Demon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Community Chest 4 > Map Status
Pages (11): [1] 2 3 4 » ... Last »  
Author
All times are GMT. The time now is 11:30. Post New Thread    Post A Reply
Aleaver
Can't spll


Posts: 1235
Registered: 08-02


As the thread title says...Post your maps stats here. Like percent complete, Sector, linedefs and what not amounts. Plus any links to screenshots you may have of your map. Also post here when your map is finished or if you are un-able to complete your map..AKA Dropping out.

(NEW!) Release date (UPDATE 07-16-07): July 30th Map cutoff. August 5th Release

New (04-07-07) http://www.aldp.ws A site for CC 3!

__________________
ZDaemon handle: Dreamstate | You Tube | Show me a world without greed and deceit, and I'll show you a fantasy -Anomalous

Last edited by Aleaver on 07-17-07 at 01:19

Old Post 07-01-06 22:04 #
Aleaver is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


my map is 100% complete and is waiting for you in your email inbox.

816 vertices
930 linedef
1546 sidedefs
236 sectors
596 things

file size: 126 KB

level may change

Last edited by Shadow Dweller on 07-07-06 at 21:54

Old Post 07-01-06 22:37 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
XXoXX
Junior Member


Posts: 188
Registered: 08-04


My map is hanging around 40-50% complete. Had to start a new one as my old map was lost.

Current stats:

Things: 56
Vertexes: 1900
Linedefs: 2245
Sidedefs: 3472
Sectors: 368

Note: There is no monsters yet.

EDIT: 24/7/06

Status:

Things:6
Vertexes: 708
Linedefs: 839
Sidedefs: 1292
Sectors: 137
Progress: 30%

Had to redo a large part of my map. I think it looks better now that i scrapped all the really tedious parts out. Screenies later.

Last edited by XXoXX on 07-24-06 at 10:46

Old Post 07-02-06 07:49 #
XXoXX is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


got some screenshots:

http://img92.imageshack.us/my.php?image=i07wa0qd.png

http://img57.imageshack.us/my.php?image=i07wb4dx.png

http://img57.imageshack.us/my.php?image=i07wc2zw.png

Old Post 07-02-06 16:20 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dutch Doomer
Forum Staple


Posts: 3367
Registered: 05-04



Shadow Dweller said:
got some screenshots:

Great screenshots I like them very very old school, I would like to see 32 maps of these.

Old Post 07-06-06 14:44 #
Dutch Doomer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Soap on a Rope
Green Marine


Posts: 47
Registered: 06-06


Completion: 25%
Vertices: 1606
Linedefs: 1806
Sidedefs: 3588
Sectors: 200
Things: 131
Filesize: 276 KB

Screenshots:
1
2
3
4
The map is far from complete, but these are the most complete parts of the map, so I imagine they're fairly close to what those areas will look like.

Last edited by Soap on a Rope on 07-06-06 at 15:15

Old Post 07-06-06 15:07 #
Soap on a Rope is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Soap on a Rope
Green Marine


Posts: 47
Registered: 06-06


another screenshot

Am I a huge dork for putting this stuff in my map? The SNES cart kind of resembles Super Metroid if you use your imagination.

Old Post 07-07-06 01:19 #
Soap on a Rope is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
MTrop
Member


Posts: 421
Registered: 12-05



Soap on a Rope said:
another screenshot

Am I a huge dork for putting this stuff in my map? The SNES cart kind of resembles Super Metroid if you use your imagination.



Yes, you are a huge dork. But an awesome one, nonetheless.

Old Post 07-07-06 01:51 #
MTrop is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


i am nearly finished with the changes, i adjusted the lighting, and added a little damage. i'll have the screenshots tomorrow.

Old Post 07-07-06 03:11 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
XXoXX
Junior Member


Posts: 188
Registered: 08-04


I think I giving myself a timeframe of 1 month to finish up my map...It's turning into a huge one! Then IF(emphasise the word IF) i manage to finish i might take another slot.

Soap's screenshots seems to be full of brick10 texs.... But his attention to detail really put my map to shame :( . Nice map by the looks of it.

Old Post 07-07-06 16:38 #
XXoXX is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


updated screenshots: NOT FINAL

to enlarge just click one of the thumbnails.

http://img488.imageshack.us/img488/2059/i07wa2gb.th.png

http://img150.imageshack.us/img150/1200/i07wb1yu.th.png

^there is supposed to be a blinking light here as soon as i figure out how i can do it as realistic as possible.

http://img150.imageshack.us/img150/3918/i07wc4ns.th.png

http://img150.imageshack.us/img150/5802/i07wd3hl.th.png

i think i'll add a little more damage in other areas. i will also try to smooth out the shadows. in the first image i'll probably add a flickering light.

