I think the biggest problem is - that I am not elaborating as to what I have planned. But could you exactly blame me for it? You could say yes and maybe you're right. But for so long in development hell with this project, I get excited that its moving along closer to its final release.
Combinebobnt wrote: have no good reason for not working in Zandronum 2.0 (
I believe I ran into UDMF issues before the assets rolled in; Zandronum's engine is ancient compared to the latest developments with (G)ZDoom. If I were to focus on specifically Zandronum 2.x, I would have to ultimately drop UDMF for Hexen. In turn, then I would have manually align and resize textures as-well as work around UDMF only features specifically - which I will not do. Zandronum 3.x engine look promising and getting close to - what this project needs.
Combinebobnt wrote:(look at all the above posts questioning download links and beta version crap), expecting ordinary players to download off of github
No. The download has never moved from the original topic
. If I left the download buried in posts, then its merely just that - buried. No one is going to be willing to dig
through posts for a download link when it could be already there in the front page. Moverover, I don't understand why people are assuming that they should compile it themselves for an announced beta, rather pointless direction. The filesysetm used on the project's GitHub does NOT follow ZDoom's archive standards
-- the build that I provided does follow the standard. My next phases in development is the wiki, so compiling will finally be feasible for users who wish too.
Combinebobnt wrote:Fix any immediate game-breaking bugs and remove unnecessary filesize bloat. Aeons of Death is in the 100's of mb's because it has shit tons of stuff. This project is just 16 maps, no excuse.
This will be done and already has been planned (since 2013 when the texture format was standardized in the project, to be a little precise). I am not going to bother wasting my time on filtering on each beta release -- wasting a few days work to make a filtered build is not worth it. I could possibly (and still debating) on doing REGEX and push it through the compiler, but - this could take weeks to finally get something stable. The priority for this complaint is low, there's still other parts of this project that needs more attention.
Combinebobnt wrote:Play a little bit of deathmatch with players (not bots!) to know what the hell you are mapping for in the first place.
The lack of testers that I need for this project - does in fact hurt, and I would love to have testers provide as much feedback as possible. However, with the current maps - its long past. However, when I and if I create more maps for this project, I will need testers again.
Combinebobnt wrote:After a little bit of play time, then it is time to START SMALL. No more big projects allowed. Map numbers should not reach double digits.
Would you like to see smaller maps as opposed to the current stock set? How many players should be focused? If 8, I could see what I can do. Luckily, I have plenty of grid paper
is there any particular reason why u need to add this much detail??? http://i.imgur.com/FBW1G4p.png
no on in their right mind will ever leave the main base..... wtf are you thinking???
You are precisely correct! That map (MAP15) and MAP14 are reject maps; ie. WHAT NOT
TODO. You might be asking yourself "WHY THE FUCKING HELL DID YOU INCLUDE IT THEN IN THE FIRST PLACE?!", that is because I will re-centralize the maps to a hub
. Thus, maps such as those will be categorized and optional.
MAP14, MAP15, and MAP16 were maps that I - I guess finding my style; finding a balance of what works and what doesn't. MAP16's layout doesn't feel 'exactly' like a DM map, but that is merely my view.
Thanks for the feedback everyone!