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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Tue Dec 11, 2012 6:43 pm Post subject: TNS #70 - Back to Saturn X Episode I: Get Out Of My Stations |
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Back this week for another great, and this time I'm making a last minute decision on what to play due to the fact that we haven't rocked out on a new doomworld release for a while. I wanted to drop just a few names of those who've worked on this project but it's impossible just to pick a few.
Just see for youself how awesome a team this is:
- Mappers:
Michael "Esselfortium" Mancuso
Paul "Skillsaw" DeBruyne
Richard "Tarnsman" Frei
Kim "Torn" Bach
Walker "Pavera" Wright
Trevor "Iori" Primmett
Bjorn "Vader" Ostmann
Travers Dunne
Ed Cripps
Matthew "Foodles" Edwards
Brett "Mechadon" Harrell
Simon "Sirjuddington" Judd
Matt "RottKing" Cibulas
Nick "Hobomaster22" Laurent
John "Tango" Oksasoglu
- Musicians:
James "Jimmy" Paddock
Stuart "Stewboy" Rynn
Michael "Esselfortium" Mancuso
Elric "Darkhaven" Sullivan
Simon "Sirjuddington" Judd
- Playtesters:
Boris "dew" Klimes
hawkwind
Seele00TextOnly
James "Phobus" Cresswell
"Super" Jamie Bainbridge
- Story:
Xaser Acheron
There's plenty of monsters; wicked traps; Ultra Violent madness; and beautiful scenery in a pack of 20 promising maps... I'll see you there.
DMFLAGS: 100745252 / 806758400
Skill: Ultra Violence
IWAD: doom2.wad
PWADs: btsx_e1_099e, tskins1e, miekskins-r3, tns70
Maps: 01-23, 31
Lives: 1
Players: 20/50
Item Respawn Time: 60 Seconds
Player Join Limit: 5 Minutes
The Euro session starts at 20:00 GMT (that's 15:00 EST)
The US session starts at 20:00 EST (that's 01:00 GMT)
Last edited by Evolution on Tue Dec 11, 2012 10:14 pm; edited 1 time in total |
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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Tue Dec 11, 2012 7:26 pm Post subject: Re: TNS #70 - Back to Saturn X Episode I: Get Out Of My Stat |
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Evolution wrote: | We're also trialing the "Doom 2 Minor Sprite Fixing Project" a wad file by Revenant100. |
Hmm, does it work together with btsx? If I understand correctly, all sprites were retouched in btsx to work better with the new palette. So if you override them some colors will look crappy. I'm not an expert in this stuff though, maybe I'm wrong. |
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dewww God like!
Joined: 29 Dec 2006
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Posted: Tue Dec 11, 2012 8:05 pm Post subject: |
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memfis is right, you're risking that the palette swap will make your new sprites look silly. |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Tue Dec 11, 2012 10:12 pm Post subject: |
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Ah right, best not use them together. Cheers for letting me know! |
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Krystle has entered the game!
Joined: 05 Apr 2012 Location: In the Pit.
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Posted: Tue Dec 11, 2012 10:44 pm Post subject: |
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Am I the only ones that misses transparent pigs / players? ;_;
I dunno why, probably my fangirlism for PSX doom.
Speaking of which... |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Tue Dec 11, 2012 10:47 pm Post subject: |
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Krystle wrote: | Am I the only ones that misses transparent pigs / players? ;_; | Oh, hey, good thing you reminded me! tns70.wad should take care of it. |
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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Tue Dec 11, 2012 10:56 pm Post subject: |
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Just a funny thing I noticed: PWADs:SihR2fix, tskins1e, miekskins-r3, tns70
what?
Krystle wrote: | Am I the only ones that misses transparent pigs / players? ;_; |
Eh, what is that exactly? |
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Krystle has entered the game!
Joined: 05 Apr 2012 Location: In the Pit.
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Posted: Wed Dec 12, 2012 10:05 am Post subject: |
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Memfis wrote: |
Krystle wrote: | Am I the only ones that misses transparent pigs / players? ;_; |
Eh, what is that exactly? |
Y'know, like how the pigs / pinkies were like in PSX Doom, and how they were... god, how long ago was that? D2Reloaded, I think. |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Wed Dec 12, 2012 6:32 pm Post subject: |
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Yeah, me and worsty made pinkies and players translucent, not just fuzzy; and invis were put into the inventory rather than consumed on pickup. |
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dewww God like!
Joined: 29 Dec 2006
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Posted: Wed Dec 12, 2012 6:36 pm Post subject: |
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Evolution wrote: | Yeah, me and worsty made pinkies and players translucent, not just fuzzy; and invis were put into the inventory rather than consumed on pickup. |
i don't care about the translucency, but i think that sort of invis treatment is lame in a wad advertising strict vanilla compatability. for example the invis in map05 is MEANT to be a punishment if you're careless enough to pick it up. |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Wed Dec 12, 2012 6:53 pm Post subject: |
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dewww wrote: | Evolution wrote: | Yeah, me and worsty made pinkies and players translucent, not just fuzzy; and invis were put into the inventory rather than consumed on pickup. |
i don't care about the translucency, but i think that sort of invis treatment is lame in a wad advertising strict vanilla compatability. for example the invis in map05 is MEANT to be a punishment if you're careless enough to pick it up. |
Fair point, we'll save it for another time. |
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dewww God like!
