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November 30th, 2008, 11:35 AM
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#21 |
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Commander Keen
Join Date: Apr 2001
Location: #legacy
Posts: 901
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Map#: MAP02
Port Used: ZDoom Errors/Sugggestions: Texture bleeds into the floor here and I don't know why the texture on the bottom step here is scrolling, looks weird. Other: Difficulty levels don't really fit for an early map slot, it's a complete change of pace from map01. I'm also not keen on that silly "Danger, Cyberdemon ahead" texture at the end, or the slippery floor. Map#: Map18 Port Used: ZDoom Errors/Sugggestions: Texture bleeding into the floor Map#: I can't remember, heh. Might have been MAP09, but I'm not sure Port Used: ZDoom Errors/Sugggestions: Metal texture at the top isn't tiling properly |
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November 30th, 2008, 12:09 PM
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#23 |
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Commander Keen
Join Date: Aug 2002
Location: Lolland
Posts: 868
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Updated map31 here; http://www.dvdflick.net/storage/ndcp2map31.zip
Usual password. It's good to see this nearing completion. 4 years is ***** long for a project with what, 10-15 mappers? I'll have a test play through it all this week. |
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November 30th, 2008, 12:43 PM
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#24 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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This test version still has the outdated version of map01, I did send you the updated version an while ago.
There is still an problem with the resource wad DU_STEP1 uses the DU_ROCKB patch. |
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November 30th, 2008, 01:38 PM
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#25 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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MAP16 Conglomerate Complex//Various
- Missing DM starts Also missing part of the map If I remember right, Ace added the last section to that but it's not in this build. While things are being fixed, I noticed some texture mis-alignments in some of my stuff, map04 and in one of the sections I added to map29. So, I'll update that stuff and make the beginning of map04 look better, those cliff sides are just blah.. ![]() Dutch, I remember there being a replacement DU_STEP for DU_STEP1 in the resource. Yeah it's still there, I imagine the change was in your update? I wouldn't know though as I havn't managed the resource wad since res6-7 which was over 2 years ago now. Since then I have no idea whats been put in or hasn't been put in the resources. All I know is I played hell to fix the resource wad at that time. If for some odd reason you may need to update it again and send it in again, the quickest way would be to use DB's (find and replace feature). ~ replacing DU_STEP1 with DU_STEP. ~ just in case you'v never needed to use that. Last edited by MR_ROCKET; November 30th, 2008 at 02:55 PM. |
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November 30th, 2008, 02:57 PM
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#26 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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I guess I have to update it again blegh
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November 30th, 2008, 03:41 PM
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#27 |
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Commander Keen
Join Date: Apr 2001
Location: #legacy
Posts: 901
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Map#: MAP20
Port Used: ZDoom Errors/Sugggestions: zdoom really doesn't like these grate textures, another one bleeding into the floor and also a minor texture misalignment on the right on a very short linedef. //EDIT I'm told that it's not just zdoom, but software ports in general. To fix this issue, you will all need to lower the light level on one side of the line by 1 unit. Strange, I know, but this will clip the midtex to the floor. Cheers to SoM and Esselfortium for helping with that. And everyone test your maps in both a software and a GL port, please.
Last edited by DooMAD; November 30th, 2008 at 04:07 PM. |
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November 30th, 2008, 03:42 PM
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#28 | |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Quote:
Last edited by MR_ROCKET; November 30th, 2008 at 03:49 PM. |
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November 30th, 2008, 05:45 PM
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#30 |
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Commander Keen
Join Date: May 2003
Location: HTML Hole
Posts: 5,039
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Alright, I'm going to try and get an updated version of the test wad out in the next couple days. The new version will include anything yall send me. So if you make any fixes/changes send them my way as soon as you can.
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November 30th, 2008, 07:05 PM
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#31 | |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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I just now made a quick merg of all 4 of Logans maps, and Exls map31 including the midi change of DooMADs midi.
