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Download - Edit - Upload


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 Post subject: Re: Download - Edit - Upload
PostPosted: 02 Jun 2012, 14:18 
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Dark Imp  Dark Imp
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Location: Bielefeld, Germany
I agree as well, those "enhancements" actually make it look stupid and overloaded IMHO... I've never been a fan of Nashgore either to be honest, it just looks unnatural and again overloaded to me!


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 Post subject: Re: Download - Edit - Upload
PostPosted: 02 Jun 2012, 18:13 
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Concerning the casings, I'd really like to keep em as they seem to go hand in hand with the fire deaths as Xaser has already mentioned. The project shouldn't only be a showcase of ZDoom's mapping (it hasn't been for the ZDCMP1 either), it's definitely more. The casings therefore seem to perfectly fit right.

Concerning Nashgore, it's not a 1:1 copy, it's more of a reduced version of Nashgore which could be even more reduced, but making the whole a bit more realistic at least.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 02 Jun 2012, 19:54 
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CaptainToenail wrote:
It probably doesn't bother anyone else. ;-)

Unless you count me. :\

Though the casings doesn't seem as obnoxious as they were in KDiZD. Or maybe I've grown more tolerant. Their noise still annoys me, anyway.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jun 2012, 05:15 
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Revenant  i am a xaser
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Done with my edits. Dusk got ahold of me on IRC and sent me his build first, so his changes are in too. ;)

There's one glaring bug I can't fix: I re-added Gez's sliding doors, but I can't for the life of me figure out how to get them to work. By all means, they seem as if they should (I've made 3DMidTex polydoors like this before), but they don't. Infiniblocking and HOMs still occur.

Still, there are a few things added & fixed, including fixed accuracy values for weapons w/casings (consider me neutral on whether casings stay or not), fire deaths, improved Gatekeeper fight, fixed Rifle and Grenades, and lots o' misc fixes. Should be slightly more sane now, I hope. :P

[EDIT] Added a new Hell skybox, too. It's by a bloke named "The Mighty Pete" and edited by Phi108. Got it from this thread (it's the Plutonia E3 sky).


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jun 2012, 07:58 
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Thanks, let's go now :D


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jun 2012, 11:00 
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Dark Imp  Dark Imp
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Location: Bielefeld, Germany
I still think the casings and the Nashgore-like stuff should not be forced on the player. What about making it an optional mod?

Quote:
There's one glaring bug I can't fix: I re-added Gez's sliding doors, but I can't for the life of me figure out how to get them to work. By all means, they seem as if they should (I've made 3DMidTex polydoors like this before), but they don't. Infiniblocking and HOMs still occur.


Did you rebuild those doors from scratch? No need to!
As I said before, I did not delete or modify the poly doors, but just moved their start spots out of the map. You can find them to the right of the gatekeeper arena directly above the dummy polydoor sectors.
If it worked correctly before, there shouldn't be any problems with just moving the start spots back in place.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jun 2012, 12:13 
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Cyberdemon  Approved Adder
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Vader wrote:
What about making it an optional mod?
I guess this's the best solution.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jun 2012, 12:29 
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Moving it into a seperate PK3 to go might be fine I guess


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jun 2012, 12:59 
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Xaser wrote:
There's one glaring bug I can't fix: I re-added Gez's sliding doors, but I can't for the life of me figure out how to get them to work. By all means, they seem as if they should (I've made 3DMidTex polydoors like this before), but they don't. Infiniblocking and HOMs still occur.

I made a bug report thread to explain the reason and the fix. It's trivial.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jun 2012, 13:52 
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I am currently working on the map now - already since 10:00 AM (and it's now 4 PM so far) and I got very far, fixed a lot of bugs and beautified a lot of underdetailed areas, added a lot of design consistency and changed numerous places. I won'd be able to touch the hellish parts but I guess if everything keeps going as it is now, the tek-base areas should be fine after I am done.

Sundays are good days, lots of time to work and lots of motivation - though I guess my girlfriend is going to kill me for that :P


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