Phocas Island 2

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Paul
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Post by Paul »

Apologise my lack of constructive criticism, but this is so uber :) I can't wait to play this :D
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Tormentor667
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Post by Tormentor667 »

It's awesome... so totally different... :)
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Zero Prophet
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Post by Zero Prophet »

Wow, this is pretty amazing, judging from the given screenshots. I'm not sure if my opinion makes much difference, but I urge you to finish this. ;)
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chopkinsca
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Post by chopkinsca »

Zero Prophet wrote:Wow, this is pretty amazing, judging from the given screenshots. I'm not sure if my opinion makes much difference, but I urge you to finish this. ;)
Thanks. I've done so much, that the only way I won't finish it is if it gets lost somehow or I die. Even if I did give up for some odd reason, what's there now could still be released.
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Skadoomer
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Post by Skadoomer »

be careful with the texture usage on the outdoor canyon areas. I ran into the problem of overusing the same texture on surfaces, which makes the area look like a lot of brown noise. The key is to create 2-5 near alike textures that you can use in upper/lower areas to create a varience within the space with 1 consistant texture on the walls.
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chopkinsca
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Post by chopkinsca »

Yeah, I'm trying not to use the same testures too close together in rocky areas. I have 6 rock-like textures. Depending on the areas, I don't use some of them. I know what you mean about have cliffs and such look bad because all the textures don't go together well.
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chopkinsca
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Post by chopkinsca »

Update: Nearly all the layout is done. All that needs to be finished is adding detail to a few areas, designing two more monsters and tying together the final path. While there isn't much left to do, progress has really slowed down, but hasn't stopped completely. I might be get a beta version done for someone to playtest in the near future.

I have been wondering about one thing. I use a few Hexen resources (few textures I can't draw, and the sprites of a couple of monsters.) I was thinking whether I should include these resources, or require both the doom2.wad and hexen.wad files to run this. I'll see what you have to say about it then decide.

And lastly, a few "new" screenshots.

[spoiler]Inside the big building
Image

Another inside shot
Image

and a blurry picture of a tower off in the not so far distance
Image[/spoiler]
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ellmo
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Post by ellmo »

O_o
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BlazingPhoenix
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Post by BlazingPhoenix »

o_O
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Phobus
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Post by Phobus »

Godlike.
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J-Dub
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Post by J-Dub »

The first two are really sweet.
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chopkinsca
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Post by chopkinsca »

So nobody has any comments on forcing the player to require doom2.wad and hexen.wad? I guess it's just me being paranoid again about people complaining that I stole resources.

I thought I'd post some interesting (maybe) stats about the project. Mostly for the extensive use of 3d floors and slopes.

Code: Select all

6244 decorate lines
1304 + 124 library script lines

map01
175 3d floor lines
771 slope lines

map02
136 3d floor lines
344 slope lines

map03
115 3d floor lines
603 slope lines

map04
166  3d floor lines
333   slope lines

map05
70 3d floor lines
38  slope lines

map06
106  3d floor lines
125  slope lines
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BlazingPhoenix
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Post by BlazingPhoenix »

I don't think that the player HAS to require 'Hexen.wad', you could just convert the sprites ya know..>.>
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wildweasel
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Post by wildweasel »

Just import the sprites/textures from hexen.wad. So many other wads have done this already; it's not like the community at large is going to complain about one more (unless it's to say that they've seen hexen stuff too many times in the past).
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chopkinsca
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Post by chopkinsca »

You're right. Since this started out as a Hexen project, that explains the Hexen resources that I used.

This is getting close to being finished. Just need to wait for music and testing, and the detailing of the final areas (which where left until last for a reason). If I worked hard, I could have it out in a week, but that most likely won't happen. At the latest it will take about a month.

Oh, and one final screenshot. (it's probably too bright.)
[spoiler]Image[/spoiler]
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