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About Wraith777
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Gods&Guardians - Classic 6 map episode (v.1.1 - vanilla release)
Wraith777 replied to Wraith777's topic in Map Releases & Development
Alright, I think it's time to finally wrap it up for DW release. V.1.1 GnGv11.zip - Maps 5, 6 are modified to remove visplane and drawseg overflow, making GnG a vanilla release. - GnG.exe is still patched, but only to increase savegame limits because of maps 4 and 5 (I've decided NOT to go that far and act destructive, chopping those maps to fit them in this single stupid limit). Any feedback before final upload would be really appreciated (just in case I've missed something again while modifying maps). -
By the way, since I'm working on the complete LPD manual (need to collect everything written in this topic + new/revised stuff), here is the new compact version of LPD memo. There are 2 new indicators, both are mostly intended for LPD Form2, but may be included in Form4: * Teleports - pretty self-explanatory, # corresponds to teleport pair number * Backtrack - a relatively long sequence with Key Point in the end that may be completed first. Example - Player has 2 choices: 1) go to a switch that opens the door, then go to exit 2) go the long way to the exit area and clear everything before-head, then return to fork point, use the switch and go to exit Note that in LPD classificaton backtrack is NOT considered a true option, so this example is classified as linear map
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Well... I really wanted to make it a double feature (and much earlier), but I constantly can't get to replay Alien Vendetta (much to my *cough*.. Misri..). Still, better late than, eh, later, so... H A P P Y A N I V E R S A R Y, and welcome to... First of all, I've finally developed a new convenient format for LPD's (as you see above) - now it's done in PowerPoint, which is easy with all those prefabs and auto alignments/snaps. As for the 2002ADO LPDs: all I can say is that I'm really surprised how linear the maps are. That's what I call false memories... definitely remember a lot of nonlinear stuff here.. but no-o. Except E3M1 and E3M3 (those may be considered partially nonlinear) virtually all maps have strictly linear progression... which, of course, doesn't deny their high quality:)
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xGreed - Source Port of the game "In Pursuit of Greed"
Wraith777 replied to jval's topic in Everything Else
Still can't figure out what's wrong. Tried older xGreed versions and on other PC's and still having same issue - NO item/monster respawns((. Guess I'll have to make it thru Greed in dosbox for now... -
xGreed - Source Port of the game "In Pursuit of Greed"
Wraith777 replied to jval's topic in Everything Else
Windows 7 SP 1, 64-bit Core 2 Duo, 2.4 GHz 6 GB RAM -
xGreed - Source Port of the game "In Pursuit of Greed"
Wraith777 replied to jval's topic in Everything Else
It's really great to see some old underrated stuff getting a second chance. I've derided that game for too long mostly because of its unfinished nature, now it seems to work better (like a finished product). Sadly, I have some problems with xGreed: - Maybe I did something wrong, but Item/gadget generators and monster spawn DON'T WORK completely, only bonus items still randomly appear on map (there's ONE ammo item on map and that's all) - ALT+Left/ALT+Right results in strafe-turning in left/right directions - Weird behavior of stereo sound: for X axis of map it works normal, but for Y axis stereo channels are REVERSED - Autoaim doesn't work (NumLock makes no effect) - Esc doesn't skip mission briefing as it does in vanilla - Music changes only after several F7 hits Tested xGreed 1.1.12.55 with Windows 7 SP1 64-bit. Tested with different characters and difficulty settings on different maps. -
Uh-ha.. Well, if there is anything else, it really should be released officially as v.1.4 after all those fixes)
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Well, that's what I've heard about back then - e1m5 issue. Nobody told of other problems regarding difficulty/balance...
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Don't remember if I've ever shared this, but.. there is actually v.1.4 with those issues fixed long ago. WD14.zip
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Oops.. yes, it really should be map25..
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Well, this is my current state after doing it, actually - really mentally unstable... Eternal Doom Nonlinear maps are (or may be) #04, 11, 19, 20, 22, 26, 28, 29, 30, 31 Most obnoxious - map12 (a forced backtrack right till the start - what's the point?) Most conceptual - map25 (now that's the right backtrack here) Most straight - map06 (zero detours) Most nonlinear - map30 (giant collector) Most Doom Cute - map31 Most unique progression - map20 ("key-arresting", need to add it to general diagram) Actually, it gets really complicated to do it for such big sized maps. For example, maps 09 and 15 contain large portions with nonlinear progression, although in overall map scale those are relatively small areas.
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There's one old commercial release left to look at: The Lost Episodes of Doom This time it's a completely opposite situation: only 2 linear maps (E1M1 and E1M4). There's surprisingly large amount of collector maps in all episodes. So, most of the time you're free to go in any direction you want. If only there were enough monsters to shoot out there...
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Again, it's time to.. go back in time and study the: Enjay DooM The only 2 really nonlinear maps are E1M4 and E3M5. E3M7 is still mostly a linear map, even considering those two spine wall grid areas. The fact that majority of maps are completely linear makes the whole megawad feel more adventure styled (that's how I've always remembered it).
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It's been quite a while since last time.. But, I've finally remembered what I really forgot: Heretic Well, what can I say: it's a lot more linear than I remember it, especially the later episodes. E1M9, E2M7, E3M3, E4M9, E5M7 - they all seemed so wide and open, yet all of them end up having linear progression (to various extent). Key sequence is always Yellow-Green-Blue, no exceptions (well.. except that little key-optional area behind green door in E5M7, and it's pretty unique). The only real sandbox maps are E1M4 and E2M4. Other similar maps may appear as such (E4M2, E5M7), but are almost completely linear. The only real fork maps are E1M7 and E2M5, because they have multiple paths that are significantly different, unlike other nonlinear maps which mostly have double sided (symmetric) passes, that are identical. Probably, the most unique map in a whole game is E4M4: * it's the only collector map; * it's the only non-boss map that doesn't have any keys; * 1/3 of it is a secret area. E1M1: linear E1M2: linear E1M3: linear E1M4: nonlinear E1M5: nonlinear E1M6: linear E1M7: nonlinear E1M8: linear E1M9: linear E2M1: linear E2M2: linear E2M3: nonlinear E2M4: nonlinear E2M5: nonlinear E2M6: linear E2M7: linear E2M8: Arena E2M9: linear E3M1: linear E3M2: nonlinear E3M3: linear E3M4: linear E3M5: linear E3M6: linear E3M7: linear E3M8: Arena E3M9: linear E4M1: linear E4M2: linear E4M3: linear E4M4: nonlinear E4M5: linear E4M6: linear E4M7: linear E4M8: linear E4M9: linear E5M1: linear E5M2: linear E5M3: linear E5M4: linear E5M5: linear E5M6: nonlinear E5M7: linear E5M8: Arena E5M9: linear