Last edited by Shadow Dweller on 07-08-06 at 02:39

Old Post 07-07-06 22:33 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Vader
Member


Posts: 496
Registered: 02-05


I think you should vary your textures more.
The repeating ceiling with the lights (shot 1,2 and 4) and the crates in the first shot are just an example!
Also using a switch texture without giving those switches a purpose is bad stuff IMO.

I know this isn't final yet, but maybe you can use this as an advice.

Old Post 07-07-06 23:45 #
Vader is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06



I think you should vary your textures more


i have given thought to that and i think i might add some corruption. (faces in the walls and the like).

of course the worst parts of the map, IMO, are the only ones i could get good screenshots of. everything else would look better in the game itself


Also using a switch texture without giving those switches a purpose is bad stuff IMO.


i know i thought of that but i thought it went well with the room. if there were more textures designed for pillars, i'd have used that.

however, it adds to the puzzle of the room, one of those is a switch, don't worry it is very easy to find. it is pushed in to the wall and the texture is slightly different, you'll know it when you see it.

i didn't want to have a switch hunt,seeing how popular they are, but i couldn't figure out how to tag the cyberdemon so that when he dies, a secret door opens. i figured the semi-hidden switch would make a neat alternative.

it is good that i have feedback like this, because it gives me something to think about, as far as changes go.

Old Post 07-08-06 02:34 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4714
Registered: 04-02



Shadow Dweller said:


i know i thought of that but i thought it went well with the room.



I agree with you. The texture is used in an unconventional way and anyone whos played Doom at all would know that those aren't switches. Keep them.

Old Post 07-08-06 04:03 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Soap on a Rope
Green Marine


Posts: 47
Registered: 06-06



Shadow Dweller said:
updated screenshots: NOT FINAL



The first picture looks okay (I like the broken wall right next to the door like that), but it could use some more colors. You would do well to throw some brown crates into the mix.

On the second screenshot, you should fix the lighting on the floor under the broken ceiling so it's the same as the rest of the hallway - having the light broken above a brighter section of floor just doesn't make much sense. :P Overall, though, I'd say you're doing a fine job on lighting.

In the third shot (with the columns), you may want to consider changing the wall texture to something besides square tiles. It makes everything in the room kind of blend together, and you want a bit more contrast than that (especially if you're planning a big fight in there).

I have nothing to say about the fourth shot in particular, so I'll just give you another nugget of advice for all-around use. You should put the occasional curve in the walls of your hallways, or a desk against the wall, or something to break it up, because the enemies aren't going to be there to spice up the hallways forever.

All in all, you're obviously getting better. I look forward to seeing how this turns out.

Old Post 07-08-06 04:31 #
Soap on a Rope is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06



Soap on a Rope said:


The first picture looks okay (I like the broken wall right next to the door like that), but it could use some more colors. You would do well to throw some brown crates into the mix.



oh, yeah, i probably should try that. another thing i thought of is adding broken crates once i figure out how to do it


Also

On the second screenshot, you should fix the lighting on the floor under the broken ceiling so it's the same as the rest of the hallway - having the light broken above a brighter section of floor just doesn't make much sense. :P Overall, though, I'd say you're doing a fine job on lighting.


i know, but remember i am going to put a randomly blinking light in there as soon as i figure out a realistic way to do it.


And

In the third shot (with the columns), you may want to consider changing the wall texture to something besides square tiles. It makes everything in the room kind of blend together, and you want a bit more contrast than that (especially if you're planning a big fight in there).


i thought of that, i'll see what i can do.


And

I have nothing to say about the fourth shot in particular, so I'll just give you another nugget of advice for all-around use. You should put the occasional curve in the walls of your hallways, or a desk against the wall, or something to break it up, because the enemies aren't going to be there to spice up the hallways forever.


i might consider adding an occational dent in the wall


And

All in all, you're obviously getting better. I look forward to seeing how this turns out.


thanks

Old Post 07-08-06 13:10 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Soap on a Rope
Green Marine


Posts: 47
Registered: 06-06


Wow, good thing I have a habit of hitting CTRL+S every few minutes. I was panicking a bit ago because my computer froze and my wad file had become corrupted because the freeze occured while I was saving, and the latest backup was from several hours back. Then I remembered that the ".015.bak" was from XWE and I tried ".backup3" instead (which is Doom Builder's backup). My work's still there. Whew.

