_bruce_ Posted December 20, 2017 (edited) Thanks Werecat! These flats always sneak in after testing a different floor or ceiling. And yes, the Cyber should be killed via the tele-frag "dick move". This map is in general a hair too short on ammo as I wanted to push the player into seeking "hidden bargains"... which is in itself another dick move. The secrets may seem forced but I had the feeling the map was kinda lacking substance. In Doom64 the slower pace seems to hide this notion. I'll take care of all three issues in Map24. And yes, it is not really finished because it still needs the super secret hub attached. Both maps had a lot of shadowing cut due to visplane issues. Edited December 20, 2017 by _bruce_ 0 Quote Share this post Link to post
damo Posted December 20, 2017 v6 hosted on zdaemon now - zds://37.247.54.67:10603 2 Quote Share this post Link to post
Da Werecat Posted December 21, 2017 6 hours ago, _bruce_ said: The secrets may seem forced but I had the feeling the map was kinda lacking substance. In Doom64 the slower pace seems to hide this notion. I'm not complaining, really. Just trying to explain my sudden ammo shortage. Pain elementals being naughty also contributed. Before I forget again, things. MAPINFO idea: episodes akin to Valiant. 3 should be about enough. DEHACKED idea: since I can see simple fixes like SSG flash already implemented (even BtSX didn't do that, regrettably), maybe also center the weapons when firing? Horizontally, at least. I think PrBoom+ offers this as an option now, but other ports typically don't, unless based on ZDoom where it's forced. Another thing: cyberdemon lights up when shooting rockets, but not when exploding. On a similar note: rocket launcher muzzle flash sprite fix? Something about the resource pack I forgot (to repeat): maybe get rid of SW4Sx? That switch sticks out like a sore thumb, and is an example of fixing what wasn't broken, IMO. 1 Quote Share this post Link to post
StalkerZHS Posted December 21, 2017 (edited) Erm... spawned fear, mountain area... some texture errors Edited December 21, 2017 by StalkerZHS 0 Quote Share this post Link to post
Nevander Posted December 21, 2017 That one's going to be hard to fix in vanilla. Since offsets are for both upper and lower instead of separate (like UDMF), you're going to have to use unpegging which might look ugly from the outside. 0 Quote Share this post Link to post
Mechadon Posted December 21, 2017 It's somewhat intentional actually. I figured there should be some sort of hint for that secret, so the misalignment is the hint (to me it wasn't immediately noticeable in Chocolate Doom because of the low-res, but it probably sticks out way more in other ports). 1 Quote Share this post Link to post
Nevander Posted December 21, 2017 Especially if using GL mode and filtered textures. Those misaligned edges stick out like a sore thumb. 0 Quote Share this post Link to post
Da Werecat Posted December 21, 2017 I saw it, but since it was a clue for a secret I didn't think much of it. 0 Quote Share this post Link to post
Kaal979 Posted December 21, 2017 Would it be possible to have unique texture names for the new skies? Because the D64TD2 mod has individual replacements for D2 TNT and Plutonia. And D64D2 uses the names of Doom2s skies what although not odd just appears abit unspectacular compared to the original ones. 0 Quote Share this post Link to post
Da Werecat Posted December 21, 2017 holding area again - SP tweaks. - Coop things. Made for a few entertaining solonet sessions. Though it's hardly a substitute for proper testing. I had elaborate plans for making this map somewhat DM-ready, but then I looked at other levels and there were just starts thrown into the least awkward room. I guess it's very low priority, so I'll concentrate on things that are important to me. 1 Quote Share this post Link to post
Nevander Posted December 22, 2017 14 hours ago, Kaal979 said: sky shit I have no idea what you're talking about. 0 Quote Share this post Link to post
Kaal979 Posted December 22, 2017 (edited) D1 - D2 - TNT - Plutonia - their sky tapestries have different names what allowed my mod to replace the boringisher ones with a variety of more playful and spacier. Now D64D2 uses the names of the D2 skies what makes my mod replace them like the ones from D2. Maybe not the quickest job renaming all of them in each map but surely worth it. Edited December 22, 2017 by Kaal979 0 Quote Share this post Link to post
