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TEH BASE Cooperative - Release 1f
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Jan 22, 2013 3:49 pm    Post subject: Reply with quote

Im workin on map01 right now
02-06 are completed, so a beta is coming soon! Twisted Evil

Here are some picture about map03 (Lava Land)









Who want more Picture about maps? Very Happy
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Edwart
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Joined: 08 Jul 2011
Location: at #Burger Team Clan: NUMERO 1

PostPosted: Wed Jan 23, 2013 7:45 pm    Post subject: Reply with quote

OMG OGMOGMGOMGOMOGMG I WANT MOAR!!!!!!!!!!!!11111 :D
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Body-Guard
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PostPosted: Wed Jan 23, 2013 9:19 pm    Post subject: Reply with quote

Edwart wrote:
OMG OGMOGMGOMGOMOGMG I WANT MOAR!!!!!!!!!!!!11111 Very Happy



Here are more Wink :



























Last edited by Body-Guard on Wed Jan 23, 2013 10:28 pm; edited 1 time in total
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Edwart
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PostPosted: Wed Jan 23, 2013 9:41 pm    Post subject: Reply with quote

OMG MAN I CAN'T WAIT!!! D:
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Body-Guard
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PostPosted: Wed Jan 23, 2013 9:59 pm    Post subject: Reply with quote

Edwart wrote:
OMG MAN I CAN'T WAIT!!! D:


The public beta is coming soon! Smile

We are using the all features of the 1.09. Smile

The final version will contains 16-20 maps. The playing time / map is around 45-90mins (depends on skill). Very Happy
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Ronald
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Joined: 17 Aug 2005
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PostPosted: Thu Jan 24, 2013 7:14 am    Post subject: Reply with quote

This really looks high quality! Surprised
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lukasxd
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Joined: 25 Feb 2011
Location: Chile

PostPosted: Thu Feb 28, 2013 3:37 pm    Post subject: Reply with quote

Wow, nice quality and details. Shocked
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DoomKid
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Joined: 09 May 2008
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PostPosted: Sun Mar 03, 2013 2:40 pm    Post subject: Reply with quote

That's what I call 'next level mapping'! Another here eagerly awaiting the public beta. Smile
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Edwart
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PostPosted: Mon Jul 08, 2013 2:26 am    Post subject: Reply with quote

im here for more updates :)
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Body-Guard
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PostPosted: Mon Jul 08, 2013 9:20 am    Post subject: Reply with quote

Well, mostly bugfixes and script optimizations happened, but there is still much work to do before the public beta is ready. Will try to make a release this summer though. There are many many small things to do, and some of the maps still lack ambients and event scripts. There is one nince effect done although which I think people will appreciate Very Happy Next time I post screenshots you will notice it Wink
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Alteus
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Joined: 02 Dec 2011
Location: Spain

PostPosted: Mon Jul 08, 2013 1:55 pm    Post subject: Reply with quote

This project looks awesome, can't wait to try it! Keep up the good work!
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Cybershark
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Joined: 05 Jan 2005
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PostPosted: Tue Jul 09, 2013 1:54 am    Post subject: Reply with quote

One problem with this type of project is "DNF Syndrome".

Project development becomes lagged in endless revisionism, as the game engine continues to introduce new possibilites.
So new additions (and wholesale rewrites) prevent the project from actually approaching a real goal line.

Body-Guard wrote:
Will try to make a release this summer though.

Make a solid deadline, and stick to it Wink
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Body-Guard
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PostPosted: Tue Jul 09, 2013 11:06 am    Post subject: Reply with quote

True dat! I have to admit though that the last few weeks delay was more like due to lazyness than due to introduced new features Razz The thing is though we want to pull off a quality project which will hopefully gain the public's attention (and play time!). You know, to stir things up a bit, not just the usual LA-worlds and alike should be played Smile

-DoomerMrT
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TheCupboard
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Joined: 25 Feb 2007
Location: USA

PostPosted: Wed Jul 10, 2013 8:41 am    Post subject: Reply with quote

Commentary on those screengrabs in most recent post:

1: Strong light variation. Some of the later images could use more of what is accomplished in this image.
2: The silver SUPPORT texture is not consistently aligned.
3: Good lighting. The upper & lower "brown tile" texture is misaligned.
4: Careful details, not cluttered.
5: The ceiling looks 100% flat compared to the floor.
6: Reminds me of Doom E1 mixed with Quake 2, looks fine.
7: Slopes are pleasing but I think one of those buildings should be taller than rock walls. Draw a sector around the outside of the farthest building and set ceiling height to 1000 and do not place an upper texture.
8: Yes.
9: Again, I would add some uneven sectors to the ceiling.
10: Another case where the silver building could be made taller than the surroundings by drawing an illusion sector with ceiling height = 1000 and keeping the rest of the sky low.
11: Here, you had some good ideas of what to do with the ceiling with slopes and light fixtures.
12: Ceiling light is misaligned.
13: Hahaha, what a voyeuristic camera angle! The cyberdemon is flashing us!

A nitpick: I would look at recoloring/replacing the UAC crates. The faded pink/blue does not complement dark brown rock. The green ones work. Red would work. Dark orange would work. There are many alternative crate textures @ http://www.doomworld.com/afterglow/textures.shtml
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Body-Guard
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PostPosted: Wed Jul 10, 2013 10:01 am    Post subject: Reply with quote

Thanks for feedback!

Quote:
2: The silver SUPPORT texture is not consistently aligned.
3: Good lighting. The upper & lower "brown tile" texture is misaligned.

Noted.
Quote:
5: The ceiling looks 100% flat compared to the floor.

This has been already taken care of in recent versions in all areas with vertex slopes, giving the caves a more natural look.
Quote:
7: Slopes are pleasing but I think one of those buildings should be taller than rock walls. Draw a sector around the outside of the farthest building and set ceiling height to 1000 and do not place an upper texture.

Will see about that.


Soon I'll post some new pics.
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Body-Guard
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PostPosted: Wed Jul 10, 2013 10:20 am    Post subject: Reply with quote

One of the new features is the flare lightning, which I think we managed to deliver fairly well. You can see some vertex terrain too.





-DoomerMrT
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TheCupboard
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Joined: 25 Feb 2007
Location: USA

PostPosted: Wed Jul 10, 2013 7:58 pm    Post subject: Reply with quote

Not gonna lie, that looks totally baller! Best one is the very last screenshot with those dome fixtures hanging from the ceiling.

Maybe even a reddish tint can emanate off the lava, only 16-32 pixels tall. Starts off a reddish-orange and quickly fades away to orange-translucence.
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Cybershark
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PostPosted: Fri Jul 12, 2013 2:29 am    Post subject: Reply with quote

Always liked the visual of those particular "dome fixtures".

Great job on the sparklies. Had just been playing with something like that myself. Not that I had any application for it - whereas you most clearly do Cool
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Body-Guard
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PostPosted: Sun Aug 11, 2013 7:02 pm    Post subject: Reply with quote

For the sake of updates Very Happy

http://www.youtube.com/watch?v=dOjCEW6jzrE
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bless_
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Joined: 12 Sep 2012
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PostPosted: Sun Aug 11, 2013 9:52 pm    Post subject: Reply with quote

If a beta is not released in the next five minutes I'm going to RAGE!!!1!!!111
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