Pottus Posted August 10, 2012 Processingcontrol said:Well can you at least send me your updated version of the map? I'd like to see if the fixes you made didn't change anything intentional. Of course, I'm putting them all up as I run through them so you can review and if there is something you didn't like then I'll remove the WAD. Check page 19 for the changes I made Processing Control. 0 Quote Share this post Link to post
Memfis Posted August 10, 2012 I got stuck on MAP10. I pressed on linedef 772 but nothing happened. demo 0 Quote Share this post Link to post
elic Posted August 10, 2012 In the new version of Map13 the fence here is now misaligned. Other than that I didn't notice anything wrong with the new version. Thanks Pottus! 0 Quote Share this post Link to post
Pottus Posted August 10, 2012 Processingcontrol said:In the new version of Map13 the fence here is now misaligned. Other than that I didn't notice anything wrong with the new version. Thanks Pottus! If that is all it was then it's only a minute to fix ;) Map01: http://www.mediafire.com/?mcaf60ji4drqzrb - Added mountainous terrain - Some texture alignments Map02: http://www.mediafire.com/?gmwj1aazhhalo5d - Fixed some of the metal panel texturing - Re-did the grate near sector 19 so it is 1 pixel away from the edge for alignment purposes - Brown brick was not aligned properly - Added a couple sectors near the exit for lights under the metal panel Map03: http://www.mediafire.com/?cc935rr4t5xaulq - Bricks were misaligned in some spots - A lot of the natural rock was not aligned - Some Upper/lower unpegged set Map04: http://www.mediafire.com/?v193z7yj24fh489 - Re-aligned the STAR* textures since a lot of panels didn't match up with corners - Small geometry modification on sector 104: Layout compensation - other minor texture alignments Map05: http://www.mediafire.com/?gm2vy54m41h28ic - Most of this map was pretty good except for the area that uses the metal panels - Re-aligned pretty much all those textures and added doorstop on most of the 45-degree angles - Some minor re-lighting Map06: No changes - Alignment was perfect Map07: http://www.mediafire.com/?zl8ynr4atbj3u22 - The brown brick with light had tons of cut-off textures (split line-defs manual alignment) - Small lighting enhancement around sector 18 (Gradient contrast was too high) - A few other alignments Map08: http://www.mediafire.com/?oxx1zb39sk89vex - Upper/lower unpegged - A few alignments - A couple new lighting sectors for gradients Map09: http://www.mediafire.com/?n3vn10rt4rv75dx - Exit textures looked funny changed this slightly so the exitsign is used like a material embedded in the bricks - A lot of Stone(X) textures were not aligned correctly - The area around sector 65 didn't have the correct sector heights this area has been lowered slightly to eliminate the Bricks from being cut in half - Hexagon texture in area of sector 134 had the most alignment work done Map10: No changes Map11: No changes Map12: http://www.mediafire.com/?s24yvlh8mabye0b - A few alignment tweaks Map13: http://www.mediafire.com/?46m63264sqiur4b - Missed upper/lower unpegged - Large map, was numerous small mis-alignments throughout the map Map14: http://www.mediafire.com/?rume4u9edudboxh - A couple hundred lower/upper unpegged done on this map - Plenty of re-alignments done as well - This map has some areas that are > 256 segs mostly at the start (I'm not going to try and change this unless franck doesn't mind requires more single sided lines to block the excess segs) Map15: http://www.mediafire.com/?un43q37ngjehoe3 - Nice layout but required a lot of Y-Axis alignments, some ceiling height changes and a few new sectors - Basically Stone3 was the main culprit Map16: http://www.mediafire.com/?85fenib5iq2iykr - The Bstone required a bit of work in some areas - Upper/Lower unpegged Map17: http://www.mediafire.com/?7jl4zgr8r73v3k6 - This map had only a few upper/lower unpegged textures not set Map18: No changes Map19: http://www.mediafire.com/?kwezzw9wt6av6wa - There was some really weird shit going on in this map lower unpegged was set on single sided linedefs, I've removed those flags and made sure only double sided linedefs have upper and/or lower unpegged set this solved many alignment problems I was noticing Map20: http://www.mediafire.com/?lv7lxir1u8ik9mu - Upper/lower unpegged set in some spots - Manually textured the South-East area to look consistent - Enhanced the North East exterior area - The lights on the BigBrick didn't look right added a few sectors to use the texture as a material+lighting effect Map21: http://www.mediafire.com/?q86ss14vtcunkc9 - GSTONE and SP_HOT1 were really out of whack - Changed some floor / ceiling heights slightly to get a nice alignment with these textures - Added some transition detail around sector 28 - Over all I think this one looks way better Map22: http://www.mediafire.com/?8m8giuqcebx2iuo - Upper/Lower unpegged - A few texture alignments Map23: No