Da Werecat Posted December 22, 2017 Patch names wouldn't be too hard to change. 0 Quote Share this post Link to post
Kaal979 Posted December 22, 2017 (edited) Id be very pleased if you gave the D64D2 skies individual names so maybe in a future version of the D64TD2 mod i could handpick one or two new or recoloured to become replaced exclusively - thanks in advance. P.S.: Considering the overall up-spacing effect of a coloured sky im thinking one could be too dark to maximally support a satisfying looking game. Edited December 22, 2017 by Kaal979 0 Quote Share this post Link to post
Dexiaz Posted December 22, 2017 My friend SCD (who helped me with PSX Arch-Vile sounds) asked me to post his opinion (due to he's not registered here yet): Quote I checked out the latest version of Doom 64 for Doom II: Respwaned, there's several things that you and the rest of the team should change in the final release: Give the Nightmare Imps the regular Imp fireball, but make them translucent like the monster itself. Make the Nightmare Cacodemon's fireball translucent like the monster itself. Use the multicolored PSX fire skies for the maps that uses the fire sky as their skybox. Is the Supreme Being a temporally placement for the Mother Demon until the sprites for it are done? I wouldn't mind seeing a Classic version of the unused Doom 64 enemy the Hell Hound added to this mod. I also wouldn't mind seeing the four exclusive maps from the Absolution TC added to this mod as well. Well, I like the idea about translucent fireballs with recolor. It should remind original D64 style even more. Don't know about other things... 0 Quote Share this post Link to post
Da Werecat Posted December 22, 2017 Well, you can't exactly have new fireball types in vanilla. Or animating skies. Worth considering as ZDoom additions though. Unless the damage gets changed too - I think the nightmare imp works well as a glass cannon. 0 Quote Share this post Link to post
Kaal979 Posted December 22, 2017 D64D2 has replaced TD2 skies in Legacy but not ZDoom btw. .. . 0 Quote Share this post Link to post
Da Werecat Posted December 23, 2017 research lab Coop, etc. DEHACKED idea after a certain fiasco during testing: disable resurrecting monsters as ghosts? It's not hard. You just need to loop the crushed frame on itself. 2 Quote Share this post Link to post
dt_ Posted December 23, 2017 https://www.dropbox.com/s/rtjnkh6tqje6zmy/d6429v3.wad?dl=1 I've a quick update for you guys, I know you've just let out another build but here it is anyway I've fixed the game breaking trap with the soulsphere Sorted the automap a bit Fixed a couple of unnecessary line actions and that random yellow key door, must have pressed the wrong button in DB or something there Thrown in some extra coop stuff for good (or bad)measure Do tell me where you think it needs facelifting, I think I agree with you but not sure exactly where. Skill modes will still need a bit of balancing work but the map should function 100% now 1 Quote Share this post Link to post
Dexiaz Posted December 25, 2017 (edited) I've tried to make a custom sprites: It's not a really final version. As you can see - this Frankenstein's monster is not color-matched. But anyway, what do you think? Or I just should give up and accept the flying Supreme Mastermind? Edited December 25, 2017 by DeXiaZ Whoops. Forgot to upload a link 3 Quote Share this post Link to post
Impboy4 Posted December 25, 2017 2 hours ago, DeXiaZ said: I've tried to make a custom sprites: It's not a really final version. As you can see - this Frankenstein's monster is not color-matched. But anyway, what do you think? Or I just should give up and accept the flying Supreme Mastermind? Now that looks more original and closer to the actual Motherdemon sprite without it being an exact copy. I support this. 0 Quote Share this post Link to post
Da Werecat Posted December 25, 2017 That mastermind frankensprite sure is bad, but I don't think this one is much better. Scrag sprites were never that good to begin with. 0 Quote Share this post Link to post
