Mr.Rocket Posted December 8, 2021 (edited) Quote Looks very E2M3, great job on the visuals. I'll have to test this with bots or something. Looks cool! Thanks, item placement is probably pretty close to how I want it. ~ bots seem to like it! Try not to pay attention to texture alignments and maybe areas that may have some wrong heights, I'm aware of it, working on it heh. Edited December 8, 2021 by Mr.Rocket 1 Quote Share this post Link to post
OpenRift Posted December 8, 2021 15 hours ago, Mr.Rocket said: Well here it is so far.. E2M3DM_12_7_21.zip .. it hasn't a name yet. And yes, it is suppose to look like the original, for the most part.. Other than the exit area. The exit room is currently the last thing I've added. Eventually it will resemble @MAN_WITH_GUN's E2M4 texture theme, to help with continuity, but right now there's not a lot done to it. The map is purely from scratch though.. aside from looking at screenshots. ;) said area's are no perfect replica and it never will be. This map is in early development, with in the past 5 hours at least.. I'm not a super fast mapper lol View the readme for more info. You will see where I have it intentionally blocked off as I didn't want the map to be any larger than that, so it will flow decently. Surprisingly it plays pretty well with bots! ~ I plan to add a couple places yet that looks like you've gone back to the map after defeating the horde years ago, small tunnels walls broken out etc, but nothing too over the top. So some places will purposely look a little different and some places look, well.. almost the same. Maybe the map could be called Deja Vu, but not sure yet. Let me know what you think so far. Digging it so far. I was worried you'd mirror E2M3 a little too much, but the layout seems simple enough for deathmatching. As for the exit, I would suggest probably don't use the exit doors more than once, as I think it discourages players from exploring this big exit room you've made until they try to move on to the next map. I'd say just have an exit sign over the actual switch instead. Other than that, it's looking good! Great stuff as always. 0 Quote Share this post Link to post
Mr.Rocket Posted December 8, 2021 (edited) 1 hour ago, OpenRift said: Digging it so far. I was worried you'd mirror E2M3 a little too much, but the layout seems simple enough for deathmatching. As for the exit, I would suggest probably don't use the exit doors more than once, as I think it discourages players from exploring this big exit room you've made until they try to move on to the next map. I'd say just have an exit sign over the actual switch instead. Other than that, it's looking good! Great stuff as always. Thanks, yeah I know what you mean about the exit, but there's a Soulsphere in the big room so there's reason to go in there besides exiting. ;) When someone hears switch, teleport>teleport, they know they're either going for the Soulsphere or exiting the map. Thinking about putting a little cell ammo in there too. ~ I'll remove the exit sign at the first switch and have the exit sign in the big exit room at its switch instead. ;) Added a bit of tunnels and ceiling geometry to the first room on the right.. here's current version: E2M3DM_12_8_21.zip ~ need to clean up that damaged looking ceiling a bit, looks a little weird with the ceiling texture atm. Edited December 8, 2021 by Mr.Rocket 1 Quote Share this post Link to post
NieMaMordy Posted December 8, 2021 Today I felt a sudden urge to add one room to my map (E2M5 - '240 kilometers'). I added one to the southern section. You may be asking how I avoided the visplane overflow. The answer is that I became a visplane master, and no visplanes can stop me now. That, and deleting some windows might've helped just a little, too. I am pretty sure that Players will want to visit all places in this map now during deathmatch, since all rooms contain some valuable weapons and resources. However, since this addition was done rather quickly, I might have missed some errors, so please let me know if you find any. Have fun with the map! Screenshots: Spoiler Download the map here: 240kilo.zip 6 Quote Share this post Link to post
