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first level for my upcoming episode
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Sun Nov 28, 2010 5:24 am    Post subject: Reply with quote
any ideas lawstiker
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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Sun Nov 28, 2010 7:10 am    Post subject: Reply with quote
Just a quick post while my girlfriend's in the loo (seriously!). I like the Wolfy kind of feel and boy is the level dark. I'll write a little more tomorrow.

But as an FYI, the game crashed for me too at the same bit as Lawstiker - it was in WinROTT for me. Didn't crash in DOS ROTT...
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Sun Nov 28, 2010 9:50 am    Post subject: Reply with quote
did any errors accure when winrott crashed or did it create a dbg file? if it did please post it
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Sun Nov 28, 2010 3:07 pm    Post subject: Reply with quote
the hammer wrote:
did any errors accure when winrott crashed or did it create a dbg file? if it did please post it


I was using WinRott (wasn't on my pc with DOSRott). Just to note on my end though, usually when WinRott crashes for me because of an issue with the map it shows that white list detailing what the error was before it shuts down. It did not do this with your map, leading me to believe this is another one of those issues with WinRott, not your map...since Per-Scan said it worked for DOSRott. I'll try it out in that a bit later.

And sorry I can't really help you with the enemy issue, not really an experienced ROTT mapper yet. Couldn't suggest anything besides a layout change, but its not that bad of an issue so I wouldn't mind if you kept it the same if no solution could be found.
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MikeMiller wrote:
Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Mon Nov 29, 2010 4:54 pm    Post subject: Reply with quote
I don't think there's an issue with the map as I have been messing around in it with WinROTT again and it's been fine. Unfortunately, I have no dbg file as WinROTT corrupted on me (as is it's way!) and I deleted the folder before I realised about the dbg - sorry.

I'm quite charmed by this level. It feels really different from most other levels and is markedly different from Mike's stuff. This is good! Having only 2 people on here mapping doing the same thing would be a bit of a waste. Even though it has a Wolfenstein feel (low ceilings, lots of side rooms) it's still very much it's own thing. The baddies facing different directions and the like add to the different feel. It's pretty cool to open a door see lots of baddies with their back to you. Then running away before they 'see' you!.

One thing, though, is that in DOS ROTT the level is really, really dark and it's nearly impossible to see what's going on. WinROTT is a LOT brighter. I know this is an early test and I'm sure you're aware of the lack of variation in lighting.

Well done so far and I'm eagerly awaiting the next build. Smile
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Mon Nov 29, 2010 10:30 pm    Post subject: Reply with quote
just to let you guys know this project might take a very long time.

although i do enjoy making rott maps i wont be working on them every day i do like taking breaks from making rott maps sorry fellas
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Tue Nov 30, 2010 2:30 am    Post subject: Reply with quote
Hey thats perfectly understandable. I myself constantly jump around from from game project to game project. Sometimes I feel like doing something for doom, then the next day I jump over to Blood if I feel i'm getting a little tired of Doom.

Bottom line is go at your own pace, just be sure to still stop by and post about things every now and then Smile. Even if its not about your maps it still helps generate activity!
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MikeMiller wrote:
Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Tue Nov 30, 2010 10:21 am    Post subject: Reply with quote
the hammer wrote:
thanks for that lawstiker as for the enemies i couldn't think of a proper way for all the enemies to know that your there without making them hear you otherwise they would be coming after you from the very start of the map


As I understand it, there are three types for each enemy:

    [1] normal guys who approach/attack when they "hear" you on the same sound floor area

    [2] guys who attack only upon sight (the ones you're using)

    [3] guys who follow a predetermined path until they see you and then they attack


I think in this situation you want to use the third choice (the "path" enemies). Give it a shot.

-Mike
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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Tue Nov 30, 2010 10:48 am    Post subject: Reply with quote
No rush Hammer. It's just good to know that there are talented folk out there making maps for the game at all. I take it you're not leaving the board to pursue other things and you'll keep posting? It's always nice to hear about other things too. Smile
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Tue Nov 30, 2010 8:51 pm    Post subject: Reply with quote
MikeMiller wrote:
the hammer wrote:
thanks for that lawstiker as for the enemies i couldn't think of a proper way for all the enemies to know that your there without making them hear you otherwise they would be coming after you from the very start of the map


As I understand it, there are three types for each enemy:

    [1] normal guys who approach/attack when they "hear" you on the same sound floor area

    [2] guys who attack only upon sight (the ones you're using)

    [3] guys who follow a predetermined path until they see you and then they attack


I think in this situation you want to use the third choice (the "path" enemies). Give it a shot.

-Mike


yeah i tried using the path enemies but they can still hear you when you fire your weapon in the area that they are patrolling
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Tue Nov 30, 2010 9:28 pm    Post subject: Reply with quote
i have started working on the second level of my episode and it will mainly contain metal walls and various other textures that are made to resemble machinery Smile
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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Tue Nov 30, 2010 9:47 pm    Post subject: Reply with quote
Cool, looking forward to it. Smile
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Tue Nov 30, 2010 10:52 pm    Post subject: Reply with quote
the hammer wrote:
yeah i tried using the path enemies but they can still hear you when you fire your weapon in the area that they are patrolling


If that's the case, I stand corrected. I thought they'd only attack on sight.

-Mike
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Wed Dec 01, 2010 3:08 am    Post subject: Reply with quote
the hammer wrote:
i have started working on the second level of my episode and it will mainly contain metal walls and various other textures that are made to resemble machinery Smile


That is certainly a good thing to hear Smile
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MikeMiller wrote:
Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


Lawstiker, the ROTT Community's Official Bitch
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the hammer

Joined: 21 Nov 2010
Posts: 65

PostPosted: Wed Dec 01, 2010 4:40 am    Post subject: Reply with quote
so far i am working on two rooms the start and a room that resemble an area where vehicles are parked and stored.

also for this level it may take quit a bit of thinking because i want to add a catwalky style of level like catwalks you would find in factories so i may get stuck with this one
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