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Offline Awesomedude249

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Re: Capture Point Maps Discussion
« Reply #150 on: August 02, 2014, 10:37:40 AM »
...BEFOREMAKINGTHEMAPS, I will try to make some sprites.
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Offline MajorSlime

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Re: Capture Point Maps Discussion
« Reply #151 on: August 02, 2014, 02:48:14 PM »
Sprites shouldn't be needed for anything. There are no computer enemies in CPS, and no new weapons (aside from the purple propulzor). Unless your making deco props, and in that case their not really necessary; the mapping should focus primarily on the gameplay, with the decoration coming secondary.
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Offline Awesomedude249

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Re: Capture Point Maps Discussion
« Reply #152 on: August 02, 2014, 03:32:33 PM »
Decoratio props. Do you want any decoration prop? If so, I will make it.
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Offline MajorSlime

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Re: Capture Point Maps Discussion
« Reply #153 on: August 02, 2014, 03:47:56 PM »
No, as I said, I try not to use any decoration props, as CP maps should be about the gameplay more than the decoration, and unless used in a very specific way, decoration props will provide more harm to your map than help. I heavily recommend to NOT use any.
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Offline Awesomedude249

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Re: Capture Point Maps Discussion
« Reply #154 on: August 02, 2014, 07:09:48 PM »
Ok.
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Offline 75

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Re: Capture Point Maps Discussion
« Reply #155 on: August 03, 2014, 06:30:21 PM »
Server has been updated, sorry for the delay

http://www.ifocserv.net/ftp/wads/CPS-A14.pk3
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Offline MajorSlime

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Re: Capture Point Maps Discussion
« Reply #156 on: August 07, 2014, 04:33:27 AM »

'nother HUB pic


I had some fun with 3D Floors. Sloped translucent 3D floors don't exist :( So I had to make do with homemade grills.
Btw, that took the better part of 2-3 days. Lots of annoying little things to tweak to get it right.
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Offline Awesomedude249

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Re: Capture Point Maps Discussion
« Reply #157 on: August 07, 2014, 07:31:41 PM »
That. Is. Awesome. Yess! Good work, CM!
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Offline Boingo the Clown

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Re: Capture Point Maps Discussion
« Reply #158 on: August 09, 2014, 01:02:23 PM »

'nother HUB pic

Oh yeah!

I am SO stealing this to redo the greenhouse on E1M4 of T.U.C.Q.!
« Last Edit: August 09, 2014, 01:04:19 PM by Boingo the Clown »

Offline Awesomedude249

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Re: Capture Point Maps Discussion
« Reply #159 on: August 09, 2014, 05:13:50 PM »
LOL Do it!
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Offline MajorSlime

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Re: Capture Point Maps Discussion
« Reply #160 on: August 09, 2014, 06:34:20 PM »
Oh yeah!

I am SO stealing this to redo the greenhouse on E1M4 of T.U.C.Q.!

Your welcome to it, but you've got to make sure the sloped 3D floors are in the right place, down to a size of 1 pixel XD Have fun. On the contrary, I could do it for you if you want. Greenhouse of E1M4, huh? Do you already have that level tweaked in T.U.C.Q.? If so, can you PM me the file?
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Offline MajorSlime

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Re: Capture Point Maps Discussion
« Reply #161 on: August 19, 2014, 03:37:20 AM »
Hmm, think I'm going to have to replace that fancy window with something simpler. Sloped 3D floors don't show up in software I just remembered, and I want the HUB to be the same for both software and hardware users.


EDIT: Yeah, I freakin' love how it turned out, but sadly i'm going to have to dumb it down. It just doesn't work in software.
« Last Edit: August 19, 2014, 03:42:06 AM by ChexMaster2109 »
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Offline Boingo the Clown

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Re: Capture Point Maps Discussion
« Reply #162 on: August 20, 2014, 09:19:28 PM »
They don't work in GZDooM?

Offline MajorSlime

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Re: Capture Point Maps Discussion
« Reply #163 on: August 20, 2014, 10:24:35 PM »
No, the window appears just fine in GZDooM, but some people play Zandronum in software mode, because their computer can't handle or run hardware mode (which is GZDoom). The difference between the two is that hardware uses the OpenGL renderer, which not all computers support (mostly just old Intel Dedicated Graphics computers. new Intel Dedicated Graphics computers do I think), or they simply have a toaster that doesn't run it well. Meanwhile, software uses a custom renderer which works more via the CPU, and is a little more resource friendly (albeit limited and not as powerful. Its essentially custom made for the Doom Engine, and so isn't very flexible; hence no 3D floors before. They had to do a lot of trickery and editing with the software engine to make 3D floors work).


More to the point however, sloped 3D floors don't work in software, because the software engine has a much simpler implementation of 3D floors that can't handle as much as hardware. (An additional point to note though, is that sloped translucent 3D floors don't even work in hardware). In any case, the window looks horrible in software, due to a couple 3D floors missing and just ruining the whole effect.
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Offline MajorSlime

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Re: Capture Point Maps Discussion
« Reply #164 on: August 22, 2014, 02:04:07 AM »
I MAY be having too much fun with the HUB.


(Click for bigger)

Trippy corridor and fun Cafe area. BTW, 75, nice stool models. And yes, that disco floor is randomly changing colors.
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