That aside, I figured I'd give an update on my progress.

Completion: 60%
Vertices: 3659
Linedefs: 4190
Sidedefs: 7066
Sectors: 494
Things: 395
Filesize: 1.03 MB

Screens:
http://img515.imageshack.us/img515/6893/doom00128ig.th.png
http://img501.imageshack.us/img501/6251/doom00137xw.th.png
http://img505.imageshack.us/img505/2356/doom00163sc.th.png
http://img501.imageshack.us/img501/3517/doom00185ol.th.png
http://img517.imageshack.us/img517/8122/doom00210zk.th.png
http://img400.imageshack.us/img400/4094/doom00227ae.th.png

Old Post 07-10-06 00:03 #
Soap on a Rope is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
MTrop
Member


Posts: 421
Registered: 12-05


So far, this is my progress on MAP07:

Completion: 35-40%
Vertices: 1045
Linedefs: 1226
Sidedefs: 1909
Sectors: 252
Things: 12 (I add objects last)
Filesize: 143 KB

UPDATE 7/12/06

Completion: 75-80%
Vertices: 2704
Linedefs: 3133
Sidedefs: 5014
Sectors: 663
Things: 38 (Monsters and Goodies and Misc. remain)
Filesize: 424 KB

UPDATE 7/21/06

Vertices: 3090
Linedefs: 3571
Sidedefs: 5863
Sectors: 769
Things: 561
Filesize: 513 KB

I'll probably send it in soon. It needs a little more testing.

Last edited by MTrop on 07-21-06 at 06:01

Old Post 07-11-06 03:03 #
MTrop is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Dutch Doomer
Forum Staple


Posts: 3367
Registered: 05-04


Very ultra super early shots...just slapped some sectors together without thinking too hard.
http://img157.imageshack.us/img157/8739/doom00001xa.th.pnghttp://img129.imageshack.us/img129/8122/doom00013tk.th.pnghttp://img127.imageshack.us/img127/9130/doom00028ni.th.png
Completion: 5%
Vertices: 606
Linedefs: 684
Sidedefs: 1099
Sectors: 108
Things: 12

Old Post 07-13-06 21:32 #
Dutch Doomer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Craigs
The only idiot here besides Csonicgo


Posts: 2507
Registered: 11-05



dutch devil said:
Very ultra super early shots...just slapped some sectors together without thinking too hard.
Completion: 5%
Vertices: 606
Linedefs: 684
Sidedefs: 1099
Sectors: 108
Things: 12



Looking good Duch Devil, but I think you should change that column of white lights in the first screen shot. They look way too flat there.

Soap on a Roap:
You might want to try to decrease the size of your map a little bit. It may only be 1.03mb, but its gonna take its toll when all 32 maps are complete.

Last edited by Craigs on 07-25-06 at 22:30

Old Post 07-24-06 07:30 #
Craigs is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


updated screenshots (subject to change)

http://img163.imageshack.us/img163/6384/i07wapipesdd9.th.png
http://img172.imageshack.us/img172/971/i07wbdentpn2.th.png
^a dent in the wall. it may be removed.
http://img374.imageshack.us/img374/81/i07wcholevi3.th.png
http://img119.imageshack.us/img119/3817/i07wdgatewaykg0.th.png
^under construction gateway
http://img157.imageshack.us/img157/5041/i07wecontrolroomcj7.th.png

Old Post 07-25-06 17:33 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Craigs
The only idiot here besides Csonicgo


Posts: 2507
Registered: 11-05


Looking good Shadow Dweller.

screen shot 1:
That looks Awesome. You put the pipe texture to good use too.

screen shot 2: I'd really suggest removing that. It doesn't look like a dent at all.

screen shot 3: Nice, but I'd suggest you swap the brightness levels a bit. The hole should be darker then the rest of the room shouldn't it?

screen shot 4:
Remove the lights in the back. That's my main concern for that part.

screen shot 5:
BEAUTIFUL. The light effects are awesome. My only suggestion would be to replace the compblue texture with one of the silver textures. It clashes with the rest of the room.

My final piece of advice:
Don't use those lights to cover an entire wall. In the second screen shot, the way you covered the entire wall with the blue lights looks horrible. Just do what you did with the lites in the last screen shot and put them in a little niche in the wall.

