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Phase 1 - General discussion


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 Post subject: Re: General discussion
PostPosted: 16 Apr 2012, 15:39 
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Chaingunner  Chaingunner
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Blue Shadow wrote:
What do you think about adding on-screen keypads for some of the locked doors, or at least important ones? Personally, I think this is a good opportunity to show this side of ZDoom. Yes, this isn't something new, but it wasn't there in the first project either.

Adding onto this, how about using my menu/dialog/shop system for some key areas?

Basic interface: http://jimmy.phenomer.net/wad-files/j-testmenu.zip
More advanced interface: http://jimmy.phenomer.net/wad-files/stf ... chdemo.pk3 (requires Skulltag)

Check out those files for what the system can do in its current state. Maybe it'd be interesting to include a few NPCs and a modern-looking menu interface to go along with it?

It isn't multiplayer-friendly, though, so that's something to bear in mind.
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 Post subject: Re: General discussion
PostPosted: 16 Apr 2012, 15:48 
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Hades Elemental  Hades Elemental
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CaptainToenail wrote:
There is no proper yellow door yet. There is one in the map, but that's intended as a shortcut out of the yellow key area once you have the key. Put the yellow door anywhere you want, or leave it for someone else later. Maybe you could remove it and replace it with a switch, forcefield, whatever. :P


Ah, OK. I guess I'll just put a teleporter that leads to somewhere.


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 Post subject: Re: General discussion
PostPosted: 16 Apr 2012, 17:33 
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Site Admin  Site Admin
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@Jimmy - Thanks for that but Multiplayer-compatibility is necessary :(


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 Post subject: Re: General discussion
PostPosted: 17 Apr 2012, 15:49 
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Site Admin  Site Admin
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I just added a new editing guideline to the Readme as I have the certain feeling that you easily get lost atm. Most of the areas look bland or too similar so it is very hard to the player to get lost. If you are working on your part, make sure to give some variety to the map. Add something that looks different, unique, and hasn't been done before - no matter if it is in terms of gameplay (check Toenail's area!) or mapping design (check mine :P)


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 Post subject: Re: General discussion
PostPosted: 18 Apr 2012, 07:03 
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Revenant  i am a xaser
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It's probably less of a visual style thing and more of a layout thing, IMO. From what I've seen of the map so far, there seem to be a lot of corridors and not very many areas that give a sense of 'place', like outdoor areas or massive, memorable hub places. It's easy to remember landmarks, but it's hard to remember what connects to where (unless the connection point is at a landmark :P ).


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 Post subject: Re: General discussion
PostPosted: 18 Apr 2012, 10:25 
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Site Admin  Site Admin
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Yepp, good point with that


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 Post subject: Re: General discussion
PostPosted: 19 Apr 2012, 14:18 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
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What's the reasoning behind the Floor_LowerToLowest here?
Code:
// -=-=-=-=-=-=-=-=-
// post-trap bridge raise
script 7 (void) {
    Floor_LowerToLowest (41, 24);
    FloorAndCeiling_RaiseByValue (73, 16, 256+32);
   
    while (GetSectorCeilingZ (73, 0, 0) < 16.0)
        delay (1);
   
    // insert splash sound here
    Print (s:"* splash *");
}


Also, why isn't line #8614 locked 3 instead of 123? It forces the player to gratuitously backtrack all the way around to open it from the other side.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: General discussion
PostPosted: 19 Apr 2012, 14:40 
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Hades Elemental  Hades Elemental
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Gez wrote:
What's the reasoning behind the Floor_LowerToLowest here?

To make the switch lower down after being used.

Gez wrote:
Also, why isn't line #8614 locked 3 instead of 123? It forces the player to gratuitously backtrack all the way around to open it from the other side.

I was thinking there could be some sort of trap at the bridge or something like that.. I don't know really. Change it if you want to. :/


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 Post subject: Re: General discussion
PostPosted: 19 Apr 2012, 15:13 
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Site Admin  Site Admin
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The problem is that pretty much the entire underwater area is tagged 41... I thought you made that because you wanted the ladder out of the water to crumble for some weird reason. The switch should have a different tag since it isn't in a swimmable chunk of 3D floor water.


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 Post subject: Re: General discussion
PostPosted: 19 Apr 2012, 15:19 
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Hades Elemental  Hades Elemental
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... wait, what?

I'm such a dumbass.


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