okay, after playing through my map on every skill I've come to the conclusion that the amount of work needed to be done on Map09 is just some (major) health placement tweaks for ITYTD (and to a lesser extent HMP and UV) and some minor ammo balancing on HMP, along with a couple of stuck monsters that need to be moved. So it looks like I've only got about a day's worth of work to worry about.

Considering that, I'm going to work on that and get it good and finished and sent in by tomorrow, and then go back to finish the conglom up. And I know conglom has been taking way too long, but the section I'm adding has been getting much bigger than expected, so it looks like I'm only about half-done, sorry. But I'll be working on it pretty much non-stop until it's done once Map09 is out of the way.

As for the people who have vanished, I say we find out where they live and burn their houses down if they don't contribute. :D

MR_ROCKET
July 8th, 2007, 06:35 PM
Amen brother, where's the marshmellows :D
Oh btw ace, I'm still wanting to fix a tag in the conglom so either way, if it will be a bit a before you get back to the conglom, send it over this way so I can fix that stuff then I'll send it back. - or I can wait.

ace
July 8th, 2007, 07:30 PM
Okay, I can go ahead and send it your way right quick. Plus that way I'm not holding anyone up (aside from having had it for way too long to begin with :p). I'll PM it to you.

MR_ROCKET
July 9th, 2007, 01:46 PM
Got it, fixed it. It's in your pm box ace. ;)

jetflock
July 9th, 2007, 04:14 PM
hmmm.....who is last on the conglom map? or after ace its done?

MR_ROCKET
July 9th, 2007, 04:40 PM
I'm not sure, I think thats it after ace, plus the area ace is working on looks like it could be an exit.

ace
July 9th, 2007, 09:07 PM
I haven't really worked out what my area is yet. It's (insanely) only about 1/2 way done methinks. I could make an exit out of it if that would be okay.

Last I recall nobody else was going to add anything to the map. If that's not the case I suppose I'll have to cut my section off as it is (I have been getting quite carried away with it) and probably cut down on several details (most of which I admit are probably unnecessary :p).

Also I know I said that I'd have Map09 today (yesterday if you don't count the fact that in EST it's past midnight). But I ended up going to see a concert, so I was gone half the day. On top of that, after doing all the health tweaks I had taken note on playing through each skill and re-testing, I decided that more health tweaks were in order. Luckily the changes will only take about half an hour (as they did earlier today in the first run), though, so I'll have it in tomorrow for sure.

Seems I can't be satisfied with what I've got done, heh. Oh, the curse of perfectionism... :p

jetflock
July 9th, 2007, 09:16 PM
so you are saying its too big to add to as is?

ace
July 9th, 2007, 09:29 PM
Not too big, but the SEGS limit is drawing near (last I checked it was around 27K).

It's quite large as is anyway though.

MR_ROCKET
July 9th, 2007, 10:32 PM
I feel that the area back there of mine with the 3 big windows could use a soda machine or two heh.
AAAANK, Segment violation Erorr. Please remove a freak'n line def or DIE! :D

jetflock
July 9th, 2007, 10:36 PM
s'only cuz i have this snazzy chunk of map i began for a second conglom. i don't want it wasted, i am exploring some options.

MR_ROCKET
July 9th, 2007, 11:12 PM
Hold on to it, I'm sure it could be put somewhere.
The current conglom is up there a bit in the SEGS right now.
How many SEGS is your chunk of work jetflock?

PumpkinSmasher
July 9th, 2007, 11:14 PM
I'd say after ace the conglom is finished, if someone wants to do some gameplay tweaks with it to make it function well, you are more than welcome. So ace, go ahead and throw an exit area in there if you wish.

jet, go ahead and start a thread about conglom map 2, I'm sure at least 1 person won't get their map turned in, so it will definitely be thrown in the wad somewhere.

Danimetal
July 10th, 2007, 04:28 AM
Making a lot of progress on Map21: I´ve send it to the test and so far it seems to be doing well. Still I have to crop a lot of SEGS to get to the 32k limit so my current state is "Undetailing" the map, currently at 34000 segs and trying to crop 2000 more.

I will have to test it again when I finish, to see if the cropping process really works with the gameplay.

ace
July 10th, 2007, 02:52 PM
Map09's FINALLY done, completely. Tweaking the health and everything to a level where it was challenging but not frustrating was an incredible pain and I ended up playtesting it around 20 times, but I've finally gotten it to a point where it's good on all skill levels. So I'll go ahead and send it over.

I'd say after ace the conglom is finished, if someone wants to do some gameplay tweaks with it to make it function well, you are more than welcome. So ace, go ahead and throw an exit area in there if you wish.

Will do.

MR_ROCKET
July 10th, 2007, 05:53 PM
More about the current Conglom map.
Got to thinking about this, if ace's area is an exit then we would need to have a key switch somewhere, I'm thinking in jetflock's or Dani's area before gaining access to mine and ace's areas. Because currently my area gives access to ace's exit area. and as-is players could just run into my area and then exit the map shortly after. So a key switched door would be good, somewhere between the beginning of the map and where my area connects to Dani's.