Joined: 29 Dec 2006
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Posted: Wed Dec 12, 2012 7:19 pm Post subject: |
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thank you, good sir! |
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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Wed Dec 12, 2012 8:11 pm Post subject: |
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Nice pick, Evo! This wad looks great and I am a sucker for those lighter shades of blue:) Looking forward to this! |
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Anima Zero On a Rampage!
Joined: 18 Oct 2011
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Posted: Wed Dec 12, 2012 11:38 pm Post subject: |
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Well now, a wad I have 0% knowledge in playing. That means you all will probably hear Beginner yell "GJ ANIMA" quite a bit, heh.
EDIT: A quick check through every level via idclev'ing and seeing the start of each map...
Map 8, 16, 22: Unless there's a super special "everyone dies" section, I don't see the point in these maps when there's no monsters, enemies, or items. Just an empty map for the player to stumble through to reach the next actual map.
Map 24: This entire map? A small black box of darkness/placeholder map/something I missed. You could drop this one entirely (Though a reoccurence of what happened at the end of UAC Ultra would be oddly hilarious to see again). |
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Krystle has entered the game!
Joined: 05 Apr 2012 Location: In the Pit.
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Posted: Thu Dec 13, 2012 2:06 am Post subject: |
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Yeah, I just meant the translucency.
Never cared about 'hitting enter to use Invisibility.' |
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dewww God like!
Joined: 29 Dec 2006
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Posted: Thu Dec 13, 2012 2:24 am Post subject: |
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Anima Zero wrote: | Map 8, 16, 22: Unless there's a super special "everyone dies" section, I don't see the point in these maps when there's no monsters, enemies, or items. Just an empty map for the player to stumble through to reach the next actual map. |
those are hubmaps. originally they were meant to pad the maplist so that the episode would reach all the intermission text screens, but then maps kept pouring in and this reason became redundant. now they're just pretty little intermezzos between what we called map clusters.
Anima Zero wrote: | Map 24: This entire map? A small black box of darkness/placeholder map/something I missed. You could drop this one entirely (Though a reoccurence of what happened at the end of UAC Ultra would be oddly hilarious to see again). |
cmon, this one you could've guessed! scythe2 did the same trick before erik finished the last few maps. it stops vanilla from progressing into stock maps, which is rather desired, considering how stock textures look with the new palette. :) little spoiler: there's going to be uacultra-ish byebye map in the final release, it wasn't ready for the .99 release.
...but yeah, this map can be removed from playlist. |
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spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
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Posted: Thu Dec 13, 2012 8:06 am Post subject: |
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Looks awesome YO |
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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Thu Dec 13, 2012 12:25 pm Post subject: |
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dewww wrote: | Anima Zero wrote: | Map 8, 16, 22: Unless there's a super special "everyone dies" section, I don't see the point in these maps when there's no monsters, enemies, or items. Just an empty map for the player to stumble through to reach the next actual map. |
those are hubmaps. originally they were meant to pad the maplist so that the episode would reach all the intermission text screens, but then maps kept pouring in and this reason became redundant. now they're just pretty little intermezzos between what we called map clusters. |
I wanted to keep these in because they don't break the gameplay and are not just square rooms with an exit switch. The exit location in map22 even continues to the start location of map23. Besides, I have a few ideas of how to use these in pain rotation if you want deaths, Anima:)
dewww wrote: | Anima Zero wrote: | Map 24: This entire map? A small black box of darkness/placeholder map/something I missed. You could drop this one entirely (Though a reoccurence of what happened at the end of UAC Ultra would be oddly hilarious to see again). |
cmon, this one you could've guessed! scythe2 did the same trick before erik finished the last few maps. it stops vanilla from progressing into stock maps, which is rather desired, considering how stock textures look with the new palette. :) little spoiler: there's going to be uacultra-ish byebye map in the final release, it wasn't ready for the .99 release.
...but yeah, this map can be removed from playlist. |
My bad, I've noticed the map but for some reason I kept calling it map25 in my mind. Thanks for pointing it out. |
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Anima Zero On a Rampage!
Joined: 18 Oct 2011
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Posted: Thu Dec 13, 2012 1:01 pm Post subject: |
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rhinoduck wrote: | I wanted to keep these in because they don't break the gameplay and are not just square rooms with an exit switch. The exit location in map22 even continues to the start location of map23. Besides, I have a few ideas of how to use these in pain rotation if you want deaths, Anima:) |
Ok keep them in, heh. I'm expecting Kaizo Mario World levels of deaths for those maps in the pain rota, you hear me ;P? |
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dewww God like!
Joined: 29 Dec 2006
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Posted: Fri Dec 14, 2012 12:43 am Post subject: |
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i was really thrilled about the first rotation, it was so much fun watching the rampaging horde of doomguys push their way through...
and then the second rotation was one of the worst, most boring things i've witnessed in TNS. the respawn flag utterly destroyed any sense of progression, because the surviving players were busy killing THE SAME monsters over and over again in THE SAME areas. hinting the player where to go with a trail of monsters? ruined. it was basically just waiting for some guy to stumble through the map at random... or get an afrit spawned behind his ass and wave goodbye. what pisses me off, i did warn you very vocally, to the point of being rude. i don't claim powers over the TNS, so hey, no need to listen to my whining... but the other players didn't really like it either, did they? get. a. clue.
EDIT: a thousand thanks to beginner for being a busy little playtester. good eye! |
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