Very large city map

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Expand view Topic review: Very large city map

by Rachael » Tue Jan 27, 2009 4:26

I was going to respond with a smartass remark... but... nah. :)

by Gendo » Tue Jan 27, 2009 0:35

ok, im sorry. but at least it wasn't a bump in a year-old thread or something. so don't get mad. and thx for the DW forum link, i don't visit it too often...

by Enjay » Mon Jan 26, 2009 22:16

Though, equally, I have seen a few threads about projects where a person was prompted to respond by such a post. It might be a "project closed" or a "haven't done much" but it could be a "yeah, I've made progress but haven't mentioned anything".

However, in this case, it could turn out to be an "I posted some screenshots on Doomworld yesterday"

http://www.doomworld.com/vb/showthread. ... post764295

by wildweasel » Mon Jan 26, 2009 21:05

by Gendo » Mon Jan 26, 2009 13:45

is it still WIP or rather dead...? :(

by wildweasel » Sat Oct 18, 2008 17:17

Gendo wrote:hmm... btw, what is the (approx.) minimum system specs it would run decently in 800x600 at least?
From what he's been saying on ZDoom forums about performance issues, I'd imagine you'd need a fairly beefy computer to play the map at all, but maybe he's fixed that...having not seen it in action myself, I'm not in any position to estimate.

by Gendo » Sat Oct 18, 2008 13:03

hmm... btw, what is the (approx.) minimum system specs it would run decently in 800x600 at least?

by WolfyGirl » Mon Oct 13, 2008 7:14

omfg!
those screenshots looks so sexy! O_O
So the project is based in an city full of pain. ;)
good luck with it, i guess the levels will be very large. o.o

by Gendo » Sun Oct 12, 2008 22:08

Reinchard wrote:Wow, from Scotland to Poland? Usually is inversely :D
yeah, and quite wisely it is :P very good work, anyway. can't wait for the release.

by Reinchard » Tue Sep 30, 2008 18:08

I spended whole day on optimization this map, becouse some sectors are "little" lagy. It's very irritating work and on this day I have enough this project... Heres another screens:
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by Mortarion » Thu Sep 18, 2008 23:27

Did'nt someone mention a page or so ago that they would like to see a beretta in this mod? isnt doomguy's pistol a beretta 92FS?(or somthing like it)

Anywho, linedef limit?! that. must. suck. :(

by Reinchard » Fri Sep 05, 2008 12:15

Nodebuiler itself is not a problem. Problem is in Doom Builder. Try work with more then 55000 sidedefs. Editor just crush.
BTW, can anybody help my with more complicated scripts? I looking for person, who can increase "epic" atmosphere of this map.

by Rachael » Fri Sep 05, 2008 11:31

I think you can allow ZDoom to build the nodes for you. It has an internal nodebuilder tool, just leave the node lumps out if you want to use it.

Only problem is, it makes the map take longer to load.

EDIT: You can use the "dumpmap" console command to dump the map to a WAD file, it will give you the generated node lumps in that WAD file. I *think* you can just copy them over.

by Reinchard » Fri Sep 05, 2008 11:27

Please, give me more time. I still working on this, but the end is near, becouse on this day I have something about 50000 sidedefs and 61000 sectors. My nodebuilder don't build nodes above 55000, so I just finished last buildings and start working with monsters and scripts.
I don't make this wad for cacoward, its just map which I always dream to play. I have some mp3 music making especially to this project, but main theme is "illegal", so I don't expect any reward. This map must give maximum fun to players, nothing more...

by Janitor » Thu Sep 04, 2008 0:43

When this gets released, put it in idgames. you might win a cacoward. and i'll also have to upgrade my computers

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