Another reason I bring this up is, well most people will end up playing the mega in a more modern sourceport where you can just jump your way through parts of it. We'r going to need to keep the players from doing that. For example Dani has a moving floor that gives access later without jumping. But If you can jump over it, the player will jump his/her way to the exit. This area could be a good place for a key door. -somewhere after the floor access just to play it safe that the level gets played properly.

The key pickup could be somewhere in maybe jetflocks area, to make sure these beginning areas get played through first.
I know there are some keys in jet's area already. The rules said (no keys), but they are already there, so how bout we slap in a blue key door where mine and Dani's areas connect?

ace
July 11th, 2007, 09:37 PM
I dunno, I think including a key on the door as well somewhat defeats the purpose of having the bridge in (or otherwise makes getting there a bit more of a chore). I know jumping is supposed to be disallowed but generally speaking it's always seemed to be a sort of trust system with that sort of thing.

I know there are always those that won't play fair and break the continuity of the map but those are probably the people who also go around with IDKFA, IDDQD and IDDT turned on right away. That or they're just lazy bastards who can't appreciate a map for its entirety. :p

On the other hand, too, I know ZDoom has some feature (methinks it's in MAPINFO) that lets you force jumping off on maps. I'm not sure if this is the case for all ports that have jumping but if any other port allows a similar feature we could easily just include the port-specific lumps to make sure that nobody tries to cheat it. I don't think they interfere with each other or vanilla Boom--at least I'm pretty sure--when they're port-specific and not directly part of the map lumps.



A thought came to me earlier. As long as we are using Dehacked, are we going to use custom par times? I think it'd be reasonable considering that most custom maps cannot in any way be completed in the original map's time.

Also, methinks the site's download section could use an update. 15 maps and only 5 downloads? Sounds like somebody's been SLACKIN'! ;)

MR_ROCKET
July 12th, 2007, 02:33 AM
Exactly so wouldn't be easier to just put a blue door in it to keep the lazy bastards out? haha :D

Yeah I think the DEH needs updated. It was working fine in res7 but I recently noticed the DEH chaingunner marine was a commander keen in re8.

jetflock
July 12th, 2007, 08:51 AM
damnit, i need to find my old posts or old readme file regarding the dehacked patches....i addressed problems and gave and/or made solutions. should be no problem unless the updated stuff was not added. it should work fine, i believe (been a long time since i played with it, but i know the last version worked fine regardless of eccentricities (spelling?) regarding prboom and zdoom.

ace
July 14th, 2007, 09:04 AM
I think I found the problem with the DEH in res8. That problem being that it looks to me that there is no DEH present in res8. :p

I have a separate copy of the DEH from a while ago before it was included in the resource and don't have any problems with the custom monsters when I run with it so I think that would be the problem.

jetflock
July 14th, 2007, 10:51 AM
yeah it should be fine, though prboom and zdoom handle the patch a bit diff, its as perfect as it can get. :)

MR_ROCKET
July 14th, 2007, 11:43 AM
That will explain why the DEH isn't working, I knew I should have had a look in Xwe. heh
Why was it taken out in res8?
Never the less, use the one from res7, it worked fine.

To whoever compiled res8, always make sure you have nothing else selected before removing something..which might have been what happend to the DEH.

Is there anything else that's missing in res8?

PumpkinSmasher
July 14th, 2007, 07:36 PM
To whoever compiled res8, always make sure you have nothing else selected before removing something..which might have been what happend to the DEH.
It was me, I compiled res8. And I don't remember that far back, so I'm not sure what happened to the deh patch. It was either I deleted it by accident or i actually made res8 from scratch.

rustyslacker
July 14th, 2007, 08:12 PM
Happy 105th birthday, Pumpkin. *cheers*

ace
July 14th, 2007, 09:11 PM
Ah, didn't notice. Happy birthday, leader-man (and I'm only 73 minutes late)! :)

PumpkinSmasher
July 15th, 2007, 11:17 AM
Yes 105...I'm an old man

btw...hows the conglom map coming?

ace
July 15th, 2007, 11:27 AM
Slower than molasses. :p

I've got my ideas, I just need to work on it more. Having several hobbies/pastimes is hard to juggle.

MR_ROCKET
July 15th, 2007, 12:11 PM
It was me, I compiled res8. And I don't remember that far back, so I'm not sure what happened to the deh patch. It was either I deleted it by accident or i actually made res8 from scratch.
Well whaja do that for? hehe
All good, just glad someone noticed it.
Just grab the one out of res7 if you still have it, it worked fine.
Happy be-lated Birthday PS ;)

PumpkinSmasher
July 15th, 2007, 12:26 PM
I still have all the resource wads, so its no problem.

