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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


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Cage, can I see your level when it's finished? I have map10 and I may want to incorporate the ending of yours into the beginning of mine. I like megawads that have that "flow" because they do that.

Old Post Aug 27 2006 03:22 #
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Black Void
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Kid Airbag, excellent, *******, I totally forgot about the flow =) That means XXoXX, I'll want to see your level when it's done to make sure I connect off of your exit in the beginning of my map.

Aleaver: I was just stating that, if you DO put a deadline up at some point and time, I would make certain that no matter how much crap I have to deal with, the map would make it on time ;-)

Old Post Aug 27 2006 06:03 #
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Cage
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Kid Airbag: yes, no problem :) You could play test it too, since I think the difficulty needs tweaking. At the moment my exit is a small 'get in, use the switch' room.

Old Post Aug 27 2006 10:34 #
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Aleaver
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Black Void said:
Aleaver: I was just stating that, if you DO put a deadline up at some point and time, I would make certain that no matter how much crap I have to deal with, the map would make it on time ;-)

I know..I was just letting everyone know that as of now..there is no deadline. I think I'm gonna wait until all map slots are filled. Then I will set a deadline.

__________________
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Old Post Aug 27 2006 15:23 #
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Use3D
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Map is done! wheeee

Final stats:

map01: Ventilator

Lines: 4292
Sides: 6888
Sectors: 524

I'll play it a few more times before sending out. Remember those co-op starts and deathmatch starts!

Old Post Aug 29 2006 09:23 #
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XXoXX
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Sure Black Void. Anyway I haven't really made my exit yet so I might just use your start area instead.

Old Post Aug 30 2006 12:47 #
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Soap on a Rope
Green Marine


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Map completed! I'll send it after I finish making this post.

Map 14: Mountains and Mortar
Completion: 100%
Vertices: 7375
Linedefs: 8686
Sidedefs: 14954
Sectors: 1239
Things: 1244
Filesize: 1.59 MB

Screens:



Old Post Aug 30 2006 21:00 #
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Dutch Doomer
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Looks very nice Soap only the sky doesn't really go well with the theme :)
Are we going to use new skies?

Old Post Aug 30 2006 21:15 #
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Soap on a Rope
Green Marine


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I sure hope so! I wasn't thinking about skies when I decided to do map 14. In fact, there wasn't really anything that influenced my map slot decision. I just picked a number that wasn't 15 or 31 because I'd probably forget to put a secret exit in. :P

But yes, the second chunk of maps definitely could use a more generic sky.

Old Post Aug 30 2006 21:41 #
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Black Void
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Use3D said:
Map is done! wheeee

GIMME GIMME GIMME! =P

XXoXX said:
Sure Black Void. Anyway I haven't really made my exit yet so I might just use your start area instead.

I shall send that to you sometime within this week, or possibly today for that matter.

Old Post Aug 31 2006 14:18 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


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Wait, so all maps need deathmatch starts? My level is going to be so massive I don';t know how I could incorporate them into the single player/coop part of my level. Is it okay to make a separate "deathmatch arena" somewhere in the level?

Old Post Sep 1 2006 02:20 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


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Cage said:
Kid Airbag: yes, no problem :) You could play test it too, since I think the difficulty needs tweaking. At the moment my exit is a small 'get in, use the switch' room.

The problem with playtesting individual maps in a megawad like this is that you don't know what you can expect to enter the level with. Since you're map 9, for example, I don't know what sort of health/ammo/weapons/armor I can figure on having after map 8. Unless every map is designed to be played from a pistol start, I think it'd be best for the overall gameplay of the project to test it once all or most of the maps have already been completed.

Old Post Sep 1 2006 02:21 #
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Use3D
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Like the other two, I expect this cc will be to make maps completable from pistol start. Despite having huge maps, throwing in Deathmatch starts won't hurt, and I think NOT having them will break some ports when using multiplayer game of any type..not sure on that one though. Better safe than sorry.

