New monsters, new objectives, new graphics. Maps 32 onwards, these are secret levels which I gather I missed? There does seem to be a lot of secret content that does not appear in the normal campaign. And it has got me thinking how to implement something like that in a Doom map. Once you unlock an access door, then from that point, all the monsters can open it too. There is no safe place on these levels, nowhere that a monster cannot access. Because of the simplicity of the level design (no variation in floor heights etc etc) this means that monsters can follow you anywhere on a level. Oddly enough, playing through this TC has made me think a lot about Doom mapping. Thanks Vermil and everyone involved in this TC, this has been a lot of fun. Heh, there's nothing I have mentioned so far that you haven't already been way ahead of me, but you never know. But I thought I would mention it just in case. Yeah it wasn't a big issue, as when I am 'playtesting' stuff (not that I am an official playtester of this or anything, but just having that mindset), I save everywhere. It might have been fixed since, but other parts of XG have been broken in the 1.9 betas, due to the rewrite (in the grand scheme of the Dday 1.9/2.0 beta’s, maintaining map based modding features are understandably a low priority), making running a DDay map based mod on them a pointless exercise. Hence the ultimate safety net, is to save at the exit of the previous map, rather than the start of the current map. There’s a bug in 1.8.6, that the XG class used for those doors (the health station, alien doors) can, extremely rarely, corrupt all XG on the current level. It has been suggested to me that most users will disable say, the flats, on every level, making pressing the switch each time, a chore. This would mean you would have to quit and relaunch the TC to toggle the add-on's (but to make it clear enabling/disabling them wouldn't break any in progress game). ![]() ![]() I'm considering moving those switches to external add-ons for the standard mod release you select the add-on in Snowberry (like you can select models by group with the JDRP) before you launch the TC. I am aware of the small border of HOM's around the top's of the walls where the sky was on Map01 the reason it happens was an oversight by Deng team that fortunately doesn't occur on sky sectors on any other map in Corr7TC. The latest Doomsday beta's have new XG options that would make it much easier to do with the new features, I could make a single, still massive def, that could work on every map. Re-enabling the flats in Doomsday 1.8.6 would have required a unique very messy and very massive def for each map to change each area to the right flats. As the hint message states, you can disable/re-enable light levels and coloured lighting at will, however you can only disable flats.Įnabling/disabling lighting and coloured lighting and disabling flats is trivial in Doomsday the same very basic XG def's can be used for every map.
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