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[H4M5] "Bishop's Sanctuary"


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 09 Feb 2012, 18:13 
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Site Admin  Site Admin
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Gez wrote:
Anyway, what I wanted to say here is goddamn that fog is horrible. I'm tempted to pull a Graf maneuver and add a cheat or something that disables fog altogether because, to be honest, when I see screenshots like this, I don't want to play the map.

The kind of fog is fine when you want to simulate hot and dusty areas. But it fails when overused in the whole map like here.


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 09 Feb 2012, 20:25 
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Mancubus  Suffer.
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From screenshots, the fog is rusty and interesting like in Doom 3. I'll play the map now to form an opinion. I hope the author wasn't intimidated :dizzy:

EDIT: Same what Tormentor667 said.

Also, the lava is instagib, which is misleading, because the player expects it simply deal "hefty" damage (16 per second).

The disciple encounter where initially they're praying hooded people is too hard, not to mention that I have no instinct of shooting people who don't attack me (the praying people).
Available for download:
Automatic Wolfenstein - autonomous bot for Wolfenstein 3D


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 12 Feb 2012, 21:55 
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Zombie  The Bug Breaker
Joined: 19 Jan 2010, 07:15
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I share the same as Tormentor, and printz.

I got easily lost in this level and the mine area felt too long, a bit too long. I actually thought this was another empty map in progress that had no monsters in it and what was available was currently what was currently accomplished.

Decoration, and a more distinct and easier level flow is in order, or at the least a sure way to navigate the level without being lost.


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 13 Feb 2012, 03:26 
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Undead Marine  Undead Marine
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Gez wrote:
Isn't it possible to use subtler values? Something less opaque? That'd look more like a haze and less like the level has been flooded with heavily-concentrated yperite?


I like the color of the fog, but not how thick it is. I can't figure out how to make it less thick. Bringing the fog color up towards 0x000000 makes it look way too dark, but bringing the fog color towards 0xFFFFFF makes it look like there is slightly orangish fog everywhere. Is there actually a way to make the fog less 'thick'?
Without fog, we get it looking more like this on the other end of the spectrum:



Also, the level needs enemies still. I haven't figured out which enemies would work best yet, so that's why it feels so empty - it is empty.


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 13 Feb 2012, 19:46 
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ventusignis wrote:
I can't figure out how to make it less thick. Bringing the fog color up towards 0x000000 makes it look way too dark, but bringing the fog color towards 0xFFFFFF makes it look like there is slightly orangish fog everywhere. Is there actually a way to make the fog less 'thick'?

Get it closer to 0x000000 and make the sectors brighter overall themselves (something like +48/+64), that will do the job. The lower the light level, the "thicker" the fog.


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 12 Apr 2012, 03:43 
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Undead Marine  Undead Marine
Joined: 22 Sep 2011, 22:12
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I have updated the map on the SVN. I addressed most of your comments; I haven't put in the enemies/ammo/health yet.
Just letting you know I'm not dead, and neither is the map; I've just been busy lately.


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 12 Apr 2012, 06:16 
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Glad to hear :)


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 12 Apr 2012, 12:25 
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Baron of Hell  Baron of Hell
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Ditto, will check out the updated version. Know that I have also been working on a level in secret and will post screens up when the architecture is complete. I'm pulling in 75 hour workweeks sometimes, and last week I used what time I had towards my ZDCMP2 portion. Now back to Hpack!


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 13 Apr 2012, 21:33 
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Undead Marine  Undead Marine
Joined: 22 Sep 2011, 22:12
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I uploaded a version with monsters and this version is playable. This can be found in revision 549 or later Is it a problem that it takes over half an hour to complete the level?


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 Post subject: Re: [H4M5] "Bishop's Sanctuary"
PostPosted: 14 Apr 2012, 00:52 
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Baron of Hell  Baron of Hell
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Well, you might want to replace SOME of the Magma Serpents with Weredragons... and in random parts of the map the fog is lost... I don't mean where it SHOULD, but rather faces on the floor and ceiling randomly blink with lost fog / regained fog... dunno why....


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