PinkFlamingo Posted September 29, 2020 Still working on Map 10. Will post my update later today. 0 Quote Share this post Link to post
Rosh Fragger Posted September 29, 2020 I'm also still working on MAP15. Couldn't work on it continuously, but will try to finish with my changes today hopefully. 0 Quote Share this post Link to post
Chip Posted September 29, 2020 8 hours ago, NiGHTMARE said: Unless the Unity ports add support for all of these, you'll need to use something else. Actually, I think it would be easy to take away the MBF and BOOM features. I haven't played, but are they important parts of the Game? Revenant100 (as a joke) made a map I think for ZDoom Vanilla, so it wouldn't be that difficult to make it vanilla, even though you might have to lose some cool features. 0 Quote Share this post Link to post
URROVA Posted September 29, 2020 (edited) 10 minutes ago, LiT_gam3r said: Actually, I think it would be easy to take away the MBF and BOOM features. I haven't played, but are they important parts of the Game? Revenant100 (as a joke) made a map I think for ZDoom Vanilla, so it wouldn't be that difficult to make it vanilla, even though you might have to lose some cool features. yes, lots of maps haves vodoo scripts, that are composed by a vodoo doll in a dummy room with walkable-triggered linedefs, but the dummy room haves scrolling floor, a BooM feature. And some of these vodoo scripts are very important for the map progression. If we convert scrolling floor vodoo scripts to miko vodoo scripts? We lose compatibility with GZDoom :( But, we can be like sigil and make a version for BooM, and another for vanilla/unity ports (i dont know if sigil compat is for vanilla but is an idea) Edited September 29, 2020 by URROVA 0 Quote Share this post Link to post
Chip Posted September 29, 2020 28 minutes ago, URROVA said: we can be like sigil and make a version for BooM, and another for vanilla/unity ports Oh, yes, that was what I meant. 0 Quote Share this post Link to post
PinkFlamingo Posted September 29, 2020 Version 5.14 Map 10 update - Graphical update and detailing in two areas of the map - Starting area is completely revised and rather challenging http://www.mediafire.com/file/kv6xxm2es39golw/NEGATIVEONE_v5.14.rar/file 0 Quote Share this post Link to post
Rexen² Posted September 29, 2020 (edited) The Unity Port allows for custom Episodes and Map Pools, so its possible to make it so only the non-boom maps are playable, you can say have map03 jump to map05, and have say map04 have an exit to map07 and a secret exit to map10 as examples. This wiki page explains it all https://doomwiki.org/wiki/DMAPINFO Edited September 29, 2020 by Rexen² 0 Quote Share this post Link to post
Telemassacre Posted September 29, 2020 Added a second part to the level, added some additional secrets to the starting area, and am working on additional changes. DOOM-1 .036.zip 0 Quote Share this post Link to post
URROVA Posted September 29, 2020 10 minutes ago, Telemassacre said: Added a second part to the level, added some additional secrets to the starting area, and am working on additional changes. DOOM-1 .036.zip ??? What level? In what version youve based this version? 0 Quote Share this post Link to post
Telemassacre Posted September 29, 2020 1 minute ago, URROVA said: ??? What level? In what version you've based this version? Map01. And the version that's on the original post. 0 Quote Share this post Link to post
NiGHTMARE Posted September 29, 2020 (edited) 1 hour ago, Rexen² said: The Unity Port allows for custom Episodes and Map Pools, so its possible to make it so only the non-boom maps are playable, you can say have map03 jump to map05, and have say map04 have an exit to map07 and a secret exit to map10 as examples. This wiki page explains it all https://doomwiki.org/wiki/DMAPINFO That still wouldn't work, because as previously mentioned the DeHackEd patch uses BEX functions (for example the ability to have any codepointer on any frame). EDIT: Even discounting the BEX features the first three levels all make use of gameplay-related lindef types, so really you'd have to start with MAP04. Then it'd be on to MAP07, MAP09-MAP14, MAP22, MAP26, MAP27, and MAP29... less than half the levels in the project. Four of these maps would possibly also have to be dropped as they make use of translucent textures, which could cause gameplay related problems (due to not being able to see through a wall when it's intended that you should). You also wouldn't get the intended skies in MAP04 and MAP07 and one room in MAP13 but that's really just an aesthetic issue. In case anyone's interested, here are the Boom features I found via DeePSea's error checker (I ran through this quite quickly, so could easily have missed some). Those with * are those which would have gameplay issues in non-Boom ports - in a couple of cases they use Boom exit types, so you wouldn't be able to finish