OpenRift Posted December 8, 2021 1 hour ago, NieMaMordy said: Today I felt a sudden urge to add one room to my map (E2M5 - '240 kilometers'). I added one to the southern section. You may be asking how I avoided the visplane overflow. The answer is that I became a visplane master, and no visplanes can stop me now. That, and deleting some windows might've helped just a little, too. I am pretty sure that Players will want to visit all places in this map now during deathmatch, since all rooms contain some valuable weapons and resources. However, since this addition was done rather quickly, I might have missed some errors, so please let me know if you find any. Have fun with the map! Screenshots: Reveal hidden contents Download the map here: 240kilo.zip Very good stuff. Definitely like how much more open the whole map feels. 2 Quote Share this post Link to post
Mr.Rocket Posted December 9, 2021 (edited) Ok here ya go: E2M3_DEJAVU.zip View the readme for more info. This map is considered finished! Let me know if you see any issues. Cheers! Edited December 9, 2021 by Mr.Rocket 3 Quote Share this post Link to post
Pistoolkip Posted December 9, 2021 21 hours ago, NieMaMordy said: Today I felt a sudden urge to add one room to my map (E2M5 - '240 kilometers'). I added one to the southern section. You may be asking how I avoided the visplane overflow. The answer is that I became a visplane master, and no visplanes can stop me now. That, and deleting some windows might've helped just a little, too. I am pretty sure that Players will want to visit all places in this map now during deathmatch, since all rooms contain some valuable weapons and resources. However, since this addition was done rather quickly, I might have missed some errors, so please let me know if you find any. Have fun with the map! Screenshots: Hide contents Download the map here: 240kilo.zip Looks good! Almost too Episode 4 in style, but I dig the style. Only thing I don't like is that the metal girders have such different heights, and that some are a different texture on the other side. 0 Quote Share this post Link to post
OpenRift Posted December 9, 2021 4 hours ago, Mr.Rocket said: Ok here ya go: E2M3_DEJAVU.zip View the readme for more info. This map is considered finished! Let me know if you see any issues. Cheers! Awesome! Two more maps left! 2 Quote Share this post Link to post
Pistoolkip Posted December 9, 2021 4 hours ago, Mr.Rocket said: Ok here ya go: E2M3_DEJAVU.zip View the readme for more info. This map is considered finished! Let me know if you see any issues. Cheers! I enjoyed the behind the screens area but I was really trying to get past the bars at the blue door and the shotgun, only to discover in the map editor that it's impossible. 2 Quote Share this post Link to post
Mr.Rocket Posted December 10, 2021 (edited) 3 hours ago, OpenRift said: Awesome! Two more maps left! Ah good to hear! wait I thought all the slots have been filled? or are you saying that they are, but 2 maps need finished? 2 hours ago, Pistoolkip said: only to discover in the map editor that it's impossible. lol yeah, I could put a switch in the big exit area, where you'd play hell to get back to the blue door, and get to it before anyone else does. :D ~ Maybe have the blue armor or something in there. Edit: What do you guys think, should I open the blue door area up? and keep it capped off at the nukage shotgun area? Please reply soon while I still have my mapping mojo! :P Edited December 10, 2021 by Mr.Rocket 0 Quote Share this post Link to post
NieMaMordy Posted December 10, 2021 (edited) 4 hours ago, Pistoolkip said: Only thing I don't like is that the metal girders have such different heights, and that some are a different texture on the other side. Fixed. grinders should be more consistent with the rest of the scenery now. I also fixed some minor texture alignment issues. EDIT: Ooops! A Visplane overflow. This one should have it fixed :p240kilo.zip Edited December 10, 2021 by NieMaMordy Visplane fix 2 Quote Share this post Link to post
Mr.Rocket Posted December 10, 2021 (edited) 42 minutes ago, NieMaMordy said: Fixed. grinders should be more consistent with the rest of the scenery now. I also fixed some minor texture alignment issues. EDIT: Ooops! A Visplane overflow. This one should have it fixed :p240kilo.zip Nice! I was actually getting a small PLN in the red 131 around the south wall over by the chaingun before your last update. It seems stable now though ~ around 122-ish. Only thing I can figure that would trigger it is when the BFG door opened on the other side of the map. Cheers! Edited December 10, 2021 by Mr.Rocket 0 Quote Share this post Link to post
OpenRift Posted December 10, 2021 7 hours ago, Mr.Rocket said: Ah good to hear! wait I thought all the slots have been filled? or are you saying that they are, but 2 maps need finished? Two maps to finish. 0 Quote Share this post Link to post