This is now the outcome having to do with textures in a console dump from zdoom: ------------------------------------------- ------------------------------------------- map30 - icon of sin Unknown texture: "" <-- this actually shows up as a small graphic in the console. Logan I found it, It's linedef 910 map18 - the courtyard Unknown texture: "-1" <-- use DB's find feature and remove the 1 should fix this Doom_Dude I found it, It's linedef 393 ~ backside lower map10 - refueling base Unknown texture: "A-CAMO5" <-- I dont see an A-CAMO5 texture in the resource wad. ghost I found it, It's linedef 961 map02 - underhalls Unknown texture: "MACLITE" Unknown texture: "RW24_A" Unknown texture: "RW24_B" Unknown texture: "RW24_D" Unknown texture: "BR_WAL8M" <-- I dont see these textures in the resource wad either. That's basically it having to do with textures. I know Macro said he's got the textures for his map, and Dutch is making the DU_STEP change. Once these maps are updated and or the latest version is sent in including the ones in the above list, there shouldn't be anymore unknown console complaints from then on. ![]() Let me know, PS or anyone in the project if you would like to verfiy this build, I'll password it and host it or just send it to ya directly. Thanks! There will still be "right edge is unconnected"complaints about 2 maps in the merg. I'm hoping they are just some extended boom type line defs. eg boom specific control sector stuff.. Quote:
Last edited by MR_ROCKET; November 30th, 2008 at 08:35 PM. |
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November 30th, 2008, 08:11 PM
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#32 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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Thanks testers/Mr Rocket, guess Ill remove the stupid useless annoying irksome missing textures. Some lighting stuff I would probably polish up on. Will send the updated version to you Pumpkindude ASAP.
One question: Should I change the mapslot of Plutonic Dusk to map 13, or is it perfectly okay at Map10? If it is staying at map10, I'll have to darken the whole map to suit the sky. __________________ On a sidetrack note: I have completed the mapping aspect of Osiris' Down the Drain. Only the monster placements/traps and ammo/health and the annoying difficulty settings are required now. After I finish it, I'll send it to CrazedImp and see if he can spiff it up even more, I decided to go with the style of Osiris with so it isn't over-detailed, but it should be sufficient and the texturing should be mostly tidy.
Last edited by ghost; November 30th, 2008 at 08:35 PM. |
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November 30th, 2008, 08:56 PM
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#33 | |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Welcome, I'm just trying to help smooth some things out about the texture names we see pop up, there's not really much wrong at all.
But the stimp packs!, omg someone move those freak'n stimpax!1 ![]() About the map10~13 slot make over: Quote:
Last edited by MR_ROCKET; November 30th, 2008 at 09:16 PM. |
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November 30th, 2008, 09:28 PM
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#34 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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I only wanted to switch so I wouldn't need to change the lightings, it's really bright for the sky, now I can update it because of the missing texture thingy, might as well change the rest, two birds with one stone. Never mind about the switch, the map will stay in map10, but the lighting will definitely be darker, it's dusk of course.
Easier that way I guess, and Nuxius can have the whole of his map GRAYYYYYYY!EDIT: I'm not sure if I completely understand what you said. But yeah, it wasn't necessary to change slots, and I was just being pathetically (is that a word?) lazy, but never mind about that! ![]() EDIT: I've one question about the LFALL 1234 textures, will they become animated eventually? I've changed all the lava fall textures into that as it is much better than my lava texture. They aren't animated/moving at the moment. Last edited by ghost; November 30th, 2008 at 09:44 PM. |
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November 30th, 2008, 09:34 PM
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#35 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Well you could look at it this way, did it really need to be map13 when you sent it in last time?, just because the texture name doesn't exsist afaik, doesn't mean the map wasn't finished the last time you sent it in as map10. :P
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December 1st, 2008, 08:55 AM
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#36 |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
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I need a full list of our authors to update the Walls from Map30!
Is rigth that last one posted by PS? |
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December 1st, 2008, 09:35 AM
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#37 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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From here: http://forums.newdoom.com/showthread.php?t=35469
I think so yeah. What I'm confused about is maps26 and 27, as your map is 26 in the list and ghosts is 27. But yours is map 26 in the merg, and I don't know where ghosts map is, I guess it's 27 heh. Ghosts is 27 right? |
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December 1st, 2008, 10:23 AM
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#38 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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I might as well give map01 an small make over, I've been busy with updating other maps as well.So I will give the maps some more detail and fix the misaligned textures I see all over the place.Should be done by the end of the week, me promise.
Do you guys think map01 should be harder? or is difficulty good enough for map01. |
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December 1st, 2008, 10:40 AM
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#39 | ||
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Commander Keen
Join Date: Apr 2001
Location: #legacy
Posts: 901
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Quote:
Quote:
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December 1st, 2008, 10:45 AM
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#40 |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
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My Map27 is now Map26.
Please don't forget. His music is D_TENSE from Doom2 Map28. |
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