the level even by cheating. MAP01*: Sky transfers, Boom scrolling walls, Boom triggerable linedef types MAP02*: Sky transfers, Boom triggerable linedef types MAP03*: Sky transfers, Boom triggerable linedef types MAP04: Translucent textures, sky transfers MAP05*: Translucent textures, sky transfers, transfer heights, Boom scrolling walls, conveyor belt, Boom triggerable linedef types MAP06*: Translucent textures, conveyor belts, Boom triggerable linedef types MAP07: Sky transfers MAP08*: Translucent textures, transfer heights, Boom triggerable linedef types MAP10: Translucent textures MAP13: Translucent textures, sky transfers MAP15*: Translucent textures, sky transfers, transfer heights, conveyor belts, Boom triggerable linedef types MAP16*: Boom scrolling walls, Boom triggerable linedef types MAP17*: Boom triggerable linedef types MAP18*: Translucent textures, conveyor belt, Boom triggerable linedef types MAP19*: Translucent textures, transfer heights, conveyor belt MAP20*: Translucent textures, transfer lighting, conveyor belts MAP21*: Translucent textures, Boom triggerable linedef types MAP23*: Translucent textures, transfer heights, sky transfers, conveyor belts MAP24*: Translucent textures, sky transfers, transfer heights Boom scrolling walls, Boom triggerable linedef types MAP25*: Conveyor belts MAP26: Translucent textures MAP28*: Boom triggerable linedef types MAP30*: Conveyor belt MAP31*: Conveyor belts, Boom triggerable linedef types MAP32*: Translucent textures, sky transfers, Boom scrolling walls, Boom triggerable linedef types On a related note, I found a LOT of non-door triggerable lindef types without tags during this process, particularly G1 and GR types (at least one contributor obviously doesn't realise they're needed in non-ZDoom ports!). I'll do my best to get these fixed before the deadline. Edited September 29, 2020 by NiGHTMARE 0 Quote Share this post Link to post
Captain Toenail Posted September 29, 2020 (edited) It's way too late to be changing the map formats again.Taking out the Boom features now would cripple the wad an generate too much work too close to the deadline. 45 minutes ago, Telemassacre said: Added a second part to the level, added some additional secrets to the starting area, and am working on additional changes. You've added this to the wrong version, but map31 still somewhat resembles the original map01 so maybe we could merge that there? PinkFlamingo's v5.14 seems to be the latest version. Edited September 29, 2020 by Captain Toenail 0 Quote Share this post Link to post
NiGHTMARE Posted September 29, 2020 (edited) I would also point out that nothing is preventing someone from starting their own vanilla or limit-removing project where anyone can edit anything. CBM does have his GZDoom -1 project coming up, but I suspect the venn diagram of potential contributors for a vanilla-only project and those for a GZDoom-only project would consist of two very distant circles. Edited September 29, 2020 by NiGHTMARE 0 Quote Share this post Link to post
URROVA Posted September 29, 2020 release v5.15: some MAP05 updates I'm being a bit busy lately, so I couldn't do too much. What I did was: Implemented difficulty settings where arent implemented Some additional details on the arena area link: https://mega.nz/file/vCR03b5R#qmGjrb8TV2DUCLoRIr3b-jQVDxPywEAcNzCtOl-9NNQ 0 Quote Share this post Link to post
AtticTelephone Posted September 29, 2020 5 hours ago, Telemassacre said: Added a second part to the level, added some additional secrets to the starting area, and am working on additional changes. DOOM-1 .036.zip What? 0 Quote Share this post Link to post
Telemassacre Posted September 29, 2020 (edited) 40 minutes ago, AtticTelephone said: What? 5 hours ago, Telemassacre said: Map01. And the version that's on the original post. Edited September 29, 2020 by Telemassacre 0 Quote Share this post Link to post
wallabra Posted September 29, 2020 (edited) @Telemassacre but the original post version was the very first one; it was edited a lot of times already! You need to edit the newest one instead. See @URROVA's post right above Attic's -- that's the latest version right now. Yeah. On that, @AtticTelephone what the heck is with that misleading original post?! Negative One has become such an immense project, yet you would never figure that from a quick glance at page 1. PLEASE fix that. Also, presing Use on @HitBoi64's mural in MAP32 kind of breaks the map after the door closes (bonus points if some of the sectors don't close because of the Lost Souls, which just makes it all look odd). To be fair, that is a weird map. Good, but weird. EDIT: You can also get stuck forever in @dragon's influence's room if the door closes behind you before you exit it. Edited September 29, 2020 by Gustavo6046 2 Quote Share this post Link to post