OpenRift Posted December 10, 2021 7 hours ago, Mr.Rocket said: lol yeah, I could put a switch in the big exit area, where you'd play hell to get back to the blue door, and get to it before anyone else does. :D ~ Maybe have the blue armor or something in there. Edit: What do you guys think, should I open the blue door area up? and keep it capped off at the nukage shotgun area? Please reply soon while I still have my mapping mojo! :P I say go for it if you'd like, see if it works out. 0 Quote Share this post Link to post
NieMaMordy Posted December 10, 2021 11 hours ago, Mr.Rocket said: Nice! I was actually getting a small PLN in the red 131 around the south wall over by the chaingun before your last update. It seems stable now though ~ around 122-ish. Only thing I can figure that would trigger it is when the BFG door opened on the other side of the map. Cheers! PLN? Is that something similar to visplane overflow? Sorry, I am still new to vanilla nomenclature. Anyways, I checked the current version in Visplane Explorer, both with and without all the doors and lifts lowered, and it found no places where visplane overflow could occur. You can see the results in the attached picture. 1 Quote Share this post Link to post
magicsofa Posted December 10, 2021 27 minutes ago, NieMaMordy said: PLN? Is that something similar to visplane overflow? Sorry, I am still new to vanilla nomenclature. Anyways, I checked the current version in Visplane Explorer, both with and without all the doors and lifts lowered, and it found no places where visplane overflow could occur. You can see the results in the attached picture. Chocorenderlimits labels the visplane count as "PLN" and it flashes red after going over 128, so it is indeed an overflow. Make sure you have "open doors" checked when using the explorer, it will perform the calculations as if all doors in the map are opened. This won't account for lifts or other moving parts so sometimes you'll have to manually move stuff in order to get an accurate reading. However, the explorer isn't perfect and is best used in conjunction with chocorenderlimits. Things like flashing lights and certain ways the engine splits planes can actually increase the visplane amount beyond what doom builder will notice. Since your issue appears to be fixed I wouldn't worry about it, and we'll probably find it during testing if it isn't, but just for future reference the explorer can sometimes give you a false sense of security. Also it's just cool (and educational!) to see how the engine cuts up the screen in real time as you walk around the map (there is a button that will toggle between different displays of the visplanes, very useful!) 1 Quote Share this post Link to post
NieMaMordy Posted December 10, 2021 8 hours ago, magicsofa said: Chocorenderlimits labels the visplane count as "PLN" and it flashes red after going over 128, so it is indeed an overflow. I gave chocorenderlimits a try, and I encountered some flashes, especially in the bfg corridor. That's why I made yet another update to my map, where I simplified some elements (sorry for making updates so often, btw). I also made the rocket launcher corridor a little wider, and gave it a different wall material, so it is easier to attack the player who already picked up the rocket launcher, while dodging rockets shot by them. The improved rocket launcher corridor looks like this now: Spoiler 240kilo.zip 2 Quote Share this post Link to post
Mr.Rocket Posted December 11, 2021 (edited) I think you're good man, I couldn't seem to get it to max out more than 120. To play it safe, I wouldn't add anything more to the map though. That's kind of where I drew the line with my O'DAMN map. :D ~ think I was max 118? it was hit'n 120 and I had to make some adjustments too. I dig the wider rocket launcher/BFG catwalk. ;) Cheers! Edited December 11, 2021 by Mr.Rocket 1 Quote Share this post Link to post
Mr.Rocket Posted December 11, 2021 (edited) Update to E2M3 - DEJAVU! E2M3_DEJAVU_v2.zip As shown in the readme: This is version 2 with some updated areas and access to the blue room and an "optional" 2nd route to the BFG room. ~ while flipping the switch to open the blue door from the big exit room, there's a WR door open/close linedef that gets triggered when entering the exit room which opens the doors to the BFG room, but you have to be quick if you want to get the BFG also after hitting the blue door switch. The blue door switch is located on the other side of the Soulsphere platform. The blue room contains a couple boxes of rockets and a large cell. I figured the scenario will basically give others the opportunity to steal your shit from the main part of the map that you're heading back to, before you have a chance to get back. ~ and if they do, you may have a BFG aimed at your back side. :P There is now also access to what would have been the shotgun platform, though has the green armor there now. I'm pretty sure this is the final version. ;) And as before, let me know what you think and if there's any issues. Thanks! Edited December 11, 2021 by Mr.Rocket 1 Quote Share this post Link to post
