![]() |
![]() |
![]() |
![]() |
October 3rd, 2001, 11:20 AM
|
#1 |
|
Guest
Posts: n/a
|
Hi. I'm just bored and want to post some of my junk here. lol.
Project: Deathcore Multiplayer DooM II project. Maps will include the previously released Chasmcore and Templecore, deathmatch wads. Remade map07 (Demonic Outpost) from Vilecore for deathmatch play. Project will be about 10 maps once it done. Some parts of other maps are made. Lots of work to go... Templecore Screenie: Chasmcore Screenie Project Vilecore; Version 2 Upgrade I decided to fix some of the minor things and add some stuff to the original. I just want to spruce up the architecture a tad in some of the earllier maps. Other tweaks will kill some texture bugs and the need to jump in map 32. Better coop support and other things too... Project: Hexen II; Untitled Hub Possible titles: HexenCore, Dread Keep, Death Citadel... It started out as a single map. The single map became 2 maps and now it looks like it'll be as large as 20, once it's done. Maps so far: 1) Dread Keep 2) The Canal 3) Ruins 4) Ruins (part2) 5) Stone Age Temple 6) Undercity Sewers HEXEN II Screenies ------------------ The Megawad Deathcore™ is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 8th, 2001, 07:07 AM
|
#2 |
|
Guest
Posts: n/a
|
Very Kewl. Are they all DeathMatch, or do some of them support Single / Co-Op?
|
|
October 8th, 2001, 12:16 PM
|
#3 |
|
Guest
Posts: n/a
|
Killer screenshots (It almost killed my modem). Just hope you don't need helpcore.
|
|
October 8th, 2001, 05:18 PM
|
#4 |
|
Guest
Posts: n/a
|
Thanx
![]() Hey Undertaker get outta my grave. There's not enough room in here for the two of us. Yo DooMAD. Chasmcore and Templecore = deathmatch maps. Vilecore = Single Player and CooP 32 level megawad. Deathcore = Deathmatch wad. Hexen II Project = Single Player and CooP hub. I don't need any Helpcore ------------------ The Megawad Deathcore™ is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 9th, 2001, 12:39 AM
|
#5 |
|
Guest
Posts: n/a
|
AAaaahhhhhh!!!!!! Point lights! If they had used a Quake II engine for Hexen II the torches could have looked so much better! Castle wads are really creepy with that engine though because the really simple light model always leaves ahadows in weird places (often where they shouldn't be).
Despite my engin bashing, that mod looks awesome. I might just have to spend the whole $10 for that game now. ------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
|
October 9th, 2001, 07:55 AM
|
#6 |
|
Guest
Posts: n/a
|
Thanx Aliotroph?
![]() They used a modified Quake engine and, ummmmmm, Aliotroph? was Quake II in production when Hexen II was released? Anyhow, imagine screenie 1 with snow....looks even better. Thing is Portals has the snow and Hex2 doesn't. I decided to release 2 versions of the mod. A Hex2 and a Portals version. ------------------ The Megawad Deathcore™ is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 9th, 2001, 05:34 PM
|
#7 |
|
Guest
Posts: n/a
|
Okay then, I decided to go north for the winter and visit your igloo. Better bring a P4 and a 400mhz FSB to overclock it on.
|
|
October 9th, 2001, 05:41 PM
|
#8 |
|
Guest
Posts: n/a
|
Okay kewl, just watch out for polar bears.
------------------ The Megawad Deathcore™ is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 10th, 2001, 01:32 PM
|
#9 |
|
Guest
Posts: n/a
|
I'm worried about frozen preserved cheese from Zack's ancestor's many centuries ago.
|
|
October 10th, 2001, 05:27 PM
|
#10 |
|
Guest
Posts: n/a
|
Zack says to not eat the outer green part of the cheese because it's poisonous. Just eat the crunchy middle part.
------------------ The Megawad Deathcore™ is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 10th, 2001, 07:42 PM
|
#11 |
|
Guest
Posts: n/a
|
Wish you told me that about 5 seconds ago. I thought it was green jello (I know Zack does some weird thing's with his cheese), not mold.
Looks like I'm going to Doom_Dude's Lost Soul Hosipital.
|
|
October 12th, 2001, 01:22 PM
|
#12 |
|
Guest
Posts: n/a
|
Well it's not deadly poisonous, so you'll live.
New screenie. ------------------ The Megawad Deathcore™ is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 12th, 2001, 01:40 PM
|
#13 |
|
Guest
Posts: n/a
|
Okay, I survived the cheese, but not your bill. Anyway, seeing the shot is from Legacy (the barrel gave it away), will it be for Legacy?
|
|
October 12th, 2001, 10:10 PM
|
#14 |
|
Guest
Posts: n/a
|
Yes it will be for Legacy, just like the original Vilecore, but not specifically. It will run under the other ports as well.
