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Messages - LittleTemple

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16

Maps, Wads and Mods / Giving Abiageal O'Meara a hand.

« on: November 26, 2012, 15:42:22 »
We aren't sure if this is the right place to post a thread such as this but, it does partain to the project nonetheless.

We recieved an email from Abiageal O'Meara in which she informed us that she has 14 of 38 tracks finished.

She's been working on the soundtrack for Projekt Xero for a few months strictly since we heard the track linked below

http://www.youtube.com/watch?v=fDfs5IL7lDw&feature=context-cha

and we've pretty much told her to do whatever though she has requested sketches of levels for said tracks.

The track for MAP01 is here: http://www.youtube.com/watch?v=j4b4PrXdiZY&feature=relmfu

The track for when you die is here: http://www.youtube.com/watch?v=IVdu3-7qs2M&feature=relmfu

She mainly wanted some feedback outside of our group and she's only played DOOM once and that was after we invited her to compose the score.

I'm sure she'll appreciate the feedback much more than us and if you'd like to send her feedback directly, you can do so by way of this email- abbey0237@gmail.com

She asked us to post track08 (Map03) for feedback at this link - http://www.freefilehosting.net/1-08enteringthebeastresearchlabmainhallmp3

It's an MP3 @ 96kbps (stereo)

Many thanks in advance!

Please let us know if this thread is in the wrong place

Blessing,

The Little Temple Group
17

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 26, 2012, 14:41:16 »
Thank you!

We've also noticed the majority of players in locked servers around the times we check.

Is this normal or a glitch of some kind?
18

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 26, 2012, 00:13:58 »
Just a small update on things.

Firstly, Kamila got Odamex working on her computer and checks every day to see if players are online just to try and get in the loop.

Secondly, we've attempted .ogg.

Oddly, it works on Odamex fine with no problems. ZDoom however only plays music at the intermissions. (moving forward)

Though with the quality at 96kbps it does have some strange and ear shattering hiccups at the very beginning of tracks or a few seconds in.

Abiageal O'Meara doesn't know much about how DOOM handles music or much about DOOM, she just writes music so, we've been trying to figure it out.

MP3 works with both, so, until we can get things sorted out, we'll probably be sticking with MP3 for the time being.

Kamila sat down with Elizavetta and the blueprints for MAP02 and did a little work on it for a few hours.  So far it's coming along.

We put a ceiling in the starting room for MAP01 and the first area by the steps after using the switch to open the first door because we realized the sky texture looked strange in the start room and the tunnel when looking back from the bridge.

In MAP01 we also fixed the textures, added some more health (it was easy for us but, might be too hard for people who don't know the level) and a few extra monsters.

We also made the texture on the yellow key pillar the same as the platform it lowers onto so it would seem to disappear and we added 2 new sectors with  the UAC logo because it looked a little bald.

We replace and missing texture in the guard house outside the dam and changed a grey texture to a tech blue one as the grey looked out of place.

We hope MAP01 is much more enjoyable now!

Blessings,

Kamila Zielinski, Elizavetta Zielinski, Marus Dudek and Valentine Zajac
19

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 24, 2012, 14:04:16 »
Glad to know the teleporters work!

As for the bleeding textures, has it been updated to accept floor textures on walls as well?

As for the soundtrack, we'll gladly do that! We do plan on having a seperate "soundtrackless" version for those who have slow internet.

I'll email Abiageal O'Meara and ask her for the lossless master tracks (aiff)

Many thanks for the post! =)


Blessings,

Kamila Zielinski, Elizavetta Zielinski, Marus Dudek and Valentine Zajac
20

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 23, 2012, 20:05:04 »
With feedback on the project from the wonderful folks over at DoomWorld, Kamila redid Elizavetta's version of MAP 01.

Some things still don't work in Odamex and we mistook some floor textures for wall textures.

So as of now, the new map is best played in ZDoom, though it is completable fairly easy in Odamex.

The link at the top should work but in case not, here is another!

http://www.freefilehosting.net/projektxerodemo1

Blessings,

Kamila Zielinski, Elizavetta Zielinski, Marus Dudek and Valentine Zajac

21

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 21, 2012, 17:48:03 »
Agreed! It truly is!

Valentine hated the idea at first, claiming it made the levels too realistic and not DOOMish enough. He still feels this way but we are going for doom like levels rather based on realistic looking areas.

We hadn't thought of that for DM maps but, we just might have to give it a shot!


Blessings,

Kamila Zielinski, Elizavetta Zielinski, Marus Dudek and Valentine Zajac
22

Maps, Wads and Mods / Re: DOOM II Projekt Xero - And greetings!

« on: November 21, 2012, 17:35:29 »
Our pleasure =)

Design goals are something frequent Odamex players would probably be better at judging then me or my friends however, any design flaws or something tacky mentioned by players will certainly get our attention!