OpenRift Posted December 11, 2021 3 hours ago, Mr.Rocket said: Update to E2M3 - DEJAVU! E2M3_DEJAVU_v2.zip As shown in the readme: This is version 2 with some updated areas and access to the blue room and an "optional" 2nd route to the BFG room. ~ while flipping the switch to open the blue door from the big exit room, there's a WR door open/close linedef that gets triggered when entering the exit room which opens the doors to the BFG room, but you have to be quick if you want to get the BFG also after hitting the blue door switch. The blue door switch is located on the other side of the Soulsphere platform. The blue room contains a couple boxes of rockets and a large cell. I figured the scenario will basically give others the opportunity to steal your shit from the main part of the map that you're heading back to, before you have a chance to get back. ~ and if they do, you may have a BFG aimed at your back side. :P There is now also access to what would have been the shotgun platform, though has the green armor there now. I'm pretty sure this is the final version. ;) And as before, let me know what you think and if there's any issues. Thanks! Great stuff, I do wanna say though, going forward I would highly advise using different nodebuilder settings, because we did a beta test last night and your maps seemed to yield inconsistency errors while playing. I rebuilt your maps nodes with my config and it seemed to work fine. Other than that the revisions seem pretty good. 0 Quote Share this post Link to post
OpenRift Posted December 11, 2021 E3M4's slot is OPEN! Come and get it while it's hot!!! 0 Quote Share this post Link to post
Mr.Rocket Posted December 12, 2021 (edited) 5 hours ago, OpenRift said: Great stuff, I do wanna say though, going forward I would highly advise using different nodebuilder settings, because we did a beta test last night and your maps seemed to yield inconsistency errors while playing. I rebuilt your maps nodes with my config and it seemed to work fine. Other than that the revisions seem pretty good. Thanks! What secret node builder are you using? I'm just using the stock one that comes with UDB default settings. The settings have never been changed. it's vanilla after all, I see no reason for them to be changed. but then again, it's stock settings for the format and something I don't personally mess with. Quote inconsistency errors Did doom.exe ~ ipxsetup.exe using DM.exe just give an inconsistency failure? If so, you guys were possibly running the wrong map versions. Reason I say this is because when I first uploaded v2, I thought all was fine but then noticed a texture mis-alignment at the blue door area, so I fixed that and reuploaded it, since it was with in 10-15 mins and no reply yet, I didn't bother to change the name. So if both versions were downloaded in that time frame, that would explain an inconsistency. Though, if it's rebuilt with some yet unknown node builder or setting, I suppose that's fine, but I'd like to know which one you're using specifically so I could just run that node builder. Or setting? I assumed the default settings for a vanilla map would have been suffice though. Otherwise, I blame my cat. :P Edited December 12, 2021 by Mr.Rocket 1 Quote Share this post Link to post
OpenRift Posted December 12, 2021 3 hours ago, Mr.Rocket said: Thanks! What secret node builder are you using? I'm just using the stock one that comes with UDB default settings. The settings have never been changed. it's vanilla after all, I see no reason for them to be changed. but then again, it's stock settings for the format and something I don't personally mess with. Whatever default config your build of UDB had, it seems to generate an empty reject lump. Personally I use Xaser's ZokumBSP setup, though for UTWANGO I've been using ZenNode, which iirc has been the default for a long time. Knowing that your maps always seem to generate an empty reject lump, it could be any number of the "(no reject)" options that you were using. But once I rebuilt and tested again 3 hours ago, Mr.Rocket said: Did doom.exe ~ ipxsetup.exe using DM.exe just give an inconsistency failure? If so, you guys were likely running the wrong map versions. It is possible, though the error popped up after a few minutes of playing on the map, so I don't really know if that was the case. 0 Quote Share this post Link to post
