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Old December 1st, 2008, 10:52 AM   #41
PumpkinSmasher
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Rocket. If you want to send me that merge you made, that would be great. I'll add Jetflocks to that one and get it uploaded.
Also, that is an old version of the Conglom, So I'll update that as well. I also think I found the updated version of map01, but if you do more changes send me that version D_D.

From what I got out of this, Map10 and Map13 will stay as they are and no switch will occur.

Does a switch need to be made between Map26 and Map27. I haven't made it that far into playing the wad yet.

At Logan. The most recent progress thread (the one Rocket linked to) is the most recent author list. I'll make a thread real quick and get final map names down.

Last edited by PumpkinSmasher; December 1st, 2008 at 11:04 AM.
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Old December 1st, 2008, 11:58 AM   #42
Dutch Devil
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Quote:
Originally Posted by DooMAD
I'd say it's about right for the first map, don't want to overwhelm people too early. Map02 should probably be made a bit easier, seems a bit overloaded, then it gets a bit more quiet again for map03.
Ok I will keep difficulty it as it is now, then the only thing I have to put effort in is making the map look better.

I played map02 yesterday with zdoom but it lagged like hell for me.And found this error in one of Logans maps, its near the spiderboss area can't remember the map number.

Also there was an shotgunner stuck in the wall on map07, also an map made by Logan.
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Old December 1st, 2008, 12:53 PM   #43
MR_ROCKET
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Ok it's in a pm to ya PS.
imo, it really needs to be merged into 1 wad though.
Updates are as said over on page 2.
I can merg the resources>maps later if need be. Though, I'd still need all the rest of the maps etc first. :P
Did you get those updates from Macro, Jetflock and Dutch yet?

PS, PS, na, map26 and 27 are fine also. ~ and the music should be as Logan requested.
I would ask ghost where the BAR is, but I figured I'd wait till we were in an online co-op game first. :P
j/k, ghost where's the BAR?


::
Whoah, forgot to add Logans patches to patch names and texture1 lumps? Fixed :: update 12-1-08
Actually, Xwe didn't automatically add these.. So, there's a slight update on it's way PS..!
Ok check your pm box PS..

Last edited by MR_ROCKET; December 1st, 2008 at 03:40 PM.
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Old December 1st, 2008, 03:18 PM   #44
DooMAD
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Does map28 need to be harder in places? The outdoor bit with the cybie seems a bit simple, maybe other parts too.

I added a few extra monsters after I moved from my earlier mapslot ages ago, but after checking out maps 27 and 29 I don't think I've added enough, heh.
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Old December 1st, 2008, 03:58 PM   #45
PumpkinSmasher
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I just downloaded the updated version Rocket. I'll get to work on it soon.

Keep testing the maps, and keep working if your map isn't complete yet.
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Old December 1st, 2008, 04:15 PM   #46
MR_ROCKET
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Oh btw, your gonna be like wtf, but if you give me a few I'll update my map04 and my section of map29.
And then merg it once more and upload that one to ya. :P

There were only some small texture mis-alignments and a sector that wasn't the proper height in 29, so that's done.
On to map04......Done..

Ok, do you want the merged version as in 1 wad file? or as it was with the maps and resource in 2 separate files?
I would upload both (as in 3 files) but I donno if I have enough room at my host.
Let me know, I'm ready to upload.

Last edited by MR_ROCKET; December 1st, 2008 at 05:53 PM.
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Old December 1st, 2008, 05:55 PM   #47
ghost
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The BAR is good as gone, done and dusted.

I've managed to fix up both Wastelands and Plutonic Dusk. Added a lot more ammo in Wastelands so it would be possible and easier to do a max kill. Fixed up texture misalignments as well as before I thought it would be okay, but it's not! Lightings look a LOT better in Plutonic Dusk too. Stupid unknown textures= dissipated, incinerated, destroyed, removed, deleted, cleaned, blah.

I'm uploading and sending over the updated version to you now Pumpkin.

EDIT: Sent as well!

Last edited by ghost; December 1st, 2008 at 06:45 PM.
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Old December 1st, 2008, 06:00 PM   #48
MR_ROCKET
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In that case I'll go ahead and upload this too..
I'll have a new link for ya in a bit PS.

Ok, sent.

Last edited by MR_ROCKET; December 1st, 2008 at 06:23 PM.
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Old December 1st, 2008, 07:02 PM   #49
jetflock
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Don't mean to add on to the workload....but are we still considering the "icon of chaos" animated texture?
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Old December 1st, 2008, 08:29 PM   #50
MR_ROCKET
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I donno, can ya link me a screenshot? if you want to keep it under wraps.
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Old December 1st, 2008, 10:00 PM   #51
ghost
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Finally got myself to be useful in the testing phase: Found two nasty bugs in Danimetal's Voiced Silence map.

Map#: (Map03)
Mode: (Single Player)
Port Used: (Skulltag software mode)
Errors/Sugggestions:

Bug1: Switch Linedef 6985 can be activated before it is revealed after pressing switch with tag 85.
Suggestion: A door should block the player from activating the switch and can be accessable after tag 85 is activated.

Bug2: Player can get trapped behind door sector 563. One side has linedef with open and close door repeatable, while the other side is open only once. When that open once switch is used, and the other side of the door is activated, the door will close, and the open once switch side will not be able to open the door hence trapping the player in the red key rooms.
Suggestion: Maybe get the one linedef to be open only once or both doors to be open and close doors repeatable. Either way.