Old Post 07-25-06 22:29 #
Craigs is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Lüt
Administrator


Posts: 9170
Registered: 05-00



Craigs said:
Looking good Duch Devil, but I think you should change that column of white lights in the first screen shot. They look way too flat there.
Agreed, invert the angle to give them some thickness.

Craigs said:
Soap on a Roap:
You might want to try to decrease the size of your map a little bit. It may only be 1.03mb, but its gonna take its toll when all 32 maps are complete.

I'll kindly disagree there. Go for an epic. I don't think there's anybody accessing this site for whom a file with that much additional map size, especially compressed, would cause downloading or drivespace grievances.

Craigs said:
screen shot 3: Nice, but I'd suggest you swap the brightness levels a bit. The hole should be darker then the rest of the room shouldn't it?
Looking near the middle of the crack, it seems the mountainscape of a sky is showing through, so I'd imagine it's outdoor light pouring in.

Craigs said:
My final piece of advice:
Don't use those lights to cover an entire wall. In the second screen shot, the way you covered the entire wall with the blue lights looks horrible. Just do what you did with the lites in the last screen shot and put them in a little niche in the wall.

Definitely agreed. Same with the ceiling in screenshot 3. I suggest always putting lights or light textures in their own casings rather than plastering them over large surfaces. Screenshot 5 is a better example of how to "install" lights, as well as decent lighting.

Old Post 07-27-06 05:42 #
Lüt is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Soap on a Rope
Green Marine


Posts: 47
Registered: 06-06


Yeah, I don't think filesize is all that big an issue, especially after I remove the unused textures and the WAD is compressed.

Here's an update.

Progress: 99%
Vertices: 7275
Linedefs: 8556
Sidedefs: 14776
Sectors: 1213
Things: 961
Filesize: 1.91MB

It's not 100% because I still have to implement multiplayer and finish playtesting/balancing gameplay on the three difficulty settings.

I'll send it to you when it's done and I have a reliable internet connection (i.e., not the one I'm using now). Should be within a couple of weeks.

Old Post 07-29-06 15:02 #
Soap on a Rope is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Black Void
Member


Posts: 492
Registered: 06-02


Mmm, I'm about 90% done with my map - I just need to balance out the gameplay and polish out the design a little bit... but yea, I'll post screenies soon =)

Just to let ya know though - If by the end, we don't have enough mappers, I would not mind doing a second map.

Old Post 07-29-06 21:43 #
Black Void is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4714
Registered: 04-02


My map is turning out well too, I'd have to say it's around 30%

map01: Ventilator
Sectors: 140
Lines: 1344
Sides: 2411

I may consider doing a second map, but Id like to see more authors sign up, please contribute a map to cc3!! (this means you AgentSpork, Flange Peddler and Dittohead!)

Old Post 07-29-06 23:19 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Aleaver
Can't spll


Posts: 1235
Registered: 08-02


Map amounts as of 7-29-06:
83% complete.

2821 vertices
3207 Linedefs
5071 Sidedefs
366 Sectors
320 things
File size: 404 Kb

The map is turing out extremely well. New screens later.

__________________
ZDaemon handle: Dreamstate | You Tube | Show me a world without greed and deceit, and I'll show you a fantasy -Anomalous

Old Post 07-30-06 01:20 #
Aleaver is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


refering to the mystery surrounding my third screenshot: yes that is skylight coming through
an open hole in the ceiling. that was just a bad angle. thought it was more odvious. guess not.

as for everything else, i read the advise given and am working on it now.

Old Post 07-30-06 01:25 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


Fixed (hopefully)

http://img254.imageshack.us/img254/1850/i07wacontrolroombrc7.th.png
http://img372.imageshack.us/img372/1015/i07wagatewaybar1.th.png
http://img480.imageshack.us/img480/9150/i07wastairsmr4.th.png
^not too sure about this one. i may replace the blue lights with floorlamps. it depends on the feedback i recieve

The "dent" has been removed BTW

Last edited by Shadow Dweller on 08-02-06 at 18:40

Old Post 08-02-06 17:29 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Dweller
Forum Regular


Posts: 765
Registered: 04-06


judgeing by the lack of feedback, i am guessing there are no comments, so i am now looking for beta testers.

Old Post 08-08-06 03:26 #
Shadow Dweller is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 11:30. Post New Thread    Post A Reply
Pages (11): [1] 2 3 4 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Community Chest 4 > Map Status

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.