PinkFlamingo Posted September 30, 2020 On 9/28/2020 at 5:16 PM, NiGHTMARE said: Also, when I was originally planning it in my mind MAP01-MAP11 were all set in the same tech base (with a quick trip to hell in MAP07), but now the episode includes an arctic outpost (MAP04), a skyscraper (MAP05), and even an alien planet (MAP06). This was me :-) Should I transfer a different sky to every map? We can keep the overall base-city-hell progression. I know it is just for looks but will make each individual map stand out. I can also make some background landscapes on maps that currently don't have any (map 11 for example is just a box right now) 0 Quote Share this post Link to post
Captain Toenail Posted September 30, 2020 (edited) I think it's fine PinkFlamingo. They can be different space colonies and doomguy is teleporting between them. If you want to give each map a unique sky that could be cool but might be a headache with various sector tags? I won't stop you lol The story seems to be Doomguy in misc space techbases Encounters outpost of Hell (map07) Returns to Earth Battles through underground tunnels to city area Gets thrown in prison Escapes and infiltrates Area51 type base Steals alien saucer and flies into Hell Battles through Hell and finally confronts Baphomet (dark wizard? evil sorcerer?) It's quite a journey lol. Remember to change the intermission texts in Dehacked to match. I already wrote two deveral editions ago. We could maybe shuffle the map order a bit too. btw is map28 completable? I remember it being half finished still. Might take a look tonight. Edited September 30, 2020 by Captain Toenail 0 Quote Share this post Link to post
Obsidian Plague Posted September 30, 2020 37 minutes ago, Captain Toenail said: I think it's fine PinkFlamingo. They can be different space colonies and doomguy is teleporting between them. If you want to give each map a unique sky that could be cool but might be a headache with various sector tags? I won't stop you lol The story seems to be Doomguy in misc space techbases Encounters outpost of Hell (map07) Returns to Earth Battles through underground tunnels to city area Gets thrown in prison Escapes and infiltrates Area51 type base Steals alien saucer and flies into Hell Battles through Hell and finally confronts Baphomet (dark wizard? evil sorcerer?) It's quite a journey lol. Remember to change the intermission texts in Dehacked to match. I already wrote two deveral editions ago. We could maybe shuffle the map order a bit too. btw is map28 completable? I remember it being half finished still. Might take a look tonight. I swear Attic made a story TXT but it was as quickly abandoned as it was introduced because nobody bothered keeping it 0 Quote Share this post Link to post
PinkFlamingo Posted September 30, 2020 Ok. I will work on the skies :-) Reserving Map 10 meanwhile. I am building landscapes in the outdoor areas. 0 Quote Share this post Link to post
URROVA Posted September 30, 2020 reserving MAP24 Ok, since we are entering the last week of development, we should be entering the stage of not adding more big things and finishing polishing what we have done, right? 1 Quote Share this post Link to post
Higo Doragon Posted September 30, 2020 i feel bad for leaving the project so soon... >.=.<" how things are going? 2 Quote Share this post Link to post
Oldschoolgeek32 Posted September 30, 2020 As far as I can see, pretty good. Mapsets are pretty neat and well done! 1 Quote Share this post Link to post
PinkFlamingo Posted September 30, 2020 (edited) Next version: 5.16 https://easyupload.io/rgi6qx Map 10 update - new sky - expanded outdoor area - re-textured and slightly edited a couple of the rooms to fit better with the overall theme Yes, we shouldn't be adding too much anymore, I agree. Lets finish what is already there. Edited September 30, 2020 by PinkFlamingo 3 Quote Share this post Link to post
Oldschoolgeek32 Posted September 30, 2020 gonna reserve map33. gonna work upon some layout fixes (it feels slightly empty) 0 Quote Share this post Link to post
Oldschoolgeek32 Posted September 30, 2020 (edited) Version 5.17 Minor Fix in Map33 with the layout of the start of the map -Added a starting platform for design -Added 2 luigis (One part needed to be balanced with hanging luigis so yeah XD) -Placement of starting weapons and megaspheres are also slightly arranged in order to be balanced and fit the level http://www.mediafire.com/file/y22tybuyt1e7olz/file Edited September 30, 2020 by Oldschoolgeek32 2 Quote Share this post Link to post
Oldschoolgeek32 Posted September 30, 2020 Do we already have a story plot for the WAD? :) 0 Quote Share this post Link to post
Captain Toenail Posted September 30, 2020 (edited) 9 hours ago, Obsidian Plague said: I swear Attic made a story TXT Attic wrote some story on page 8, it just needs added to the intermission texts. Edited September 30, 2020 by Captain Toenail 2 Quote Share this post Link to post
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