------------------ The Megawad Deathcore & Vilecore Ver2.0 is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 15th, 2001, 11:45 PM
|
#15 |
|
Guest
Posts: n/a
|
Played some Vilecore today. It rocks except that I got ambushed and died at the end of level 3. Here are some nit-picky little things I found:
- GL bugs looking straight up platforms (might not be fixable) - Door_trak texture looks dumb behind a lift (just my opinion) - Yellow key behind secret door in level 2 - mean trick damnit - No exit signs - sometimes I'm scared to hit a switch because it might end the level before I want to leave That's about all I found wrong with it so far. The gameplay is good. I actually like it much better than Final DooM. It rivals DooM and DooM II easily. Legacy's dynamic lights really help the atmosphere too. ------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
|
October 16th, 2001, 08:02 AM
|
#16 |
|
Guest
Posts: n/a
|
Thanx for letting me know what you think.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2"> - GL bugs looking straight up platforms (might not be fixable)</font><hr width="100%" size="1" noshade></BLOCKQUOTE> Hmmmm, I never noticed this. I will be running ZenNode over the entire 32 maps, so hopefully that will fix the problem. That's something I'll definitely have to check into. <BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">- Door_trak texture looks dumb behind a lift (just my opinion)</font><hr width="100%" size="1" noshade></BLOCKQUOTE> I thought it looked kewl, but maybe it does look stupid.... <BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">- Yellow key behind secret door in level 2 - mean trick damnit</font><hr width="100%" size="1" noshade></BLOCKQUOTE> You must mean anouther map. The yell key in map 02 is in the open. I think you mean the map (no me can't remember which one) where you enter a room and the door drops down in front of key and you have to get it from other side. LOL. I like that trick <BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2"> No exit signs - sometimes I'm scared to hit a switch because it might end the level before I want to leave.</font><hr width="100%" size="1" noshade></BLOCKQUOTE> Ya Aliotroph?, I've heard this complaint before and thanx for reminding me. Now is a good time for me to fix this. Originally I didn't think an exit sign looked right in a map and I still don't, yet it does serve a purpose. Will have to put em in I think. <BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">That's about all I found wrong with it so far. The gameplay is good. I actually like it much better than Final DooM. It rivals DooM and DooM II easily. Legacy's dynamic lights really help the atmosphere too.</font><hr width="100%" size="1" noshade></BLOCKQUOTE> Why thank you for the compliment, you just made my day. ------------------ The Megawad Deathcore & Vilecore Ver2.0 is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 16th, 2001, 01:41 PM
|
#17 |
|
Guest
Posts: n/a
|
Then don't use the exit sign, just use that door instead. And be sure to put the dehacked patch in the wad instead of making me do it manully (even though it takes 20 seconds).
|
|
October 16th, 2001, 09:41 PM
|
#18 |
|
Guest
Posts: n/a
|
Yeah, I plan on putting that dehacked patch into the wad. I made a list of things to do and that's on it.
Good point with the door idea. ------------------ The Megawad Deathcore & Vilecore Ver2.0 is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
October 20th, 2001, 08:50 PM
|
#19 |
|
Guest
Posts: n/a
|
I'm confused. Where is the hidden key on map two? I just replayed the map and the yellow key is in a side room after the second open area. Hey Aliotroph, maybe thats in map 3. I'm going to go play and find out..
------------------ Where is my copy of Doom III? Hurry id software! |
|
October 21st, 2001, 02:26 PM
|
#20 |
|
Guest
Posts: n/a
|
I know where that key is. At the beginning of map 03, the corridor winds in a circular path with a yellow door at one end. To lower a barrier to the yellow key room, you have to find a secret room, where the switch is hidden.
![]() ------------------ The Megawad Deathcore & Vilecore Ver2.0 is coming! Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers. |
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Overcoming mapping halts? | ace | Editing | 14 | August 26th, 2006 08:47 AM |
| 2 projects - "Expanse" and "Hospital" | DooMAD | Mods & Maps | 4 | January 15th, 2005 04:40 PM |
| Boingo's Lost Projects | Boingo the Clown | Mods & Maps | 3 | August 22nd, 2004 02:52 PM |
| Mapping n00b question | Nomad | Doom Legacy | 28 | May 1st, 2003 01:29 AM |
| My Pwads directory: unsorted list + my two huge projects... | Jive | Rants & Raves | 8 | August 10th, 2002 07:13 AM |