Author Topic: The Vilecore Conversion Thread (Keeping Track)  (Read 4865 times)

Offline 75

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #15 on: April 15, 2016, 09:14:09 PM »
What an incredibly elegant solution to the constant Chex Quest problem of having two types of damage that damage the player and the enemies differently. (Zorch vs flem)

It really is awesome, I'm glad he's back to working on TUCQ; it seems like he really puts a lot of thought into this sort of stuff.
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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #15 on: April 15, 2016, 09:14:09 PM »

Offline Boingo the Clown

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #16 on: April 28, 2016, 10:44:19 PM »
I worked a little bit on MAP08 today.

CQ (and T.U.C.Q.) has such a tiny number of textures compared to DooM 2, that it is extremely difficult to make any progress.

I can only make new textures by recolouring the old ones so many times.   ::)

MAP08 Has a big Wolfenstein section, with a great big swastika on the floor in one room.  Today I replaced it with something more appropriate.


Offline darkstone

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #17 on: April 28, 2016, 11:13:28 PM »
Ewww brand X :8
Bti

Offline WindowsVistaLover5570

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #18 on: April 29, 2016, 05:24:27 PM »
I've been working on MAP06. I changed the light on and off randomly rooms to normal because on and off is un-chexquesty.
Progress: 22%
« Last Edit: April 29, 2016, 07:04:13 PM by WindowsVistaLover5570 »
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Offline Boingo the Clown

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #19 on: April 29, 2016, 07:07:20 PM »
MAP06 is some kind of reactor core as far as I know. I have been avoiding it, because I can't figure out what textures to use for it.

Quote
Ewww brand X :8
Bti

In case you don't know, Brand X , in universe, is a rival cereal company to Chex.  It's a really crappy cereal.  They also make things like power doors, and these are also inferior in quality.
« Last Edit: April 29, 2016, 08:36:14 PM by Boingo the Clown »

Offline WindowsVistaLover5570

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #20 on: April 29, 2016, 08:16:55 PM »
Great. Now I can't run ANY port of DOOM that is based on ZDooM or BOOM (which pretty much rules out every port in the world).
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Offline TrueDude

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #21 on: May 31, 2016, 12:20:22 AM »
MAP14 is virtually done aside from bugtesting. Here's a preview:



Hopefully you get your issue fixed WindowsVistaLover, the more people helping out the better!

Offline ChexMaster2109

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #22 on: May 31, 2016, 12:33:11 AM »
Not really a fan of that red-brick. The brown one is fine, but the red one makes my eyes bleed, and the gritty/grainy image it produces at a decent distance away isn't really Chexy. Maybe less contrast + slight color change?
Shh!  I'm taking a break from reality.

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Offline Boingo the Clown

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #23 on: June 21, 2016, 11:07:47 AM »
I went back into MAP14 and made some tiny tweaks.  I think it is time to add it to the "finished" category.

Offline TrueDude

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #24 on: June 29, 2016, 07:33:45 PM »
Had anyone gotten work done on their own maps? We'd appreciate any help we could get!

Offline TrueDude

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #25 on: July 08, 2016, 04:54:48 PM »
So, I guess I must have been really motivated last night or something, because I practically finished both MAP11 and MAP12 from scratch. Hopefully this means I'll continue pumping these out and doesn't mean I'll get burnt out quickly. :p

Offline Boingo the Clown

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #26 on: July 09, 2016, 01:06:17 PM »
Ack!  Stop embarrassing me!

You've got more levels converted than I do now!

I have those level listed as 99% completed right now, because of minor issues with texture alignment, one or two missing textures, and little things like that.  I will try to tweak those things today (if possible) before marking the levels as officially finished.

BTW they look fantastic.

I know you guys have not seen it yet, but TrueDude made a really nifty sepia tone sky for MAP11.  It reminds me of Mars, or a desert at sunset.  You're gonna love it when you see it.


As for me ...

MAP05 is essentially done. The only reason it is not officially finished is the fact I need to build one new texture from scratch to replace a texture from DooM 2.  I need to create a large wooden door, and I am not sure whether to start it as a hand drawing, or to do it all in GIMP.

MAP04 is also mostly finished, and waiting on new textures to be made.  Also, some of the green wall textures I have already made need to be finshed.

Offline darkstone

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #27 on: July 09, 2016, 08:48:13 PM »
Exciting!
If either of you need a beta tester let me know. I'd be more then happy to zip through a map watching for misaligned textures, funny monster placement, etc.. I have an eye for those things. Feel free to PM. (grr need to be in the chat more often)

Offline TrueDude

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #28 on: July 10, 2016, 05:35:38 AM »
You should ask Boingo about it and see what he says. Regardless of how much work I do and input I have he is still the project leader.

Also! MAP09 can join the list of 99%-or-higher complete maps now! I'm on a bit of a roll lately, heh.

Offline Boingo the Clown

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Re: The Vilecore Conversion Thread (Keeping Track)
« Reply #29 on: July 10, 2016, 03:29:05 PM »
TrueDude has been on fire!

Three levels in three days!

This is stellar work.

 


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