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- > Right. Now that the level has actually got to everyone who needs
- > it, I think it's time to discuss the design a bit. (I guess that I'm the
- > only one who's had a chance to play about with it so far, but still)
-
- I have lokked at it as well now. :-)
-
- > Generally I think it's a pretty good demonstration of the Bad Mood
- > engine so far. It is a bit of a pity that there aren't more of the textures
- > used yet, but it's good that it has got this far in time for NAS. The fact
- > that most of it has only a few visible sectors means that it can run at a
- > reasonable speed even at 320x200 on a basic machine- exactly what I'd
- > planned.
-
- Yup, nothing wrong with the speed (okey it could have been faster but it could
- always be faster... ;-)) and it will be fast if only the lamers (ahhh I finaly
- got the opertunity to say it... ;-)) in DHS could fix the turbo mode. Ahhh..
- Stop Elias don't hit me that hard it was only a joke. ;-) 10 minutes to fix it,
- bha! >:-)) I have seen the menu though... loked rather cool but it would
- have been nicer if it did something too. ;-)
-
- > I love the big central area with the glowing pit, it's better than
- > I imagined. It'll be even better when it's in the game with a big exciting
- > weapon on that central pedestal and with lethal lava at the bottom of the
- > pit.
-
- Sounds.. sexy.
-
- > The bridge section isn't as good as it could be yet- the pillars
- > are too frequent and small. I think a few big chunky ones would be better.
- > Also, I don't think there should be pillars on the ledge on the eastern
- > edge. I still think a nice balcony on the western edge would be better than
- > a barred window too.
-
- :-) I think I will have to take a closer look at the level before I can realy
- say anything about it.
-
- > Generally, I think many of the corridors are too narrow, but I do
- > like the fact that there are often two corridors or stairways next to each
- > other- a big monster could be leaping down one, so you nip quickly up the
- > other one.
-
- I think it's cool when some corridors are narrow, but I did also get the impression
- that there were to many of them.
-
- > I like the fact that there are lots of stairs and multi height
- > floors, this is one of the best features of the Doom (and Bad Mood) engine,
- > and is one to take advantage of. There is one staircase that's a bit too
- > steep at the moment- it needs the "look up and down" controls.
-
- Yes, look up/down controls would be very cool.
-
- > The game locked up at one point too. As I was going up into the top
- > left hand corner of the map, so I don't know what's up there. This could
- > have been a one off, but I didn't have time to check this morning.
-
- I havn't tried it, but there are some problems when displaying the map and you
- get off the map. There is a bug somethere... but it could also be a problem
- with the WAD file in this case.
-
- > And it didn't work with the first version of Fabrice's wall
- > collision detection (second version untested).
-
- Nope, and I wonder if it have something to do with the size of the level. It's
- rather big and Fabrice said something about the size. I had also some problems
- with Fabrice version and some of the levels in DOOM1.WAD (I think it was
- level 2 or 3) that they crashed in the same way as the Bad Mood level. I havn't
- tried it more so I don't kow if it was just at this one time (it could have been
- MagiC or something else screwing things up).
-
- > Generally impressive though- It's good to be able to see my
- > textures being used in game. Now I know what head height is, and that the
- > computer console I drew is way too high- difficult to judge until you see
- > it operating.
-
- Yes. I must say that it looked even better than I had imagined. I think this level
- will be very good when finnished. Maybe we could put in something that makes it
- only to run with Bad Mood and not with Doom?? Hehee... if they want to play
- the best level around they have to go out and buy a falcon! :-)
-
- > Keep up the good work Anthony (and Anthony's brother). I can't wait
- > until I can do my own designing.
-
- Yeah! I will take a look at the sources to DEU and see if I can do something,
- but I guess Anthony will have fixed it before I have even started on something.
-
- GEM-DEU looks very promissing too. Good work there too Anthony. :-)
-
- //Magnus Kollberg
-
-