Da Werecat Posted December 25, 2017 Sorry for being negative. Final boss is kind of a big deal. guess what research lab Just a minor balance tweak on easy. I also wanted to simplify doors in the south-western section, but reverted the change. final outpost Spit and polish (mostly spit), coop, DM starts. I entertained the idea of moving the hack geometry really far away from the playing space so that there's no way to hear anything even if you stray, but decided not to mess with the BLOCKMAP limit for now. Oh, and tell me if I'm going overboard with multiplayer monsters or not giving enough supplies. I really don't know what I'm doing here. Aside from all that, and unless any problems crop up, these three should be wrapped up. Would anyone mind if I tinkered with Alpha Quadrant? 1 Quote Share this post Link to post
Mechadon Posted December 28, 2017 (edited) Sorry for the absence lately, the holidays have kept me busy. I really needed the break from the project too, heh. I'll try to address everything that was brought up, but first a few things. I'm going to go ahead and set the final deadline for January 31st. We'll see how things pan out from this point on, and I will push the date back a bit if we really have too. But the project seems to be close to completion at this point, and I think just a little over a month should be enough time to polish up the remaining bits. Concerning the Motherdemon sprites, I'm going to see what we can do about improving them. I was hesitant to ask Cage for help earlier in the project because he's super busy, but I'll bring it up with him to see what he thinks. Did anyone else have any thoughts on the current statusbar graphics? I wanted to hear what more people thought about it before making a final decision on it. If I have the time/motivation, I'll see about making another one. On 12/19/2017 at 9:03 PM, Da Werecat said: Seeing one of the maps in the editor made me think about DM starts. The author had the right idea, although they didn't invent it: just have a separate layout for DM. It seemed identical to the first one aside from (I'm assuming) thing placement. Could always go further and make layout changes: add things, remove things, less doors, get rid of the scripting, and so on. Some loose guidelines. That is, if DM is important. It's just that I don't think anyone will ever DM on these maps in their current state. And of course such an undertaking will take longer than a month. Honestly DM probably isn't that important on the whole. Mostly the starts just need to be there in case someone out there decides to try out deathmatch (and for consistencies sake). So I'd say its up to the author on how they would like to handle it. Having a completely separate/bare layout for DM is a good way to go about it through. On 12/21/2017 at 8:15 AM, Kaal979 said: Would it be possible to have unique texture names for the new skies? Because the D64TD2 mod has individual replacements for D2 TNT and Plutonia. And D64D2 uses the names of Doom2s skies what although not odd just appears abit unspectacular compared to the original ones. I can't change the actual sky texture names and have them work in vanilla unfortunately. I can change the patch names if that will help address mod compatibility. On 12/23/2017 at 5:52 PM, dt_ said: Do tell me where you think it needs facelifting, I think I agree with you but not sure exactly where. Skill modes will still need a bit of balancing work but the map should function 100% now Thanks for the update dt_! I haven't seen this version just yet, but I thought you mostly just needed some texture alignment attention. It looks great otherwise. If you'd like, I can send you more detailed feedback, or I could go through and do some clean-up work for you (just minor stuff or more if you'd like). On 12/22/2017 at 10:26 AM, DeXiaZ said: My friend SCD (who helped me with PSX Arch-Vile sounds) asked me to post his opinion (due to he's not registered here yet): I checked out the latest version of Doom 64 for Doom II: Respwaned, there's several things that you and the rest of the team should change in the final release: Give the Nightmare Imps the regular Imp fireball, but make them translucent like the monster itself. Make the Nightmare Cacodemon's fireball translucent like the monster itself. Use the multicolored PSX fire skies for the maps that uses the fire sky as their skybox. Is the Supreme Being a temporally placement for the Mother Demon until the sprites for it are done? I wouldn't mind seeing a Classic version of the unused Doom 64 enemy the Hell Hound added to this mod. I