changes Map24: Not in Map25: http://www.mediafire.com/?mwaokpb3k2z9754 - Upper/Lower unpegged - A few texture alignments Map26: http://www.mediafire.com/?986yr67aakvpr9d - Couple of alignments - Fixed VPO around sector 145 Map27: http://www.mediafire.com/?zzse5bm515xywsy - Lots of lower/upper unpegged set - Single sided linedefs with lower unpegged set to none - A few alignments here and there Map28: http://www.mediafire.com/?b21854ck3cn2c7x - This map was nearly spot on except for a handful of missing lower/upper unpegged Map29: The layout is good but the use of Marble1 is pretty bad, Out of all the maps this one really needs the most work and would be a lot more intrusive to do than any of the other maps. If the author wants he can try and fix it, if not I'll do what has to be done on this one. Map30: http://www.mediafire.com/?gbre6pgwrhaea19 - Some alignments - Gradient lighting in the lava pit at start Map31: No changes Map32: No changes There is all the maps so far I'll have to look at Map24 when it's done. 0 Quote Share this post Link to post
Moustachio Posted August 10, 2012 ^Don't worry, I've already got it. :) EDIT: On another note, I'm going to start multiplayer testing on Odamex with the release of the next beta. 0 Quote Share this post Link to post
purist Posted August 10, 2012 Be sure to post the details here, I'd like to join in - time permitting. Was you thinking DM or Co-op because I don't remember setting DM starts or items for the two maps I worked on. 0 Quote Share this post Link to post
Moustachio Posted August 10, 2012 Coop, then DM. I'll take care of DM starts in the meantime. 0 Quote Share this post Link to post
WH-Wilou84 Posted August 11, 2012 Cool stuff guys, I've tried some of your maps and so far it's great. :) Things get more and more intense towards map 12 and up in terms of difficulty, once you've passed the classic-looking Doom II-themed first episode. Map 13's Cyberdemon at the beginning was particularly nasty. :) The new soundtrack is good, although some of the tunes are maybe too repetitive ( the one used in map 08 in particular ). Map 12's tune was a bit too loud for me. Noticed a typo in the map 06 intermission text : "Stepping foRward slowly, you see the entry point...". Got stuck in map 12, the lift at 8144, -944 wouldn't go down and I couldn't find a way back. 0 Quote Share this post Link to post
franckFRAG Posted August 11, 2012 I also found another problem in my map, the player can be blocked in the East part of the map. And a problem for a secret door. Pottus said:- This map has some areas that are > 256 segs mostly at the start (I'm not going to try and change this unless franck doesn't mind requires more single sided lines to block the excess segs) Is it a real problem? I admit not to use Chocolate-Limit to test my map, but only Chocolate-Doom 1.5 and fullscreen, and I have no problem, I have however 2,3 HOMS, but really discreet. Ah and also, use "bsp-w32.exe" as Nodebuilder, for this map when you save. If you use "ZenNode" monsters supsended in platform in the space, don't see the player, and don't fire. 0 Quote Share this post Link to post
elic Posted August 11, 2012 Breaking the seg limit doesn't really matter as long as the HOMs aren't too noticeable. 0 Quote Share this post Link to post
Moustachio Posted August 11, 2012 [WH]-Wilou84 said: Cool stuff guys, I've tried some of your maps and so far it's great. :) Things get more and more intense towards map 12 and up in terms of difficulty, once you've passed the classic-looking Doom II-themed first episode. Map 13's Cyberdemon at the beginning was particularly nasty. :) The new soundtrack is good, although some of the tunes are maybe too repetitive ( the one used in map 08 in particular ). Map 12's tune was a bit too loud for me. Glad you liked it! The soundtrack is mostly unfinished, and most of it is a placeholder. We're waiting for XenoNemisis to finish it; then, we can release this thing (there's no way this is going out without the soundtrack). EDIT: Also, big round of applause to Pottus, for double-checking our maps more thoroughly than most of us did! Now, I'm ready to release the second beta! I still haven't heard from Marnetmar, so I think someone might have to map a new MAP24. 0 Quote Share this post Link to post
Snakes Posted August 11, 2012 Congrats on finishing this wad, everyone. Will download it to play later this evening. CC4 might have really been the start of Doom's megawad season this year. I can think of two more potential releases towards years-end off the top of my head... no wait, 3 more. Heh. 0 Quote Share this post Link to post
kmxexii Posted August 11, 2012 Looking forward to another great release. A lot of talent I like here and new guys I'm not familiar with. Keep up the good fight! 0 Quote Share this post Link to post
