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[H5M5] "At the Ship to Eternity"


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 Post subject: [H5M5] "At the Ship to Eternity"
PostPosted: 14 Dec 2011, 21:44 
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Mancubus  Suffer.
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Joined: 18 Dec 2009, 20:36
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Location: Bucharest
Title: At the Ship to Eternity
Author: Ioan
Difficulty: To be pondered later
Description: This map will probably be mapped with a Quake editor
Episode: Five. Out of your world, into the cosmos
Screenshots: O:-)
Available for download:
Automatic Wolfenstein - autonomous bot for Wolfenstein 3D


Last edited by printz on 30 Jan 2012, 23:06, edited 1 time in total.

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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 14 Dec 2011, 23:34 
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Baron of Hell  Baron of Hell
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Mapped using a quake editor? That implies there's a program that could convert it into GZdoom engine, with 3D floor info and all?


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 15 Dec 2011, 11:31 
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That's what I do not get as well...?!


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 15 Dec 2011, 12:01 
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The .map and TEXTMAP formats are easy to understand, and I can make some simple programs ;)


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 16 Dec 2011, 12:27 
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I still don't get it.... :-/


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 16 Dec 2011, 13:34 
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I want to use lots of 3d floors, but in order to avoid the H4M4 nightmare, I'll draw them using a more 3d editor than Doom Builder. In order for that to be finalized, I'll use to the new map a Quake-to-GZDoom conversion utility which I'll probably program myself if there isn't one already that can conform to my specifications.


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 16 Dec 2011, 15:21 
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Sounds brilliant O_o


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 16 Dec 2011, 22:40 
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Baron of Hell  Baron of Hell
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I should have figured something of the sort would come into existence SOMETIME!!!! This will make multilevel buildings alot easier to add architectural furniture in, for sure. I can only guess what sort of algorithm would read the coordinates from top-down, slice them into sectors, and distribute tag numbers based on overlapping 3D floor properties and such....


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 17 Dec 2011, 06:54 
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Note that I don't intend to make the tool very flexible. It won't discern between true sector walls and 3d floors. That would be too much work to do :) And for now it's not done (just started).


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 Post subject: Re: [H5M2] "At the Ship to Eternity"
PostPosted: 17 Dec 2011, 11:14 
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Pretty curious how this will end up...


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