Mr.Rocket Posted December 12, 2021 (edited) 15 hours ago, OpenRift said: though for UTWANGO I've been using ZenNode Ah, I remember when ZenNode came out, it was the goto when hardware acceleration was a new thing with Legacy. If there were HOM's in GL mode but not in software then we'd run ZenNode, and it would usually fix things like that, sometimes you'd have to move some verts around and run it again.. oh the good ol days lol. Anyways, looking at UDB's node builder settings now, it's actually set to no reject, so that explains it. How the hell did it get set to that? I mean I got an auto update to UDB yesterday but surely it wouldn't have changed my node builder settings! I guess I could have mouse wheeled it on accident? ~ Where's that freak'n cat! So, ZenNode "normal" probably? Quote It is possible, though the error popped up after a few minutes of playing on the map, so I don't really know if that was the case. The blue skull door marker texture was off 8 units which was the only thing that kept to two versions from being identical, though the nodes would have been built again on save, so I suppose that's enough to cause an issue. Glad you got it straightened out though. However, I'll have to run the node builder with the settings you're using in order to see if there's any visual differences in render limits. ~ just so I'll know that everything's cool. ============================== EDIT: New version: E2M3_DEJAVU_v3.zip From the readme: This version was a mandatory update having to do with rebuilding the nodes under ZenNode. Apparently I had the node build set to no-reject previously! Thanks to OpenRift for pointing this out! All should be good now. Final version! Double checked in choco render limits btw, all seems fine. Relatively low PLN, I can't seem to get over 90 with all the doors open etc. Note* my ODAMN E2M6 level seems to have a rejectmap so something happened between making that map and now. Still not sure how that got changed! ~ cat! Thanks! edit2: PS, I may have a potential map for E3M4: It's actually a map I started on for Doomkid's Rowdy Rudy project a couple of years ago, but I never found time to continue to work on it. It will need down sized a bit and of course texture theme changed up to hell-ish green and red marble sort of stuff. so it's a possible map if needed, it will still need a lot of work though.. I've already converted it to Ultimate Doom btw.. and as before, leave the slot open, just in case! Cheers Edited December 12, 2021 by Mr.Rocket 2 Quote Share this post Link to post
Mr.Rocket Posted December 12, 2021 (edited) For start and end transitions though, I did some digging through the threads and I found e3m3 and know what it looks like, but I've been having some trouble trying to find e3m5. Would you happen to have the wad or at least a screenshot of it? Thanks. Edited December 12, 2021 by Mr.Rocket 0 Quote Share this post Link to post
Eternal_ Posted December 13, 2021 On 12/11/2021 at 9:50 PM, OpenRift said: E3M4's slot is OPEN! Come and get it while it's hot!!! I could take care of E3M4, I've just finished working on another DM Map for Gothic21 so I shouldn't have any problem I think. 0 Quote Share this post Link to post
OpenRift Posted December 13, 2021 7 minutes ago, ProYT said: I could take care of E3M4, I've just finished working on another DM Map for Gothic21 so I shouldn't have any problem I think. Sure, have at it! 0 Quote Share this post Link to post
Mr.Rocket Posted December 13, 2021 Nice! Now I don't have to worry about revamping that map to make it work with this. ;) That and I didn't even know there was a Gothic DM revival going on. :D 1 Quote Share this post Link to post
OpenRift Posted December 13, 2021 1 minute ago, Mr.Rocket said: Nice! Now I don't have to worry about revamping that map to make it work with this. ;) That and I didn't even know there was a Gothic DM revival going on. :D Yeah, @xdude_gamer decided to start up a thing for that. 0 Quote Share this post Link to post
Mr.Rocket Posted December 13, 2021 1 minute ago, OpenRift said: Yeah, @xdude_gamer decided to start up a thing for that. Yeah I'm looking at it now. ;) They actually need some slots filled.. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.