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Download - Edit - Upload


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 Post subject: Re: Download - Edit - Upload
PostPosted: 25 Apr 2012, 05:05 
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Revenant  i am a xaser
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Hmm, that linearizes and spindles-up the layout a bit more than what I had in mind. I was initially imagining the underwater passage (where you have the Red door now) and the southern spot (where you're marking the Blue key) as both leading to the same area, connecting in the middle with a blue key and a red door. That way you can approach it from either side and you're not expected to find a semi-hidden underwater passage to proceed. If it's laid out like in your diagram (with each area being a dead-end), then there's really no reason to explore the north area first since you can't actually do anything up there until you go south to pick up the key. It's not really nonlinear if two paths are presented but one is expected to be explored first.

Whelp. I've gotten super-picky about this sort of stuff as of late. :(


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 Post subject: Re: Download - Edit - Upload
PostPosted: 25 Apr 2012, 09:41 
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Site Admin  Site Admin
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Starscream wrote:
After a while in there, I figured you would find another 'Simulation Test' thing which has been corrupted, which takes you to the place with lava and stuff... Hell! That's the one. :-P

That might be an interesting idea

Xaser wrote:
I normally wouldn't be too keen on the idea of backtracking, but it could provide a nice avenue to "corrupt" some already-seen parts of the base and get the evil flowing, so that could work.

Fully agreed, that would draw the map more together. As of now I have the feeling that it gets out of hand, I still get lost when playing it as it is now. The routes aren't clear and also we need to use more obvious "Key Lock Textures" next to the locked doors instead of lights, that's not obvious enough!

@Xaser - Generally, if you have ideas on how to improve the flow, the (non)linearity and the path the player is supposed to walk through in general, feel free to do your changes. I think you have a good hand in improving things like that (at least you have proven that in your latest projects very well), because as I said: ATM, it's very chaotic and you absolutely do not know where to go and what to do, I still do get lost :(


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 Post subject: Re: Download - Edit - Upload
PostPosted: 25 Apr 2012, 20:05 
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Arachnotron  Not an Arachnotron
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Xaser wrote:
As I said before, you shouldn't be modifying the actor just to achieve something that can already be done via better methods. I never removed your change -- there was no indication that you had modified anything so it was never added to the resource, thus it got overwritten when I updated the main pk3 to use the latest version. You should have mentioned the change somewhere, but it (and the fact that you snuck an extra monster in there) was never mentioned.

ok, thanks Xaser :-) , and sorry for being insistent
wut?


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 Post subject: Re: Download - Edit - Upload
PostPosted: 25 Apr 2012, 22:18 
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Chaingunner  Chaingunner
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Tormentor667 wrote:
[W]e need to use more obvious "Key Lock Textures" next to the locked doors instead of lights, that's not obvious enough!

¿Key gizmos?
Don't stalk anyone; follow them with puppy-like affection.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 26 Apr 2012, 01:59 
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Revenant  i am a xaser
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gothic wrote:
ok, thanks Xaser :-) , and sorry for being insistent

No worries. I've got it marked as a bug now so it'll be fixed in due time.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 26 Apr 2012, 07:17 
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zrrion the insect wrote:
Tormentor667 wrote:
[W]e need to use more obvious "Key Lock Textures" next to the locked doors instead of lights, that's not obvious enough!

¿Key gizmos?


Possibly these? What do others think?
Image
http://realm667.com/index.php?option=co ... 76&Itemid=


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 Post subject: Re: Download - Edit - Upload
PostPosted: 26 Apr 2012, 08:16 
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Demon  Demon
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To be honest, those things look more like protective force fields around the keys which you can only deactivate with a remote switch. (Which I think would add an interesting gameplay element.)

I think simple decorations like colored techlamps and the traditional colored DOOR# textures would work fine.
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 Post subject: Re: Download - Edit - Upload
PostPosted: 26 Apr 2012, 08:30 
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Jimmy wrote:
[..] the traditional colored DOOR# textures would work fine.

At least these are necessary I guess


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 Post subject: Re: Download - Edit - Upload
PostPosted: 26 Apr 2012, 18:41 
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Satyr  Satyr
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If I read correctly, this is Jimmy's last day. I have practically informed every know life form near me to not bother me this weekend for this.

I'll be in school for part of tomorrow, but I'll be able to receive the file right after and start the work. :)


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 Post subject: Re: Download - Edit - Upload
PostPosted: 26 Apr 2012, 19:58 
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Demon  Demon
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Alrighty, here are my changes.
http://files.drdteam.org/index.php/file ... -jimmy.pk3

(It's 4am on the 27th, so I assume my slot has ended. I could (in theory) go on for another few hours before the deadline hits for those of you in the Western hemisphere, but unfortunately my body is about to die.)

I didn't do nearly as much as I hoped I'd be able to do, so some areas are still really poorly detailed at the moment. I focused on layout foremost, though, and connected as many of the existing areas as I could to my new ones. Also, the new south-westernmost area (which now holds the blue key) should provide some entertainment. :P

I can still make some changes before Infirnex picks it up if there are any outstanding disasters with what I've done.

For now, I need to bed.

(sorry, no screenies)


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