The bridge we never really liked anyway and it was up for change by Elizavetta (whom designed MAP0!) she found it ugly. As for wall textures on the floor and such, they will be easily switched. The Zdoom features currently in the engine are actually quite amazing.

We actually look on the fact of wall textures for wall textures and visa versa to help us be less lazy so, no harm done!

The engine (Odamex) on OS X is actually smoother than the port of Zdoom to the same Operating System and I must say I was surprised. Once we get the textures, bridge, and title/credit pics fixed we'll happily use Odamex as our default testing engine. Once it's all sorted, the game should run smoothly on Odamex, Zdoom, Zdeamon and all other modern source ports that allow HeXen formatted maps.

Early on in the project we thought of hubs, this was Kamila's idea as the lead designer behind myself but, we found ourselves inexperienced for such things. Instead we decided it would be neat to see some of the other levels you'll go into or just left outside a window, ect, of the level you're currently in. Perhaps hubs will come in Projekt Xero II (yes we're almost certain there'll be one sequel.)

Once again, thank you! And enjoy the level thus far! =)

Blessings,

Kamila Zielinski, Elizavetta Zielinski, Marus Dudek and Valentine Zajac


23

Maps, Wads and Mods / DOOM II Projekt Xero - And greetings!

« on: November 21, 2012, 14:41:12 »
Greetings, fellow DOOMers!

Myself and my friends have searched HIGH and LOW for decent online DOOM communities, paying close mind to those who are smaller (not Zdeamon).

The software is excellent, and deathmatch is very smooth!

My friends and I look forward to getting to know your community and all it's members much much better.

You may be curious as to how we've come to your little neck of the internet!

You have a player who knows us named "KillerKittyKat" or Kristen. We asked her which community she plays DOOM with, and if they enjoy Co-op and Death match. Thus, she said Odamex!

For a month now, my friends and I (4 people) have been working on our very first DOOM II project. The current title in America and english speaking countries is Projekt Xero.

It will include a 32 megawad single player and coop compatible file (coop is planned to be added in, and made tough)
Also included will be a 10 level (or more) death match only wad with maps based on and themed around chosen levels of the single player file.

My friends and I wanted this community to be the first to see the project aside from "Wads In Progress" and are looking for feedback thus far on the single player (and later, coop compatible) files as we progress, if that's okay.
Currently it is being designed for ZDoom and because of this, we also have questions regarding your engine.
Does it play nice with Zdoom? If not, we've only finished one map and it isn't too late to turn back and change the engine compatibility. Coop and deathmatch for this community is an important part of our project's creation. Any help would be GREATLY appreciated!

List of features (When it's done)

All new 32 level single player wad file complete with secret levels and an all new story (when it's done)
Coop compatibility (when it's done)
All new soundtrack composed by Abiageal O'Meara
Death match levels based on the stories, themes and layouts of single player levels (will be released alongside Projekt Xero single player/coop file)

Optional download of a version without level soundtracks for quick download (death match file included)

We've currently be using Abiageal O'Meara's Projekt Xero soundtrack in a low quality MP3 @ 128kbps for a small footprint. However, we realize some people may have slow internet and as there is a new song for each level the file may prove to be quite large (38 tracks).
We admit of course that the music does add a certain depth to the levels that is otherwise absent but alas, filesize is of course an issue.

Once we've figured out how to get Odamex working on the Macintosh again (minor update problems) we'll be seeing you in game and testing the wad with your engine as well!

For those of you whom are interested, please feel free to try the DEMO version of Projekt Xero found here: http://www.freefilehosting.net/projektxerodemo1

We will be posting on the forums as regularly as possible, getting envolved and things, but, should we be absent for a day or two (completely possible), feedback may be sent to the following address.

littletemplegroup@aol.com

For anything related to the soundtrack, Abiageal O'Meara can be reached at this address

abbey0237@gmail.com

If you'd like to see screenshots, please let us know! =)

Many thanks in advance and have a great day!


Blessings,

Kamila Zielinski, Elizavetta Zielinski, Marus Dudek and Valentine Zajac


EDIT:

After successfully getting Odamex to launch once again on OS X, we have concluded that major texture editing and the reconstruction of a bridge will have to be made in order to maintain compatibility for the Odamex engine.
In the mean time, people who want to test the currently uploaded file may do so by using the Zdoom engine to play! =)

EDIT2:

The file has been reuploaded and should work much friendlier with Odamex. However, there are probably still small bugs. One that is noticible is the exit pipe at the foot of the dam.

While walking along the dam to get to the end where the staircase down is, for some reason the pipe bleeds all over the place and we can't seem to find the cause. This doesn't happen in Zdoom and there appears to be no improper textures.

If someone with more knowledge on the workings of the Odamex engine has any idea, please do let us know as it is visually disturbing.
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