MR_ROCKET
July 15th, 2007, 04:59 PM
Well the one in res7 was updated a bit for some animated flats and a fix for jetflocks map06, so it would be best to use the one in 7. ;)

PumpkinSmasher
July 16th, 2007, 07:15 AM
To continue on the note about the dehacked patch. I have realized what happened. The dehacked patch is present in the pre-merge version of res_8, so obviously i accidentally deleted it when removing the maps to create the stand-alone resource wad.

NetNomad
July 16th, 2007, 10:27 AM
Blah. I meant to post in the beginning of July, but I was camping all last week and had no internet access.

I'm not sure what I last said with regards to my map, but I'm going to put mine at 40% right now. I might bump it up soon because I'm about to start working on it today for the first time in awhile.

Danimetal
July 16th, 2007, 11:08 AM
PumpkinSmasher, did you put the link to my map in the NDCP2 site?.

ace
July 16th, 2007, 11:13 AM
Regarding the conglom and what was mentioned before about making the door to Rocket's area a locked door, I played through the map whilst testing out the stuff I added today and noticed that at the end of Jetflock's area there's a red key that hasn't been used for anything yet. So I think what could be done is make the door to that area a red key door, and then that way players also can't jump across to skip ahead.

If that's okay I can do that as long as I have the map at the moment.

Also, since the rest of the map progresses alright so far, is it okay if I use the last yellow key? If not I can just use a remote door instead but I figured to check since it hasn't been used yet.

jetflock
July 16th, 2007, 11:53 AM
oh god i hope nothing of mine is screwed up, i haven't touched my ndcp stuff in ages.

PumpkinSmasher
July 16th, 2007, 12:52 PM
Regarding the conglom and what was mentioned before about making the door to Rocket's area a locked door, I played through the map whilst testing out the stuff I added today and noticed that at the end of Jetflock's area there's a red key that hasn't been used for anything yet. So I think what could be done is make the door to that area a red key door, and then that way players also can't jump across to skip ahead.

If that's okay I can do that as long as I have the map at the moment.

Also, since the rest of the map progresses alright so far, is it okay if I use the last yellow key? If not I can just use a remote door instead but I figured to check since it hasn't been used yet.

Yes, you can go ahead and do all of that. Since you are the last one with the map I don't see any reason why not. It'll make it easier on me when I go through it to fix the gameplay and such.



And since no one seemed to have a problem with a halloween release date, I say everyone get your maps in sometime during the first week of October or earlier. If you have a back-up map, then you can send that in as well and we can plug it in where needed. This should leave us a couple weeks of playtesting/bug-squashing. If this sounds good to yall let me know.

MR_ROCKET
July 30th, 2007, 12:14 PM
Hey PS, how many slot holders/mappers have you not heard from?
Or are we currently just waiting for maps to gets finished?

Logan MTM
July 30th, 2007, 07:58 PM
PumpkinSmasher, did you put the link to my map in the NDCP2 site?.
I don't think so.
I already ask to PS to let me help with the Site updates but no awnser yet... :(

PumpkinSmasher
July 30th, 2007, 09:02 PM
I know website needs updated, It's just a pain because I lost the Frontpage file for the website, and for some reason simply loading the page into Frontpage doesn't quite work right.

Also @ Rocket. Anyone who doesn't have a precentage on the first page, I haven't heard from. I haven't sent PM's so that may be why. I haven't heard from Macro in a while, so if you see him anywhere try talking to him. My computer for some reason stopped letting me connect to IRC servers, so I haven't been on #legacy in a while. Greivous has posted, he just never posted a %, so I think he is probably still working on his maps somewhat. Mechadon is fairly new, but he had been in contact with Macro, maybe if we find Macro we can find him. Fatal posts around here frequently, I'msure he's still working. Steve88 has been gone for a while, his slot is probably as good as empty. g6672D I haven't heard from or seen in a while.

Logan MTM
July 31st, 2007, 06:21 AM
Can i help with the WebSite?

MR_ROCKET
July 31st, 2007, 07:23 AM
Hey PS, viewing the source and copying the code into Frontpage should work for the most part.
However you may need to remake the menu. Though the menu can be remade in flash rather quickly.
I could recreate the site and package it up for you if need be. ?

PumpkinSmasher
July 31st, 2007, 12:48 PM
If anyone would like to help with the website, it would be welcomed. It's not so much that is difficult, it just takes time, and I've been busy lately.

Logan MTM
July 31st, 2007, 03:42 PM
I can do it!
I just need of the FTP login.

PumpkinSmasher
July 31st, 2007, 05:26 PM
I'll have to go through my e-mails to find it again. I'll get it to you tomorrow. Your welcome to go ahead and start working on it though.

g6672D
September 15th, 2007, 07:44 AM
Just a quick note. I am still busy with the map. I have just been awfully busy lately. :)

Dutch Devil
September 15th, 2007, 08:53 AM
Just a quick note. I am still busy with the map. I have just been awfully busy lately. :)
Ah so you have been awfully busy with your map lately :)

PumpkinSmasher
September 15th, 2007, 09:44 AM
you also managed to revive an old progress thread, when a newer one is readily available.