Deleted
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Post by Deleted on Nov 13, 2016 3:19:40 GMT -5
Rusty Cage is a six map episode coming soon for Doom 2. Targeted for vanilla, but so far lowest compatibility is Chocolate, which means it will run on everything except for the original exe. And for those kind of people, yes it will run on Doodal Broom. (link removed, under construction) Lost Souls have had HP reduced from 100 to 35, giving them the ability to be easily dispatched in one single shotgun blast or satisfactorily popped with the chaingun. Dehacked file is not quite working properly yet in Choco although in PrBoom/ZDoom it's fine. Will not load in DOOM2.EXE due to new flats and the Deh file is also causing issues there. Cheers and bottoms up cunts, let's get some more mapping action happening on this side of town.
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Deleted
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Post by Deleted on Nov 13, 2016 11:48:51 GMT -5
I like the screenshots! It has a very classic look to it.
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GRUG
Doomer
30 year old boomer
Posts: 701
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Post by GRUG on Nov 13, 2016 11:58:34 GMT -5
Dude, that red sky looks so sick 8-)
I'm going to give this a download
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MrGlide
Doomer
Welcome to the shit show
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Post by MrGlide on Nov 13, 2016 12:31:56 GMT -5
ya that sky is badass, where did you get it from?
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Deleted
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Post by Deleted on Nov 13, 2016 13:39:47 GMT -5
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Justince
Doomer
Professional Face-Puncher
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Post by Justince on Nov 13, 2016 15:33:00 GMT -5
The moodiness is pushing a great atmosphere, looks awesome mang
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Deleted
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Post by Deleted on Nov 13, 2016 15:38:09 GMT -5
That sky is all kinds of sexy. Gives off a cool Castlevania vibe.
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xeepeep
Banned
Forever
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Post by xeepeep on Nov 13, 2016 17:40:30 GMT -5
Looks cute. Anticip8ing the release! The sky makes it look moody and dark. P.s. About flats not working in Vanilla, have ypu tried placing them between FF_START and F_END?
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Deleted
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Post by Deleted on Nov 13, 2016 20:16:16 GMT -5
I haven't played around with the flat markers in the wad yet, but I'm sure it's something along those lines. I've been more focused on putting quality gameplay into the maps and keeping them under static limits first. I'm confident when I get to that point in the process that the solution will be found, even if I have to bundle it with DEUSF for anybody who may want to run it under the DOOM2.EXE. I'm a little more concerned with why the deh file isn't doing anything in choco, but priorities first. There's no point dicking around with that side of things until you have stable maps that do not crash with VPOs and such.
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Mar 25, 2018 1:00:50 GMT -5
How is this project going glen?
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40oz
diRTbAg
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Post by 40oz on Mar 26, 2018 7:25:16 GMT -5
Thanks for the bump, notcatpho. This has been on my mind too. Would you like some help, glenzinho? Maybe we can get some volunteers to fill in some guest slots or something?
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Deleted
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Post by Deleted on Mar 26, 2018 15:43:24 GMT -5
I've lost the joy for mapping these days so the project is not really going anywhere. Map01 is more or less complete, if anybody wants to make something of this then they are more than welcome to use whatever I have here and go for it.
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Aisleen
Doomer
Totally not Catpho
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Post by Aisleen on Mar 27, 2018 6:20:51 GMT -5
I've lost the joy for mapping these days so the project is not really going anywhere. Map01 is more or less complete, if anybody wants to make something of this then they are more than welcome to use whatever I have here and go for it. Aw darn, but i hear that doomers always return to finish what they started ;-)
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Deleted
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Post by Deleted on Mar 29, 2018 3:54:31 GMT -5
I've lost the joy for mapping these days so the project is not really going anywhere. Map01 is more or less complete, if anybody wants to make something of this then they are more than welcome to use whatever I have here and go for it.Scratch all that, I feel the joy returning... I will get back on this eventually, and am aiming for six map episode. heh
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Deleted
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Post by Deleted on Jul 10, 2018 3:35:22 GMT -5
So I’ve jumped back on this horse again starting today. MAP02 ideas are already starting to slowly filter their way down to the useful part of my brain. Wish me luck or call me a cunt, it’s all the same
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Jul 10, 2018 3:50:13 GMT -5
Good luck, you twat.
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Deleted
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Post by Deleted on Jul 10, 2018 3:55:01 GMT -5
Thanks joe ya little cunt!
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Deleted
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Post by Deleted on Jul 11, 2018 12:32:05 GMT -5
I've given this a go now. The first level seems remarkably tough going, with a lot of heavy hitters and serious pressure to keep moving early on, followed by a particularly hard final couple of encounters. You're well-supplied, but I definitely needed saves to get through that without resurrecting. I like it, though. It's open, non-linear to an extent and opens up and unfolds in an interesting way, with challenge stepping up in response to your actions. I'm intrigued to see where you'll go from here, as the player already has every weapon and has fought almost every enemy. Just bigger and harder with varied locales and more Alice in Chains, I guess!
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Deleted
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Post by Deleted on Jul 11, 2018 16:35:14 GMT -5
I guess I'm just gonna ammo starve the player in MAP02 heh... seriously though I haven't given it much thought but it'll be interesting for me too to see where it'll go from here. I'm thinking of making MAP02 smaller, vary up the progression a bit.
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Deleted
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Post by Deleted on Jul 20, 2018 3:57:30 GMT -5
So I’ve researched the music I’m gonna use in the next 5 maps to complete this little episode of mine. As with Angry Chair the map name is determined by the music accompanying it. The rest of the map names are as follows:
MAP02 Desperate Cry MAP03 Fatso Forgotso MAP04 Bodies MAP05 And Justice For All MAP06 Seasons In the Abyss
Intermission music is now Ratamahatta
Anticipate.
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Deleted
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Post by Deleted on Jul 20, 2018 16:11:14 GMT -5
Also I’ve got a problem with a couple of the above midis to achieve true vanilla compatibility. Apparently there is a 65kb limit on music lumps, so those couple of files simply don’t play in game in vanilla or chocolate. Does anyone have any suggestions or way to compress midi files?
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Deleted
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Post by Deleted on Jul 21, 2018 15:29:42 GMT -5
Well, the shitty solution is to make the midi shorter or remove some instruments. Eternal had to do this for Map19 of Epic 2.
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Deleted
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Post by Deleted on Jul 21, 2018 16:27:28 GMT -5
It is indeed a shitty solution but one I may have to make. I'll focus on the mapping for now and finetune resources along the way.
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Post by bigolbilly on Jul 21, 2018 17:07:10 GMT -5
I doubt there is any way to compress a MIDI file, in the sense of packing the same information into a smaller file size. You could check to see if there are expendable channels (two guitars panned L and R playing the same thing, common in Doom OST midis for example) or needless/excessive control messages (volume changes, etc.), but chances are that won't save you a whole lot of space. I think your best bet is going to be to actually shorten the MIDIs, which actually isn't too hard in most editors. Since some of your MIDIs are probably actually fully sequenced songs (assuming this is Metallica's And Justice for All and Slayer's Seasons in the Abyss), you can cut out repeated sections and really just boil things down to a few good riffs, Bobby Prince style. It'll probably loop better that way, too. Does require a bit of an artistic touch, though.
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Deleted
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Post by Deleted on Jul 21, 2018 18:09:23 GMT -5
Thanks Billy, I suspected I might have to do something like that. What I think I’ll end up doing is leaving the good versions in the main wad file for people using all ports other than Choco, and add a second wad file with just the edited music files for vanilla compatibility.
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