Here are some comparison
shots between Chex Quest Phase I and the work currently in progress:
(Warning: Lots of Graphics = Slow Page Load)
Here is the diner (E2M1) with its sprites based stools.
Here is the Phase II diner with its 3D sector based stools, and a tile floor.
(Please note the box of Rice Chex at the far end of the counter)
The counter top has also been built out using one of Legacy's 3D sectors.
<<EDIT (February 5, '04): I've
switched the old pic for a new one showing the new textures for the booths,
and the new windows (with translucent textures for glass). Outer
walls have been constructed for the hangar outside, which can also be seen.
There is no new flat for the tops of the seats yet in this shot.
The upholstery on the seats may have to be changed to dark grey in order
to match the stools.>>
The hangar (E1M1)
Some slight changes to the Art Gallery level (E2M3). More paintings, fossils, and signage will be added in the near future.
Eat your Chex!
On the right, you can see that I
have changed the flask to a non glowing item, and the beaker with Bunsen
burner is now two different things. One thing is the original translucent
item, which gives us the liquid, an the other thing is is opaque, for the
Bunsen burner and the outline of the beaker. The second thing also
has dynamic lighting that simulates the light cast from the burner's flame.
Something is definitely wrong here.
I opened up the area around the courtyard, and built a way in Presumably, the player got in via the gate on the one side of the courtyard, which has, unfortunately, locked behind him, forcing him to play through the level, instead of running away down the boulevard like a coward.
Although it does not have any textures
yet, I have constructed the outside wall of the museum. It is meant
to take on the look of a 19th century museum, hence the large cornice on
the roof line. The outer wall is only 24 pixels taller than the ceiling
height of the main gallery, which merely accounts for the thickness of
the roof, so this really is how tall the museum is supposed to be.
Also, since the player starts next
to that very wall, one really has to ask how the heck he got there.
BTW: That ugly red ceiling
has got to go!
BTW: Please note that I have
changed Legacy's HUD icons for armour and ammo to more Chex appropriate
Just a few trusses along the ceiling,
some lights, and a better looking set of flats for the floor, and this
baby ought to be looking real good!
An improved version of the teleporters on E1M2. The pads are recessed into the platforms, and a Heretic style rising glitter effect has been added.
A non-functioning teleporter. The player starts here on E1M2.
These storage cabinets have been built out from the wall using Legacy's 3D sectors, giving them more depth than they had as just flat wall textures. For comparison, please note the glass cabinet towards the right of the picture, which has not been built out yet.
One of the rooms on E1M3 with some rather unconvincing looking tables, and glowing flasks.
The same room in its current state for phase II.
Also note the flat used for the floors
in this level. The flat fades towards its edge, and doesn't tile
very well. I have heard this flat referred to as the "mouldy carpet"
flat by a few people, because the overall look it gives it the appearance
of a piece of old worn out carpet.
Bay 1 after alteration. The heights of the walls on the north and west sides have been raised in order to agree with the size of the adjacent structures. Additional walls have been build around other sections of the map that might possibly trigger the ceiling "bug". The crowns and bases have been built out, just as they have been throughout this level, although it may be difficult to see the difference at this distance. The size of the observation window has been increased, and the flat has been edited so that it tiles better, and no longer has that "mouldy carpet" look. This section of E1M1 was probably the most difficult area I have had to edit for TUCQ so far, due to the complexities of setting up the sectors in the regions where shorter and taller walls meet.
Me and a couple of bots go for a swim on E1M3.
A 3D hydraulic lift on E2M1. A 3D sector based switch box that lowers the lift is to its right. Another switch box, also made out of 3D sectors is perched atop the lift platform itself
Another view of the lift, lowered this time.
The Arboretum on E1M4. With no sunlight and no electrical lights in this room, how do these trees manage to grow?
The pond now has a sloping bottom, and 3D water inside. Some lilies are growing in the water at the edge of the pond.
There are approximately 800 lindefs
showing in this screen shot, as opposed to 30 or 40 in the older version.
Here is another improvement to the look of the teleporters. The bad news is that it can only be seen in opengl mode.
DooM Legacy allows for flats that are larger than the standard 64 × 64 pixel flats used by DooM.
I used this feature extensively in E1M3 to create matching ceilings for the "steel plate" motif used throughout the level.
Twenty-eight 128 × 128 pixel flats were created for this job.
All the pick up messages, death messages, and exit messages , save one I liked, have been changed from their
original DooMish versions to the appropriate Chex Quest versions. This is the first time anyone has ever
successfully changed the Legacy Death messages (i.e. Boingo was shot by a possessed, Boingo was fried by an
imp) or the exit messages (Don't leave -- there's more demons to toast!) to something else.