Page 13 of 20
Posted: Sun Dec 10, 2006 16:00
by Alter
Balanced the second insane battle in third episode! Only before boss section and boss section then here we go episode 4!
Posted: Tue Dec 12, 2006 19:32
by Alter
Well i have good news to you buddies
Xenus 2 map03 is 75% complete now according to plans ^_^ Done sections: Entrace, Marble, Metal, Two arenas
I should remove blue key door since it's not used everywhen in the map and replace it with other section
When i'll finish third episode i'll take up fourth which is going to be mix of themes like Outdoorish hell connected with Earth base style

and final boss is done...
Today i was resting from mapping like i always do when i lost any ideas on map and situation today is same NO IDEAS maybe tomorrow i'll catch some
Posted: Thu Dec 14, 2006 15:35
by Alter
I'm still working on that gzdoom heretic map. I don't have good mood today

really
Posted: Sun Dec 17, 2006 9:48
by Alter
Cancelling cave but.... i'm making weapon mod from cave weapons ^_^ here's the first beta
http://hyperupload.com/download/026832a ... d.zip.html
Includes those weapons for now:
- Slug pistol
- Shotgun
- SPAS-12 like shotgun
- TMP
- Laser launcher
- Plasma rifle
- Geo-x Railgun
Missing weapons:
- Fist replacement
- Chainsaw replacement
Missing other things:
- Enemy dropping Rail ammo
Posted: Sun Dec 17, 2006 22:03
by Paul
-the muzzle flash on the spas shotgun sucks
-the maulator projectile is just a blob (when I made it, it was intended to be a projectile with a trail)
-ditch reloading on the slug pistol, or implement it in all weapons. A single weapon with reloading doesn't make much sense
-for the love of God, DON'T use Hexen's swing and punch sounds
-missing pickup sprites
-ugh.. angled weapons with centered ones? Nah..
Another recommendation - it'll be better to start a topic at the DA development journals concerning your weapon mod and ask for beta testage there. I haven't spent much time with this weapon mod, but I believe it may suffer slight gameplay balance issues. Ensure it plays well by testing through with many folk.
Another recommendation - it's actually teh meh that you ditched the cave map, wether it sucked or not. Weapon mods, are cool. Weapon mods with new maps, woah, that's even cooler. I'd rather have you concentrate on a single project than a thousand projects. It won't work with a moderate mapping experience. Bah, it won't work at all in my opinion. Hold the release and combine Xenus with these guns and maps from the past. This is an ADVICE not a fucking order

You will do whatever you wish, ultimately.
Posted: Mon Dec 18, 2006 7:55
by Alter
Paul wrote:-the muzzle flash on the spas shotgun sucks
-the maulator projectile is just a blob (when I made it, it was intended to be a projectile with a trail)
-ditch reloading on the slug pistol, or implement it in all weapons. A single weapon with reloading doesn't make much sense
-for the love of God, DON'T use Hexen's swing and punch sounds
-missing pickup sprites
-ugh.. angled weapons with centered ones? Nah..
Another recommendation - it'll be better to start a topic at the DA development journals concerning your weapon mod and ask for beta testage there. I haven't spent much time with this weapon mod, but I believe it may suffer slight gameplay balance issues. Ensure it plays well by testing through with many folk.
Another recommendation - it's actually teh meh that you ditched the cave map, wether it sucked or not. Weapon mods, are cool. Weapon mods with new maps, woah, that's even cooler. I'd rather have you concentrate on a single project than a thousand projects. It won't work with a moderate mapping experience. Bah, it won't work at all in my opinion. Hold the release and combine Xenus with these guns and maps from the past. This is an ADVICE not a fucking order

You will do whatever you wish, ultimately.
Well i'm not good at weapon mods that's why it has so many cons, xenus 2 goes on though custom weapons wouldn't fit the wad really (I really should focus on xenus 2!). You should except screens from xenus 2
Posted: Mon Dec 18, 2006 13:44
by Alter
new screen from xenus 2

Maybe it doesn't look best but it's still section and screen ^_^
EDIT: About xenus and custom weapons it's not going to be together in this part ^_^ if ever xenus 3 will be in works then it could be with custom weapons really
EDIT 2: Suggestions to that section?
Posted: Tue Dec 19, 2006 19:06
by Alter
Okay i'm making another type of section in third map of xenus 2! Lost and strange building hehe, only this section and boss section left nothing more to finish that
7200+ linedefs just dropped my jaw to the ground! It doesn't look uber and it's huge, it still surprises me!
Posted: Wed Dec 20, 2006 9:22
by Alter
Okay here's the screenshot from xenus 2 ^_^

looks cool eh?
Posted: Wed Dec 20, 2006 13:29
by Vader
It doesn't look bad for sure, but the Quake switch texture is really out of place IMO.
The Pipewall texture is also cut of at the bottom... be careful with your texture choice and placement!
7200+ linedefs just dropped my jaw to the ground!
Heh, I'm currently working on a map that has more than 27600 linedefs. That makes about 49500 sidedefs, wich is pretty close to the limit

Posted: Wed Dec 20, 2006 15:28
by Paul
I don't like screenshots of pretty detail and singular light fixtures. When taking your screenshots, photograph large areas as wide as you can, showing as much as you can. If you have something to show that is.
Posted: Wed Dec 20, 2006 16:14
by Alter
Well i'll show more when i'm finished polishing that part of map because it doesn't look as other parts, the lost building section is like SSG rampage ^_^ taking out pain elementals and other types of monsters
Posted: Fri Dec 22, 2006 8:38
by Alter
xenus 2 again
I'm not very good at brick-style sections but i do not give up
Posted: Fri Dec 22, 2006 15:13
by Paul
Looks pretty good. You should perhaps vary the height of your areas. No wonder you're getting sick of the goddamn 128 height.
Just don't flood me with testing requests

I will once it's done, or at least finishable to the exit switch/line.
Posted: Fri Dec 22, 2006 15:20
by BlazingPhoenix
Looks nice, though whenever I see that lighting technique it always makes me think of dynamic lights...WHY!?
