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Download - Edit - Upload


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 Post subject: Re: Download - Edit - Upload
PostPosted: 02 Jul 2012, 20:33 
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Chaingunner  Chaingunner
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Joined: 18 Mar 2012, 16:13
Posts: 139
Location: UK
Vader wrote:
Alright, I'm going to be honest here;
I'm having a hard time doing any major work on the hell area, because there's so much that potentially needs work, that I barely know where to start.
I don't want to be offensive, in fact I really like how the hellish part of the map turned out so far, it's big non-linear and really gives a surreal feeling in places. It's just that a lot of the areas really pale in comparison with the more polished base parts and the amount of work needed to bring them up to the standard is just too much for me to handle in this short amount of time...

Hmm after my initial bug fixing spree yesterday I'm now in Vader's position. Only having the evenings after work to tackle the hell area - particularly seeing how some areas really haven't changed since I first put the skeleton in, is a bit overwhelming. I'll try and detail small areas in the hopes that they all add up to a big dent, but I can't see that being the case. We need somebody who has the skill and motivation to really improve the visuals in hell to take a good week on it if we're in for a real improvement, I think.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 03 Jul 2012, 23:16 
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Chaingunner  Chaingunner
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Joined: 18 Mar 2012, 16:13
Posts: 139
Location: UK
For fuck's sake...

Just had some sort of file corruption occur with today's couple of hours of (admittedly minor) detailing so I've only got yesterday's detailing and the previous day's bug fixing to upload :( Why am I having such a hard time with this project?

Anyway: http://www.phobus.servegame.com/doom/zdcmp2-phobus.pk3

Good luck, next guy!


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 Post subject: Re: Download - Edit - Upload
PostPosted: 04 Jul 2012, 08:03 
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Hell Warrior  Hell Warrior
Joined: 05 May 2010, 01:00
Posts: 513
Location: British Columbia, Canada
Phobus wrote:
http://www.phobus.servegame.com/doom/zdcmp2-phobus.pk3

Apparently, I can't connect to the site. :-/


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 Post subject: Re: Download - Edit - Upload
PostPosted: 04 Jul 2012, 08:19 
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Hades Elemental  Hades Elemental
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Joined: 19 Dec 2010, 18:53
Posts: 317
Location: Finland
Broken for me too.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 04 Jul 2012, 09:34 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Works for me, I will just reupload it to a different host.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 04 Jul 2012, 09:44 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Here you go, remove the .zip and it's ready to use:
http://druckerei-frey.de/uploads/zdcmp2-phobus.pk3.zip


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 Post subject: Re: Download - Edit - Upload
PostPosted: 04 Jul 2012, 13:44 
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Chaingunner  Chaingunner
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Joined: 18 Mar 2012, 16:13
Posts: 139
Location: UK
Ah, sorry about that. I think my Dad's webhosting was a bit slow last night when I was uploading, so I guess that translated to poor access for all. Thanks for providing a mirror Torm!


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 Post subject: Re: Download - Edit - Upload
PostPosted: 05 Jul 2012, 19:48 
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Hell Warrior  Hell Warrior
Joined: 05 May 2010, 01:00
Posts: 513
Location: British Columbia, Canada
I've just started uploading my build; I've run out of things to do and won't have time to work on it for the rest of the day. I haven't done much detailing (meaning none), but I've done a lot of work on balancing the skill settings. Hell is largely untouched because honestly I haven't done enough runs of it to judge the balance properly.

Overall changes:


Edit: Done.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 07 Jul 2012, 15:56 
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Demon  Demon
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Joined: 14 Dec 2009, 16:35
Posts: 121
Location: Perth, WA
Okey dokey, here are my fixes:
http://files.drdteam.org/index.php/file ... jimmy3.pk3

    Added:
  • Added some nails and cell packs to the big lakes of water outside the base at the very bottom of the map.
  • Player no longer has permanent infinite ammo within the simulation. Instead I made it a whole new powerup, the Infinisphere, which for now borrows sprites from Psychic.
  • The simulation now has new music - "Organic" from Unreal Tournament (ironic considering what it's being used for). Feel free to replace or remove this if deemed necessary.

    Changed:
  • Moved the player starts. Made more sense to have the players appear on the big blue teleport pad behind the first door, to me. Made some adjustments to that area to make it feel more like a starting area.
  • Adjusted the computer panel at -2212, 512 so the slope doesn't make it look oddly bent.
  • Cleaned up the mistexture at -3238, -820. Now the whole wall is TEKGN*.
  • Cleaned up some crate misalignments at -4179, 5000.
  • Adjusted the water level in the starting room's supercharge secret by -6 units. Looks miles better now.
  • Made some alignments to the big marble stairs in the vore room so that the steps' texture doesn't repeat as gratuitously.
  • Improved the look of the color puzzle area. The solution now appears on a monitor in the room which the player must press use against in order to see. There should be an accompanying computery sound effect as well, but I can't be arsed to add one.
  • Cleaned up a midtexture mismatch in the blue key chamber.
  • Centered the bridge leading to the hexagonal arena in the simulation. Why was it so off-center?
  • Corrected cacodemon/fleshspawn blood colors.
  • Miscellaneous texture/alignment fixes.

    For the Bugtracker:
  • There's a floating ceiling flat that appears in software mode at -2572, 600 - something wrong with the portals, I believe, but I couldn't find what precisely.
  • When the sectors tagged 207 are triggered, they lower too far and you can see missing textures.
  • The underwater screen fade happens above the water in the flooded switch area at -4664, 1568.
  • There appears to be no escape from the self-resurrecting chaingunners' room during the color puzzle.

<3
Jimmy's YouTube Channel - All my recent stuff!
Jimmy's MIDI Powerhouse - More than 150 original MIDIs!
Doom Musicians Guild - Request original music here!
Jimmy's Blog of Death - I make terrible posts here.


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 Post subject: Re: Download - Edit - Upload
PostPosted: 07 Jul 2012, 17:42 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Haven't played through it yet, but potential objection to these changes:

Jimmy wrote:
  • Player no longer has permanent infinite ammo within the simulation. Instead I made it a whole new powerup, the Infinisphere, which for now borrows sprites from Psychic.
  • Improved the look of the color puzzle area. The solution now appears on a monitor in the room which the player must press use against in order to see.


Also, you can leave the chaingunner trap room by killing a chaingunner and getting in its niche. They're teleport pads.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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