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Everything posted by Cadman
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I gave the build to VolteFace and he still hasn't posted it yet! Come on VolteFace, get it up dude! I am keeping Torn's map in, he's been a part of this project from the start and he gets that slot! I've seen the map and I like it, very straight-forward. If you are a member of the "Team" (I know who you are) and can receive a large attachment I will send you the build. The attachment would be a little over 4.5 megs. This build will not include any updates I received today. I will add the updates today and after the initial round of testing I will do the "release candidate" with all the updates for final testing and then it will be released. Here's the criteria for the testing. It's very simple... *Can you exit the level (without clipping) and go to the next map in order? *Any major bugs that make the map unplayable? *Can you get to the secret levels? _________________________________ I will do a final BSP and reject for the release candidate. If you find VolteFace let him know to post the build ASAP! Thanks everyone! Cadman - Member TeamTNT
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To the "Community Chest" team members...please check the secret URL for the final build for testing before we release it. I sent an e-mail to everyone that I have on the team. The file has been sent to VolteFace for posting. The zip file is about 4.5 megs in size. The wad file is close to 14 megs unzipped. Don't forget the feedback and we'll get this thing released within a few short days. Thanks everyone! Cadman - Member TeamTNT
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Okay gang, I have all the maps! I will get to work getting everything in order for the team test. I will let you know when the build is ready. Thanks everyone for all the hard work!! Cadman - Member TeamTNT
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I'll be checking e-mail shortly for "Searcher's" map. The deadline is still Saturday at midnight my time...heh! I live on the east coast of the U.S., so that should give you an idea. Torn, you're map must be in by midnight tomorrow night my time. I know that you would like to add more details to your excellent map but I'm gonna stick to the deadline. Here's my process once I get all the maps... *Verify all the maps submitted have a text file. Why? Because I want to make sure the proper people, editors and utilities get all the proper credit. *I will run DeepBSP for the nodes and then run Zennode for the reject map only! *I will then package together the "release candidate" and then give it to VolteFace for posting on the secret URL. *I need an attempt by the team to play it through to make sure it doesn't crash and check for any major bugs. Post any feedback here on the forums. *Once the team has approved the package I will then include the text file as well and zip it all up and submit it to "Incoming". *I have talked with Ty Halderman who has said he will get it over to "newstuff" ASAP so the community can get it. *Once it's in "newstuff" I will send an e-mail to Doomworld news so they can announce the release and it's availability. *I will verify with Ultimate Doomer that everything is correct as well with the cwilv stuff and mapinfo. Any questions do not hesitate to contact me. Cadman - Member TeamTNT
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I just received maps 13 and a revamped map 22. So we are down to two(2) maps...maps 24 and 28. Notes of interest...remember what I said at the beginning of this project? You should be able to start every map with a pistol start and be able to complete it from a pistol start. I will not do another build until I have all the maps...we only have 6 days to go to deadline! The next build will be with all the maps and I would like the entire team to download it and test it out before we release it. Also, I will be checking all the zip files for a text file. I want to be able to give credit where credit is due! I can't do a proper text file for the team unless I have all your information. Remember, at the beginning of this project I asked for everyone to give me a text file along with their wad. Cadman - Member TeamTNT
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I have sent the new build to VolteFace. It's beta14, don't ask me about the numbers okay? heh! Go to the secret URL for it...test it out. Cadman - Member TeamTNT
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Seeing how some of you are missing map 22 from the last build I will make another build sometime today with everything I have so far, that includes the new sky(s) you wanted. I will then upload to VolteFace so he can post it on the secret URL. Look at it, test it and make sure your map(s) play correctly and that includes getting into the secret levels. Remember, the end of this month is the deadline. Once I have all the maps and make sure all the graphics and all other pertinent stuff is in place I will create a "Final Build" just before public release. This is so that you, the team can do a final run through before we release it to the community. This project will be released within the 1st two weeks of June! For the maps already submitted, if you have any tweaks or corrections you wish implemented then do it soon and re-submit your map back to me. Any questions then e-mail me. Cadman - Member TeamTNT
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Just to be clear here... The team's website that VolteFace has graciously provided to us, is only for the use of the team, not for the public. Especially when it comes to downloading files. The Doom community will only be able to download this project from the normal channels, nothing more. Cadman - Member TeamTNT
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Here's the latest on what I have... I am just missing the following maps... Map 13, Map 24 and Map 28! That's it! I know the authors of those maps are working hard on getting it out, thanks guys! Notes of interest: *Map 5 - I added the other player starts and the DM starts. *Map 14 - I add the DM starts. *Map 18 - I added the other player starts and the DM starts. *Map 25 - I added the DM starts. _________________________________________ When I get all the maps then I will compile them along with all the new graphics, DEH and BEX files. I will then package it up and make it available for download on the secret URL for the final playtesting. If it all works out then I'll package it up along with the text file giving credit where credit is due. The project will be released within the 1st two weeks in June! I'll upload to VolteFace to the team's website and then to "Incoming" and then it'll get put in "Newstuff". I will also let "DoomWorld" know about the release so we can get a blurb on the page. Good work guys, your maps rock!!! Cadman - Member TeamTNT
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I got map 22...thanks for sending it! For those of you that don't like that "ugly sky" then change it, you have my permission. Get the sky, the see if Ultimate Doomer can "patch it in there" with updated graphics pwad and I'll throw it together. Cadman - Member TeamTNT
