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[Latest Build] HPack v0.1 b051 online!


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 01 Jun 2010, 23:19 
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Suicide Bomber  Deth nite
Joined: 26 Apr 2010, 00:08
Posts: 34
Location: aqua rake
According to the changelog, CodenniumRed moved one of his maps into Xaser's E1 slot without clearing it in the map slots thread.
"Mysidia is a Wizard Land. It is impossible to defeat the empire without their help"


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 01 Jun 2010, 23:43 
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Mancubus  Suffer.
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Joined: 18 Dec 2009, 20:36
Posts: 665
Location: Bucharest
Honestly, I'd want Xaser's map as the secret level. Judging from his project threads at ZDoomworld, he appears to be quite a competent mod author.
Available for download:
Automatic Wolfenstein - autonomous bot for Wolfenstein 3D


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 02 Jun 2010, 06:45 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
printz wrote:
Honestly, I'd want Xaser's map as the secret level. Judging from his project threads at ZDoomworld, he appears to be quite a competent mod author.

He definitely is!


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 02 Jun 2010, 08:12 
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Mancubus  Suffer.
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Of course it depends if he's actually willing to map here.

Or what the hell. This is a ZDOOM project. We can have as many secret maps as we want, and even branch the episode as much as we want.


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 10 Jun 2010, 07:57 
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Revenant  i am a xaser
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Joined: 10 Jun 2010, 05:51
Posts: 554
You called? :P

Yeah, I think the H1M1/0/3 map order should be changed back the way it was (Docks on M1, Wood on M3, and 0 empty for now), not really for my benefit, but because Docks would make a much better starting map (it's smaller, plus it's a nice reference to Heretic E1M1). The current order doesn't really make sense in this Xaser's eyes.

I'm also officially working on something now. About time. :P

[EDIT] Uploaded a quick Squirrel update to /incoming (adds some unique sounds and gives them the +FRIGHTENED flag, which they really need if +TOUCHY is present, which I do like by the way). BIG NOTE: it should be added AFTER Neoworm's HPack-MorphsV2.wad , just so you know. Anyhow, enjoy! O:-)


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 10 Jun 2010, 10:24 
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Site Admin  Site Admin
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Seconded what Xaser said!

And by the way: Glad to have you here :)


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 10 Jun 2010, 13:00 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
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Xaser wrote:
Yeah, I think the H1M1/0/3 map order should be changed back the way it was (Docks on M1, Wood on M3, and 0 empty for now), not really for my benefit, but because Docks would make a much better starting map (it's smaller, plus it's a nice reference to Heretic E1M1). The current order doesn't really make sense in this Xaser's eyes.

Have you ever played Heretic II? If not, then the reason why I think Silversprings Dock needs to be a secret map rather than a normal one can seem indeed not self-evident.
So for your benefit:
http://www.youtube.com/watch?v=6TexOXoZU3A#t=3m19s
(The sounds are horrible in this video, but I didn't find any better.)
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 10 Jun 2010, 13:17 
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Dark Imp  Local Heretic and Hexen fanboy
Joined: 14 Dec 2009, 03:00
Posts: 74
I still think it should be changed back as well, what CodenniumRed did before he was removed from resource management was a complete dick move.


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 10 Jun 2010, 14:14 
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Mancubus  Suffer.
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Joined: 18 Dec 2009, 20:36
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BlazingPhoenix wrote:
I still think it should be changed back as well, what CodenniumRed did before he was removed from resource management was a complete dick move.

He did it at Gez's request, don't blame him too much.


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 Post subject: Re: [Latest Build] HPack v0.1 b047 online!
PostPosted: 10 Jun 2010, 15:32 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
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I really think that a remake of the first level of a (rather unpopular by the way) different game would make a good first impression of the mod.

You'll notice that the Wolf3D levels in Doom II are secret levels. They are not Entryway and Underhalls. There's a reason for that.

Honestly, given that this is ZDoom and that we have the power of MAPINFO at our disposal, we can very well get 73 secret levels if so we want. We can even get rid of the slots altogether; they're just there to help us organize the levels into episodes and by respect of conventions (or inertia).


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