Also, I call for Macro's awesome map to have it's difficulty heavily reduced or moved to a higher number slot. It's too hard for map02, we wouldn't want the Community Chest 3 syndrome in this project would we? (*cough* map 5,12)
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Old December 2nd, 2008, 02:39 AM   #52
Nuxius
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Arrow

Quote:
Originally Posted by ghost
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.)
Quote:
Originally Posted by Nuxius, back on November 20th
Quote:
Originally Posted by ghost
I hate to be a bitchy bitch: I have a small request PumpkinSmasher, that is, if Nuxius' map can be moved around. Could you move my 'Plutonic Dusk' map to Slot 13, I think it suits the slot well as the sky matches the lighting of the map (bright and gray), and the difficulty is typical of a mid-ranged mapslot. If it gets moved, then it'll have to be renamed "Plutonic Dawn".
I'm cool with that. My map has too much gray as it is anyway, and is pretty easy to boot, so yeah.
Quote:
Originally Posted by Nuxius
I'm cool with that.
Quote:
Originally Posted by Nuxius
I'm cool with that.


Quote:
Originally Posted by ghost
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!
So are we still changing it or not? I have already darkened the outside areas of my map and have added some lights, but if we're not now, then I'll have to undo it.

Make up your friggin mind.
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Old December 2nd, 2008, 02:45 AM   #53
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Ah shit... well you can blame it on... um.. him.. er, no-one.

Sorry about that, it'll definitely stay in it's slot as I already darkened it and sent it to Pumpkin. Hopefully your map is going to be easy to undo.

WAIT, I have an idea, how about you switch your map with Macro's (map02)???? Macro's map would slot in okay in slot 13 with its harder than average difficulty, and as you said before, your map is easy to boot and you have already darkened it as well.... it's a win win situation!

EDIT: I played Macro's map in map slot 13, I must say the lighting also suits the gray sky as well, looks like no changes are needed. But yeah, we'll need Macro's permission if he wants the switch to occur or not. Argh sorry if I'm being a dick.

Last edited by ghost; December 2nd, 2008 at 03:08 AM.
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Old December 2nd, 2008, 02:53 AM   #54
Nuxius
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Yeah, but that would mean Macro would have to brighten up his outside areas, not too sure if he wants to do that or not.

Have to wait and see what he says; it would be entirely up to him. The move would be fine for me, though.
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Old December 2nd, 2008, 02:47 PM   #55
Macro11_1
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Hey, yeah... um, I would have to do some testing, besides I have the start of the level already made to look like the exit of the last level. after that I was going to put in the exit of the next level (which is what I am working on, I have just been busy and DB ate it once already)

So I would like to move, however If I do then that throws out the theme and everything I had for the map. Also I want to keep the 'cyb' thing, its only map 02 which makes it early enough to have something like that in it in my opinion. I am thinking of making the room a smidgen bigger though and adding in some ice textures to make it look frictionless if your all willing to wait on that? Or are we throwing these ideas out the windows?

Also, please just make up your mind Ghost, Nuxius said the move for him would be fine so first make your mind up on that first.
(heh, why do my posts always seem like scattered thoughts. )
PPS. Sorry about the delay in getting the textures! Last day of classes and Finals this week... oh and its my Birthday on the 4th of December!
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Old December 2nd, 2008, 02:57 PM   #56
MR_ROCKET
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Flipp a freak'n coin slot already! hehe
Fatal said he'd have his map ready in a few days ~ in the other thread.

How can it be too early and too late for a playtest at the same time I donno.
Quote:
heh, why do my posts always seem like scattered thoughts
Most posts do, it's not just you.. Hell look at my posts.
It tends to happen when theres other things on ones mind.
Happy birthday in advance Macro! :P

Last edited by MR_ROCKET; December 2nd, 2008 at 06:26 PM.
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Old December 3rd, 2008, 02:14 AM   #57
ghost
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Gah, it's quite a bad communication breakdown (as usual for me, I'm frikkin deaf! :P), because I wasn't sure if PS already read what Nuxius said, but then again I asked for feedback, specifically Mr Rocket, if the map was okay in mapslot 10 anyways, as I was more worried about the difficulty, but never mind about that. There's my scattered thoughts all vomited up! I'll type my final decision down right now, loud and clear.
Plutonic Dawn, renamed from dusk will be reslotted to Map13, and Nuxius' map to Map10, Macro's stays on Map02. I do not wish to piss off or annoy people with extra unnecessary work, I'm a thoughtful caring person!


I know what you are thinking.. Oh the irony! I checked out my map under the gray sky, it still works, so I decided to pick the best solution for everyone.

About your map Macro, as I said previously, 'awesome map', I loved the frictionless floor idea, it's fricking original and it's appealing somewhat. It's just it's hard for map02 although I don't mind the cyberdemons as I have some sort of love for them.
And Happy B-day Macro! (set for time delay: tomorrow)

If my post seems idiotic or gibberish, it may because I am worn out badly lately. Must be the Post Traumatic Stress from the final final exams I had and the nerves of waiting for the results. Excuses!

Last edited by ghost; December 3rd, 2008 at 04:32 AM.
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Old December 3rd, 2008, 07:54 AM   #58
FATAL
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Cool, you made an underlined smiley!
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Old December 3rd, 2008, 09:24 AM   #59
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I'm taking all of my maps back and converting them to "Heretic" ONLY maps. I would appreciate you removing them from the mapset.
Fatal said he would wip up some new maps real quick to fill in the gaps.
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Old December 3rd, 2008, 09:34 AM   #60
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lol your a funny guy jetflock
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so long and thanks for all the fish
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