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Just to let you know, I do not have map 22! I know you keep saying that you've sent it..."BUT I REALLY DO NOT HAVE IT" Are you sending it to the following e-mail address? KHarris31@cfl.rr.com That's my address... I checked my directories and it is not there! Are you sending it to VolteFace for the website? I'll be waiting for it. Thanks alot! Cadman - Member TeamTNT
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No problem Rex...I will add the other player starts and the DM starts. Easy enough... Cadman - Member TeamTNT
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Okay guys, I have compiled the latest build. This one is called "ccbeta12.zip" and I'll by giving it to Volteface to post on the secret URL. I'll make sure my e-mail address for the team is updated as well. Here's what I did... *I ran DeepBSP on all maps. (stayed away from zennode for that) *I ran Zennode for the "reject" only on all maps. *Merged all pwads. *DEH & BEX files are included in the zip. (run them from the command line) Please playtest the maps and give feedback. Cadman - Member TeamTNT
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Okay, here's the deal, Zennode may give us some issues with the 3-D bridges and maybe other issues. Also, the .deh & bex patches don't work with Boom if I insert them as a lump into the pwad. ZDoom does support this along with Legacy. (Thanks Ultimate) So here's what I'm going to do... *I'm going to DeepBSP all the maps. *I'm going to use Zennode to build the reject only! *I'm going to then create a new build with the .deh & .bex files included in the zip. *You must add the .deh and .bex files from the command line. *Remember to either use Boom or PrBoom to play these maps. *I will then upload the new build to Volteface this evening. Notes of interest, Zennode hoses map 29 because of the bridges. Also the map would run smoother if there wasn't 300 miles between walls with nothing in between. Boom or not, and even with a good reject included, the LOS calculations are enormous. Thanks alot Magikal! Muhahahahahahahahahaha! Cadman - Member TeamTNT
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Allright Magikal... I still get 33683 in total Segments! That's after I rebuilt it with DeepBSP again....hmmmmm. When I ran Zennode again, I couldn't get the level to play. It gave me this prompt... "P_GroupLines: Subsector a part of no Sector!" This is using PrBoom, the latest version. I then tried an experiment, I ran DeepBSP and then used Zennode to setup the reject. I turned off the blockmap and node build options in Zennode and just used the reject builder. I was able to get the map to run at about the same speed as the original map you submitted. With so many monsters getting you in their sights no wonder it bogs down at times in those big open areas. I run the following machine... P3 700mhz 768 megs of SDram GeForce2 Ultra with 64 megs of DDR memory Oh well, it's probably the best we can do, huge map with huge open areas! Wow! Cadman - Member TeamTNT
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Okay, a couple of blurbs here guys. Map 29 is slow at times, just wondering Magikal, how did you build it? What node builder? I ran DeepBSP on the thing and it gives me this... Total Segments = 33683! Exceeds max by 916!! Not playable! I then ran Zennode on it and it built it but when I created another build the level wouldn't load! It just wouldn't load...interesting. Other notes of interest here... *Map5 has only 1 player start and no DM starts. *Map14 has no DM starts. *Map18 has 1 player start and no DM starts. *Map25 has no DM starts. Remember, you must have all 4 player starts and at least 4 DM starts. I'm gonna look at Map29 again and run it separately. Cadman - Member TeamTNT
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I was thinking about doing a complete zennode run on all the maps I have so far, whatcha think? I don't have to, but with some of the maps running a little slow in some cases maybe we could give it a shot and see what happens. It's pretty easy, I set up a batch file and run the maps. It may not make a difference, but who knows. Cadman - Member TeamTNT
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Okay team, Beta 8 is up. I've sent a e-mail to the people I have on the list with the URL. If you didn't get the e-mail and your on the team drop me a note... This is Beta 8 Cadman - Member TeamTNT
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Sorry for the double post... I have build "ccbeta8"...this includes all the graphics, levels and the such. If someone can get a hold of "VolteFace" and see if we can put it up on the secret URL then you guys can play test it. Most e-mails will not accept a file this big. It's a little over 12 megs unzipped. You there Volteface? Cadman - Member TeamTNT
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Isn't map 18 supposed to be changed to "Sudden Death"? I remember receiving the graphic but I did not have time to get it in there, can we get the cwlivs changed please Mr. graphics man. Thanks! Cadman - Member TeamTNT p.s. (That's you Ultimate Doomer!) :)
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Okay, who sent me the BBmaps.wad? There is no text file in the zip so I have no idea who it belongs to. Cadman - Member TeamTNT
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My e-mail is this... KHarris31@cfl.rr.com Cadman - Member TeamTNT
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I'm making 3-5 DM maps for ZDoom, if you get a DM megawad together then I would be more than happy to contribute my maps. My DM maps have slopes, mirrors, silent transports and I'll be adding deep water effects as well. Cadman - Member TeamTNT
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I have noticed in some games that when a player thinks very highly of his so-called doom skills and another player comes into the game and spanks him bad he accuses the player of cheating. What a blow to his ego, "he must be using a hack, an aim-bot, something! No one can whip my arse that bad, he's just got to be cheating!" I can play a decent game of doom but I also realize that there are many players out there much better than I am, and can hand me my backside! I accept that...My advice, practice, practice and more practice. Learn how to play with low pingers and high pingers. I've been humbled by many players out there who are just much better than I am. That's reality, live with it. Cadman - Member TeamTNT
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I apologize, map 14 was in there...I didn't have a zip file for it only the wad itself. I have separate directories for each area... *ccproj (All zip files submitted to me) builds (all builds I have done) graphics (CWILVS, Status Bar) maps (unzipped maps to use in builds) I repeat, I do have map 14!! Sorry about that. I only need maps 13, 22, 24, and 28. Just 4 more maps! Cadman - Member TeamTNT