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Inaugural post for an inaugural map
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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Wed Dec 01, 2010 2:44 pm    Post subject: Inaugural post for an inaugural map Reply with quote
It's nowhere near finished but now that I'm having to start again in a different editor and/or reinstall Windoze I decided to share this you guys. That way I'll feel like I'm sharing something (even if it is a little contrived!)

http://cid-c0ebae7cfc051a83.office.live.com/self.aspx/ROTT/DOOM.RTL

Can you guess what it is yet? Razz
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MikeMiller

Joined: 22 May 2008
Posts: 242

PostPosted: Wed Dec 01, 2010 2:46 pm    Post subject: Re: Inaugural post for an inaugural map Reply with quote
Per-Scan wrote:
It's nowhere near finished but now that I'm having to start again in a different editor and/or reinstall Windoze I decided to share this you guys. That way I'll feel like I'm sharing something (even if it is a little contrived!)

http://cid-c0ebae7cfc051a83.office.live.com/self.aspx/ROTT/DOOM.RTL

Can you guess what it is yet? Razz


DOOM?
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Per-Scan

Joined: 12 Oct 2010
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PostPosted: Wed Dec 01, 2010 2:51 pm    Post subject: Reply with quote
Could be... Wink (I did say it was contrived!)
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Lawstiker

Joined: 12 Nov 2010
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PostPosted: Wed Dec 01, 2010 3:10 pm    Post subject: Reply with quote
Guess what i'll be giving a quick look at 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


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Lawstiker

Joined: 12 Nov 2010
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PostPosted: Wed Dec 01, 2010 5:03 pm    Post subject: Reply with quote
Well gave your map a play, and was instantly greeted with a "Sprite at x=34 y=54 type=14 has an illegal areanumber" on both Winrott and Dosrott. Problem is in the second secret area, as you placed a priest porridge on the ground without setting an area number. I went in and fixed this then I was able to play your level. Only other thing I noticed was a odd issue somewhere around x56 y(40-44, somewhere around there), where a certain block display's like your looking off into the horizon, and if you walk into it you die.
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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: Wed Dec 01, 2010 5:11 pm    Post subject: Reply with quote
Lawstiker wrote:
Well gave your map a play, and was instantly greeted with a "Sprite at x=34 y=54 type=14 has an illegal areanumber" on both Winrott and Dosrott. Problem is in the second secret area, as you placed a priest porridge on the ground without setting an area number. I went in and fixed this then I was able to play your level.


Yes, it's a room where he forgot to fill with a "sound floor area" tile.

Lawstiker wrote:
Only other thing I noticed was a odd issue somewhere around x56 y(40-44, somewhere around there), where a certain block display's like your looking off into the horizon, and if you walk into it you die.


That's just a sky tile. It's not illegal to place the tile there, but it is somewhat disconcerting to confront it in the level. But I've used it to create some rather interesting areas in my maps....sort of optical illusions of having a window to the outside, but when you go around behind it, it's solid...that type of thing....

-Mike
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Per-Scan

Joined: 12 Oct 2010
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PostPosted: Wed Dec 01, 2010 5:20 pm    Post subject: Reply with quote
Thanks for checking it out. I had only tested it in WinROTT for quickness sake and I didn't get the crashing error. As far as the sky tile goes; I was just messing around to see what it did and obviously forgot to take it off! Like I said, it's got a long way to go - more a proof of concept than anything else. And just to get something out there. Smile

If I ever get to the bottom of my problem with RMD I really want to make something of it. I just don't fancy starting from scratch in ROTTed or something...
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Lawstiker

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PostPosted: Wed Dec 01, 2010 6:14 pm    Post subject: Reply with quote
Hey I understand that. Hope you do get that RMD problem sorted out. Once you learn the ropes properly I sure you'll be able to make a creative map 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


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MikeMiller

Joined: 22 May 2008
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PostPosted: Wed Dec 01, 2010 10:03 pm    Post subject: Reply with quote
By the way, why is this post in the "Rott Mods" forum? Shouldn't it go in the level editing/creating forum? Or am I misunderstanding the intent of the forums?

Just wondering...
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Lawstiker

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PostPosted: Wed Dec 01, 2010 10:21 pm    Post subject: Reply with quote
I had that thought to when I first saw this thread. Now if he tries adding in Doom graphics later, then yes that would be considered a project. Otherwise this would have been something for Level Editing.

Personally, I think a little work could be done with this board (proper descriptions for each forum, post cleanup...un-announcing things when they reach a certain date, etc), but I doubt thats going to happen unless admin shows up again.
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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: Thu Dec 02, 2010 5:05 am    Post subject: Reply with quote
Well, to be honest, I kinda thought that this would be the place to show mods, levels, map sets and WAD's. I just presumed that the level editing/creating was for more technical discussion and that this was more for announcements, projects and releases. And, besides, with no posts here it looked a little lonely!

Oh, and the fact that to my knowledge there has never been a single mod released for ROTT makes this dedicated section a little redundant. Don't you think!? Smile

But, seriously, in future I'll post in the Level Editing/Creating section. Smile
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Lawstiker

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PostPosted: Thu Dec 02, 2010 3:15 pm    Post subject: Reply with quote
Think that would be better, just because everyones already been posting there maps in that section Smile

But I understand the feeling. That was one of the reasons I finally posted something int 2d pixel driven era. Didn't like seeing it empty. One of the reasons no one has every really modded ROTT is because in my opinion its pretty difficult to do honestly. No real documentation or guides as to how to do it, or what you can do. Meaning its going to take an ambitious guy to do anything with it. Hopefully when I mess with the wad editing tools a bit more in the future I can learn a few things and write some stuff down for guys that actually want to do something.
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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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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Thu Dec 02, 2010 4:22 pm    Post subject: Reply with quote
Yeah, what we need is a programming ninja to get the ROTT bug. Wolfenstein suffers similar limitations in it's modding potential but it's had so much geek interest that it's literally been ripped apart. Some of the Wolf stuff is stupidly impressive such as the custom weapons, automaps, outside areas with weather effects. None of these things were remotely possible without loads of very talented people spending years hacking away. Imagine if ROTT got the same attention. I just hope one day some uber-geek will pick up the ROTT mantel... though Birger and co. do a good enough job keeping the engine alive... Smile
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Lawstiker

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PostPosted: Thu Dec 02, 2010 4:40 pm    Post subject: Reply with quote
I so wish someone would do that. I kind of wish Winrott was more of an improvement port, built towards evolving the engine in new directions (in the vein as ZDoom does to Doom)...but I shouldn't complain. At least we have source ports unlike some communities 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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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Thu Dec 02, 2010 4:45 pm    Post subject: Reply with quote
Lawstiker wrote:
I so wish someone would do that. I kind of wish Winrott was more of an improvement port, built towards evolving the engine in new directions (in the vein as ZDoom does to Doom)...but I shouldn't complain. At least we have source ports unlike some communities Smile


QFT.

Though the benefit of the current situation for ROTT is that the community isn't full of egos opining often nigh offensive nonsense on other peoples' hard work. A small group tends to be a little more grateful for others' attempts at contributing towards something they love. Still, ZROTT would be cool!
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