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November 10th, 2001, 08:14 PM
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#1 |
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Here's the deal. This is where we all tell Doom_Dude about the things that absolutely need to be fixed in Vilecore II. We can also post suggestions which he may or may not like.
1. Level 2 had that switch in the gray room that you can hit from below and skip half the level. 2. Level 4 (methinks) has a pedestal with some rockets you aren't supposed to be able to reach, but in Legacy you can by jumping (needs to be a little higher). 3. Addiction factor is very high. I can't get anything done. ------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 10th, 2001, 10:15 PM
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#2 |
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<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">Level 2 had that switch in the gray room that you can hit from below and skip half the level.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Fixed that one yesterday, thanxs to you. ![]() <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">Level 4 (methinks) has a pedestal with some rockets you aren't supposed to be able to reach, but in Legacy you can by jumping (needs to be a little higher).</font><hr width="100%" size="1" noshade></BLOCKQUOTE> Hmmm, I'll look at that tomorrow, but I think that is an ok to jump to box.. Originally you had to run off the lift to gain access to rockets. Was kinda hard to get but Legacy makes easier...no biggie ![]() <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">Addiction factor is very high. I can't get anything done.</font><hr width="100%" size="1" noshade></BLOCKQUOTE> KooL! Wait until version II. I can't stop playing it myself, what with all the kool textures and new areas Ok so I said there wouldn't be new areas..just architectural vamping....sorry but some wee new areas cropped up ![]() If there's anything else let me know ![]() ------------------ 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. |
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November 10th, 2001, 11:12 PM
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#3 |
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Vilecore looks cool in Vavoom. Too bad it's so slow it feels like Phobia. I found one mis-aligned texture, but what's the point. It was somewhere in level 2.
I don't know if it was just Vavoom's nodes builder, but I saw a room in level 1 where there were some sargeants behind a window that didn't do anything. They were looking right at me and were close, but they wouldn't move. I just killed them. That may have been a reject bug of some sort. ------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 11th, 2001, 12:11 AM
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#4 |
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That shouldn't be right Vavoom since requires GL nodes (not ones made by Zennode but from glbsp). Vavoom itself is a messed up port, but it lets me play Strife in GL (no big differnces though).
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November 11th, 2001, 12:18 AM
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#5 |
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WTF is going on then? Those guys didn't shoot at me even though they should have seen me and had plenty of room. I was only standing 3 metres from them.
------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 11th, 2001, 05:54 AM
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#6 |
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R U sure that the miss-aligned texture in map 02 isn't a secret area? I get that all the time....have anouther look....actually it don't matter because map 02 is a remake now.
------------------ 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. |
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November 11th, 2001, 10:15 AM
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#7 |
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It couldn't be. It was next to a window over-looking somewhere. It doesn't matter because it might have been one of those unfixable ones at angles. I just saw it because I happened o have a quite moment and look around. I was standing about 2 feet from that wall.
------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 11th, 2001, 11:38 AM
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#8 |
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No biggie.
I can guarantee that no texture unalignments will be seen in the new map02.------------------ 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. |
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November 11th, 2001, 08:19 PM
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#9 |
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Level 6 has some mis-aligned textures in the room with the big flashing lights in the shape of a cross. The room had 3 doors. There was also a secret door I could see on the automap. It was in a room with an elevator at one end, a switch at the other, and some doors on floor triggers.
------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 12th, 2001, 06:51 PM
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#10 |
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2 mis-aligned textures in big room....yeah I know, and the ceiling lighting needs to be fixed because the little round lights are cut along angled wall parts....I hate that.
Oh and I noticed something in Legacy! You mentioned a hom thingy while looking straight up an elevator shaft. Yup and it's in my maps, the original doom maps. Go into any tall room and move around looking straight up. Textures disappear and pillars n' other structures do too....hom in elevator shafts, etc.. Some rooms are worse than others, so I guess it has something to do with the nodes? This always happens behind the player...kinda weird! Maybe it has something to do with opengl? Never tried 3dfx or software modes with this. I never noticed this before, until I looked up a shaft and said "WTF!" This is after running ZenNode too.. ------------------ 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. |
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November 12th, 2001, 07:03 PM
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#11 |
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Hom Thing Fixed (I think)! I cranked into 3dfx mode and hom thingy still happened! So I try software mode...duh! No can look straight up in software mode, so not problem! Anyways I couldn't make this hom shit happen whilst looking straight up using minigl! minigl rocks!
------------------ 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. |
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November 12th, 2001, 07:56 PM
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#12 |
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Yeah, parts of level 5 were really bad for that. Often I see holes in the map too. That's just a nodes with GL problem though.
I just passed levels 7 and 8 (like 5 minutes ago). Many of the rooms had the "who needs a light fixture?" disease. I found I few more guys who didn't want to kill me too. I must say the Wolfenstein parts of level 8 are AWESOME! I've never seen that stuff done so well in my life. It looks awesome with the dynamic lights on the torches. Since you're doing you own texture work I thought I'd point out that in one area of level 8 you used red furnishings with two different textures. The flat looks like carpet and the sides look like stone. Replace the red stone withe the carpet texture and it'll look really really good. There was a couch and some type of bed like this. ------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 12th, 2001, 08:18 PM
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#13 |
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Kewl.