also wouldn't mind seeing the four exclusive maps from the Absolution TC added to this mod as well. Well, I like the idea about translucent fireballs with recolor. It should remind original D64 style even more. Don't know about other things... I'll just rattle off my thoughts on each one. - Can't do this in vanilla dehacked without giving it the Imp's original attack, but I'm gonna do something similar in the decorate (recolored Imp fireball to replace the Caco attack). Also fuzzy projectiles seem like a really bad idea. - Ditto ^ - Can't be done in vanilla unfortunately. I did add a warping effect to the fire skies in ZDoom though (haven't heard if they look dumb or good yet). - It's temporary only in the sense that if nothing better gets made or comes forward, it will probably be the final sprite because its "good enough". - Can't really be done at this point. Even if it could, it wouldn't really fit the theme of the project. - Perhaps if we had a bit more time, I'd considered doing those maps as a bonus add-on pack. It could still be done after the project is released though. On 12/25/2017 at 7:25 AM, DeXiaZ said: I've tried to make a custom sprites: It's not a really final version. As you can see - this Frankenstein's monster is not color-matched. But anyway, what do you think? Or I just should give up and accept the flying Supreme Mastermind? I appreciate the effort! The idea looks neat, but its not much better in its frakenstein-ness than the Supreme Fiend I'd say. Also I'm kind of stuck on the idea of the Motherdemon being based off of the Spider Mastermind in some way just because it fits so well, thematically speaking, with the project. I'm thinking about talking with Cage to see what we can do. On 12/25/2017 at 1:01 PM, Da Werecat said: Would anyone mind if I tinkered with Alpha Quadrant? Of course I don't mind, but try to get a hold of @Archvile Hunter and see if he's cool with it. @damo2k Thank you again for the hosting and COOP testing help! Hopefully all of the voodoo dolls work properly now. *edit* Got the bug tracker updated finally. Please let me know if I missed anything. And also if you've updated your map and fixed a bug in the tracker, but I haven't removed the entry, please let me know about that as well. Edited December 28, 2017 by Mechadon 0 Quote Share this post Link to post
Kaal979 Posted December 29, 2017 6 hours ago, Mechadon said: I can't change the actual sky texture names and have them work in vanilla unfortunately. I can change the patch names if that will help address mod compatibility. Well - then maybe i will change TD2s D2 skies for all such mapsets too later on .. . 0 Quote Share this post Link to post
Dexiaz Posted December 29, 2017 (edited) 9 hours ago, Mechadon said: I appreciate the effort! The idea looks neat, but its not much better in its frakenstein-ness than the Supreme Fiend I'd say. Also I'm kind of stuck on the idea of the Motherdemon being based off of the Spider Mastermind in some way just because it fits so well, thematically speaking, with the project. I'm thinking about talking with Cage to see what we can do. My friend SCD found this: Somebody did this Mother Demon's recreation for the Vanilla Doom. But I don't know who did this and where SCD got this. I've asked him already, waiting for the reply. But I suppose that's from ZDoom Spriting Carnival thread... UPD: After google searching I've found author - raymoohawk. I'll ask him Edited December 29, 2017 by DeXiaZ 0 Quote Share this post Link to post
Kaal979 Posted December 29, 2017 (edited) Try Google picture search ... https://zandronum.com/forum/viewtopic.php?t=4445 https://www.doomworld.com/idgames/combos/monsters http://www.moddb.com/mods/doom4-emulation/downloads/doom-emulation-monsters Edited December 29, 2017 by Kaal979 0 Quote Share this post Link to post
Dexiaz Posted December 29, 2017 Those sprites are not related to the Mother Demon or Doom 64 at all. Like your previous post about your AEOD-like mod. Just flooding here, eh? 0 Quote Share this post Link to post
Kaal979 Posted December 29, 2017 (edited) Could it be youre abit lazy about summoning monsters? P.S.: And yes - imo old Doom always had very ancient fantasy-ish temple architectures without comparable monsters. Edited December 29, 2017 by Kaal979 0 Quote Share this post Link to post
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