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[H2M11] "Dome of doom"


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 Post subject: [H2M11] "Dome of doom"
PostPosted: 18 Oct 2011, 16:30 
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Mancubus  Suffer.
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Title: Dome of doom
Author: Ioan (me)
Difficulty: TBA
Description: I'm doing a dome map here.

Edit2: Here are some guidelines I've set in my mind for this map. I may decide to break them later:

- No swimmable water. There'll be enough for you in the rest of Episode 2.
- No lava. There might be sludge, though.
- Ice might appear even if it didn't in Heretic Episode 3. I like it too much not to care about it.
- No different gravity.
- I'll try to focus on using just vanilla Heretic monsters, to keep matters simple. But I'll also use Sons of D'sparil.
- I hope not to use more ambient sounds than given by the game.
- I'll try to use as little scripting as possible.
- There'll be no fade effects or coloured sectors anywhere, except in the skybox or other similar specific places. Coloured point light may exist, because it's a central GZDoom feature.

Episode: 2, because it's wet
Screenshot:
Image

Why does the fade look like a 256-color gradient? Why do I see the lines divided in bands?
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Last edited by printz on 19 Oct 2011, 10:33, edited 1 time in total.

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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 10:21 
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Site Admin  Site Admin
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Because JPG compression sometimes sucks ;) Nevermind, the plan sounds great so far and I like the screenshot a lot, it's different from the other maps in the episode. Nice work so far!


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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 10:23 
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Mancubus  Suffer.
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It's not because of JPEG compression, it happens in the game as well whenever I put fog like that. Also thanks, I'll see what I can do.


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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 10:28 
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That's indeed strange then... never noticed that on my own...?! What color depth are you using?


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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 16:37 
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Commander Keen  A rather ghastly dragon
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printz wrote:
- I'll try to focus on using just vanilla Heretic monsters, to keep matters simple. But I'll also use Sons of D'sparil.

I wouldn't limit myself like that, if I were you. The new monsters allowed to use in episode 2 allow some interesting situations (or they will soon once we're done improving them). :D
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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 18:03 
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Mancubus  Suffer.
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Yeah but I found that Heretic's bestiary in D'sparil's domes is a formula proven to work, because that episode is made of awesome. I'll see what I add but I'll try to be discreet with them.


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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 21:43 
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Mancubus  Suffer.
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Screenshot #1 on!

Kinda reminds me of original E1M2 more than Episode 3 tho.
Image


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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 23:26 
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Baron of Hell  Baron of Hell
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I think it's funny that despite Episode 2 being the water episode of the pack, nobody has thought of doing any dome maps yet. A good sky box is all it takes! ;P


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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 19 Oct 2011, 23:35 
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Mancubus  Suffer.
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It was written in one of Episode 2's descriptions that there will be the odd dome level in it :)


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 Post subject: Re: [H2M11] "Dome of doom"
PostPosted: 20 Oct 2011, 10:45 
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Nice, very cool stuff :)


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