Moustachio Posted August 11, 2012 Well, here's the next beta: http://matt534dog.webs.com/Interception%20Beta%202.zip Changelog: -Included all of Pottus' visual adjustments. -Fixed a bug in MAP10 where a platform would not raise correctly. -Fixed a bug in MAP12 where a lift would not work. -Fixed a typo in the .deh file. Also, could someone set up an Odamex server for the next beta? I can't seem to get it working right. 0 Quote Share this post Link to post
valkiriforce Posted August 11, 2012 Matt534Dog said:I still haven't heard from Marnetmar, so I think someone might have to map a new MAP24. You're kidding, really? If it really becomes a problem I have a map that could occupy 24; but I don't want to rob Marnetmar of his slot unless he really doesn't have anything else to contribute. 0 Quote Share this post Link to post
Memfis Posted August 11, 2012 Matt534Dog said:-Fixed a bug in MAP10 where a platform would not raise correctly. What was the cause of this anyway? I can't figure it out. 0 Quote Share this post Link to post
Moustachio Posted August 12, 2012 ^I think it had something to do with the corner of the platform being connected to the corner of the ceiling beside it. 0 Quote Share this post Link to post
molten_ Posted August 12, 2012 Huh, I could have sworn I tested that lift with Chocolate Doom ... I guess not. Thanks for fixing it, Matt. 0 Quote Share this post Link to post
Pottus Posted August 12, 2012 franck: It is pretty minor, although I thought I should point it out since it's a vanilla WAD SEG Limit would be nice to see fixed. Mattdog: Good job on getting out Beta 2 quickly, and I was more than happy to go through each map it definitely saved the project a lot of time. The good thing is I was really happy with the layouts of all the maps a few maps did indeed have some pretty bad alignments so I hope my efforts have brought the quality of the aesthetics to a higher level of consistency. So, this brings me to Map29, Good layout interesting design but the MARBLE1 texturing makes it horrendously ugly I mentioned it will take a lot of work that is more intrusive than what was done with all the other maps. It will have to be fixed one way or another but I want the author to be made aware since I would feel bad changing his work to the degree required if he's really passionate about his maps and wants to do it himself. 0 Quote Share this post Link to post
Pottus Posted August 12, 2012 Deleted kmxexii: I'm assuming that person is banned then? Thanks for the heads up! 0 Quote Share this post Link to post
kmxexii Posted August 12, 2012 Pottus said:Posting an E-Mail received. Don't do that, it's circumventing mod restrictions 0 Quote Share this post Link to post
Archy Posted August 12, 2012 kmxexii said:Don't do that, it's circumventing mod restrictions Wait... what happened here? EDIT: @kmxexii: Ahh, makes sense. Thanks for clearing up the confusion. 0 Quote Share this post Link to post
kmxexii Posted August 12, 2012 Archy said:Wait... what happened here? MegaDoomer was losered. The only place he is allowed to post is in the Losers forum. Posting an email from him (which Pottus did in good faith) is essentially a circumvention of that restriction, as what happened with Sigvatr's review of Doom the Way id Did, which is now in Post Hell. If you care to pass on his communique, do so via other channels. Note: I do not have anything against MegaDoomer (or his various sock puppets). 0 Quote Share this post Link to post
PRIMEVAL Posted August 12, 2012 I assume Map05's music is currently just placeholder? I'm pretty sure Xeno didn't make it :P Played a few levels here and there at random, enjoying it so far. However Map30 seems to be about as easy as the original Map30, maybe easier. Only 2 rockets to kill the Icon seems to be a bit lackluster, and even the monsters don't seem to pile up on you as much as in the original Map. Think it could be made a little harder? Just seems like an easy climax to this WAD, imo. 0 Quote Share this post Link to post
Olympus Posted August 12, 2012 Wow....just wow. Some of these maps are seriously amazing looking, especially the later hell levels. Amazing job team, I look forward to playing through this more thoroughly! 0 Quote Share this post Link to post
purist Posted August 12, 2012 Played a little co-op on the first 9 maps. Very good overall, especially the first 4 Matt levels. MAP06 and MAP07 were a bit switch heavy and unintuitive for my taste but then I do have hopeless orientation. 0 Quote Share this post Link to post
"JL" was too short Posted August 12, 2012 The most recent download link appears to be broken at this time. 0 Quote Share this post Link to post
C30N9 Posted August 13, 2012 Is this the golden year of Doom? Been waiting for this. 0 Quote Share this post Link to post
Avoozl Posted August 13, 2012 I don't know if this has been addressed already but I found an issue with MAP08 and I am not too sure if it happened after I hit a particular switch or not. http://www.mediafire.com/view/?vb2dviywxkryk#z626h17a0h71wwt 0 Quote Share this post Link to post
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