This is very strange Aliotroph? I tried to get this hom thingy to happen again after switching back to opengl from minigl and there's no more hom in elevator shafts etc, when looking straight up. It's like the gl garbage was cleared up or somethin'....anyhoo tis no biggie. Not many people go around looking straight up You don't have to report the square room / low detail / no lights disease....that's part of the reason I'm doing a ver2 ![]() As far as the texture / flat problem goes, I had to use what was on hand at the time. This is something that always bugged me with the textures & flats in doom...a lot of the textures don't have a corrisponding flat or even a close match, which is just stoopid. This time around though, making a wall tex match a flat is a breeze (already had to do as much with the textures I made) Couch will be fixed Keep up the recon! hehehehe.Glad you liked the wolf secret area in map08 When you get to map21: The Rife Hive, I'd like to know what you think. It's my least favourite map in the wad....and I'm not very happy with it at all. Thinking about a really kewl replacement map...that I have 75% done.... Also I'm fixing the areas where I sometimes mixed the techno lights with the torches ![]() ------------------ 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. |
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November 12th, 2001, 08:32 PM
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#14 |
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I'll have a look at that map sometime tonight. I'm probably not going to reach it on my own anytime soon. I find Vilecore's levels so big I get DooMed out by the time I've passed one or two.
------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 12th, 2001, 09:45 PM
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#15 |
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Hehehe...no hurry my friend
By the time you fin Vilecore, I'll be on map 05 or somethin'I'm starting a fix list. Vilecore Fix List This is a list of things I'll fix as I go through the maps. My main plan is to beef up the architecture and add custom textures, flats and some sprites. Some maps will of course, need a lot of work, while others will require less. General Fixes. 1) Make Switches that are used once non-rehitable. There are a few here and there that need fixing. (suggested by Ferrari) 2) Remove most doortrak textures from elevators. (suggested by Aliotroph?) 3) Add ways out of most holes by adding teleporters. (suggested by King REoL who complained about map14) 4) Add exit signs. (suggested by Aliotroph? and Cybergeeker) 5) Fix any areas where I sometimes mixed the techno lights with the torches. (suggested by me) No biggie but I think it'll look better) 6) Add more ammo for CooP. Specific map fixes. 1) Fix switch bug in map03 where switch was hitable from floor. (found by Aliotroph?) Area above is now changed to upper walkway along wall with addition of pillars and kool architecture ![]() 2) Map05. Jump across area fix. Metal beam lowers, blocking player in with pink demons. If player backs out quickly, players progress is hindered by said beam. I played this area many times but I never tried or thought anybody would jump back in this spot. Your supposed to stay in with the critters! Fix=remove lowering sector. (suggested by Guru) 3) Map10 Shootable switch is hard to shoot in BooM. Works 100% fine with legacy + super shotgun or chaingun. Not sure about ZDooM.(Suggested by King REoL) Fix = lower switch. 4) Map14 Two Imps look like they're stuck together in first tower. They might look stuck but they ain't stuck together REoL. A linedef marked as "monsters cannot cross" keeps them close together at window, where they're able to provide flakk at door below. Will remove 1 Imp because area is extremely small and 1 dude is fine. 5) Map32 Fix that damned torchless alcove that requires the need to jump or noclip to proceed. Major Changes 1) Map02 will be a remake from scratch, following the original floorplan. It's 90% done and looking really good. 2) Map21 Either revamp to the max or use 75% finished unreleased map as replacement. The Rife Hive could be the Dark Keep or Bastion of Dread ------------------ 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. |
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November 12th, 2001, 10:25 PM
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#16 |
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I just played map21. You were right. It's garbage compared with the others. It stil beats most old pwads though.
That beam on map05 caught me too. Just use a door with a 30 second timer or something. That should give a more desirable effect. ------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 12th, 2001, 11:24 PM
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#17 |
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That texture doesn't match the flat thingy showed it's face again on map09 in the heavy beam architecture. That map is damn hard. The viles keep getting me.
------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 13th, 2001, 06:11 AM
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#18 |
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LOL stop looking at the beams
No metal flats are even close to the metal textures, except for one or two exceptions...but those aer diff textures from what I wanted to use. Anyhow that stuff will be fixed, obviously.I don't know about the 30 sec timer....certain people will still jump out of the hole after triggering it, in search of a few rounds or something. Viles in map09 getting you. Hahahahah! That's just practice for map32. ------------------ 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. |
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November 13th, 2001, 02:59 PM
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#19 |
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That's what I meant. People will jump out of the hole, but they will only be locked out for 30 seconds instead of eternity.
I'm not sure what's actually wrong with map21, but it's just not as fun. It isn't as inpiring in appearence as the others either. It's too bad I can't play some Vilecore right now. I'm in the computer lab at school trying to do some programming. I'm really stuck on a couple of things so I'm taking a break. ------------------ "Killed Aliotroph?" - obituary from Perfect Dark |
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November 13th, 2001, 04:47 PM
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#20 |
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The Rife Hive is a good name though
![]() I'm busy fighting a ceiling texture. Darned thing looks good but doesn't fit the walls...lol. ------------------ 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. |
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