Progress Report: November 14, 2013
It has not been much, but I am making progress.
I have been experimenting with the sky viewpoint thing. It is an object that projects what it sees on to the sky to create backgrounds. As you have probably seen on E2M1 I created some huge outside areas to put buildings in to improve the look of the level. What I am trying to do now create some backgrounds in miniature. I have only created a couple of buildings, and they are not textured yet. Here you can see a replica of the Toronto City Hall buildings.
To the right of City Hall and slightly behind is a normal 64 x 64 crate for scale. City Hall is only 32 pixels tall.
Ideas for other landmark buildings would be useful.
The sky viewpoint has even given my an idea for a couple of levels, which could be fun if it works.
Most people have the option to show the ENDOOM lump at the end of the game disabled (In fact it is the default), but I decided to ad an ENDOOM lump anyway.
It is crude, but it is better than seeing the DooM version when you quit.
I stole some smoke sprites from Legacy (Legacy is dead. It is unlikely they will give me any guff.). I used it unchanged with Flemoidus Gyro. When I finally get around to making the new sprites for it, I plan on having the engine of the helicopter on its back emitting smoke.
Then I did a repainted version of the sprite in a pale grey, just off white, and created a spawner similar to the teleporter glitter to place at the bottom of the waterfals in the game to create rising mist from the falling water.
Two things in the big arena at the end of E2M5.
I finally dealt with that teleporter.
Why is there a teleporter sitting in a sewage pond? I have no idea. Maybe it is some kind of strange overflow system.
Anyway, the teleporter is rotated 20° to the left, which is why I never switched it over to the same look as the other teleporters until now. I was right about my reasons. It was very difficult, but ultimately not impossible.
A long while back I spent a heck of a long time make a whole set of floor textures for this room to make the floor grates match the contour of the room. However, there were two platforms at the far end of the room that I did not create textures for. Well, now I have gotten around to it. I created four new textures just for them.
I hope they feel special.
Finally, I added a new cursor that looks like a mini-zorcher in order to eliminate the bunny head from DooM.
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Meanwhile, I have noticed some problems with compatibility with some of the IWADs, just as I did with DeiMWolf. The most shocking was an incompoatibility with the original Chex Quest! Heretic is the one that has the most troubles, with keys that turn into Heretic monsters and Heretic weapons in place of the Chex Quest weapons, but the ability to switch weapons in Chex Quest is a major problem.
I am going to have to spend some time fixing the compatibility problem. I will keep you updated.