Black Void said:
GIMME GIMME GIMME! =P

I usualy don't outsource betatesting on any of my maps. But I'm considering getting more opinions on gameplay. UV is quite spicy, for a first level!

Old Post Sep 1 2006 02:47 #
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Soap on a Rope
Green Marine


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It's a good habit to always make maps with a pistol start in mind.

As for deathmatch, I just put a handful of deathmatch starts at scattered points on the map, turned off the strong monsters that were near them (no one wants to spawn right behind an Archvile), and put some more weapons around. I've never played deathmatch before, so I just went with what I figured would work. I doubt any more is expected. :P

Old Post Sep 2 2006 02:57 #
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MTrop
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Map 30's gonna be HUGE.

Map 30: For We Are Many
Completion: 25-30%
Vertices: 4671
Linedefs: 5573
Sidedefs: 9071
Sectors: 1043
Things: 32
Filesize: 805 KB

-Update 9/19/06

Completion: 55-60%
Vertices: 10182
Linedefs: 12170
Sidedefs: 19340
Sectors: 2236
Things: 105
Filesize: 1.96 MB

Last edited by MTrop on Sep 19 2006 at 19:48

Old Post Sep 7 2006 20:28 #
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Black Void
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http://i104.photobucket.com/albums/...oomScreenie.jpg

Yeah, I suck at taking screenshots =P

Map 6 - Seplophobia
Completion - 15%

...Ah, the day to myself tomorrow; I hope to tackle up to 50% of this map by then - it's gonna be sweet... (I wouldn't DARE throw in a filler map!)

Old Post Sep 8 2006 00:27 #
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RottKing
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620 vertices
778 linedefs
1131 sidedefs
173 sectors
65 things

Hmm I'd have to say my map is around 15% - 20% done so far, here are some pictures:





Don't worry the whole map won't take place in the sewers :P I haven't thought of a name yet though.

EDIT: Also I'm guessing these maps will be coop compatible?

Old Post Sep 15 2006 01:14 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


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YAY, SCREENIES

My level is < 5% finished from a design standpoint. It's 1294 sectors so far, so yes, my plan is for this level to be absolutely massive, perhaps even the biggest single level ever created.

It takes place in some kind of UAC Headquarters. It's going to utilise the invisible teleport linetype heavily to create the illusion of a multi-level building going down into the earth. It'll include everything: hangar (with a ship that you can go inside of), living quarters, fitness center, warehouse, labs, maintenance/power control, waterworks, all sorts of fun shit.

So here's a few screenshots just to show that I have been doing some work. Just be aware that they're very sparsely decorated right now, since I usually do finer detail/scenery/enemies/weapons later in the level editing process, so these will all be spiced up a bit.

The "trash bay" where you start.

Grand entrance hall.

View of the entrance hall from the other side.

Parking garage.


And a view of the level so far in WadAuthor, just for shits and giggles.

Old Post Sep 18 2006 19:45 #
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RottKing
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Shoot for the stars, kid!

Old Post Sep 19 2006 01:33 #
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Use3D
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Kid Airbag said:
YAY, SCREENIES

My level is < 5% finished from a design standpoint. It's 1294 sectors so far...

Damn you have been busy

Old Post Sep 19 2006 02:08 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


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Use3D said:
Damn you have been busy

Hardly. I've been working on this since I first signed up, and that was over a month ago.

Old Post Sep 19 2006 18:56 #
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esselfortium
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Kid Airbag said:
Hardly. I've been working on this since I first signed up, and that was over a month ago.

I would consider 1294 sectors to be quite a lot for one month. ;P

Old Post Sep 19 2006 20:50 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


Posts: 6359
Registered: 12-00



RottKing said:
Shoot for the stars, kid!

Yeah, I figure that in all honesty this will be my last contribution editing-wise to the Doom Community. Doomed Once More kind of has fallen by the wayside, unfortunately, although I am taking some of my favorite ideas from those half-finished levels and trying to incorporate them in this one.

I would maybe like to also make a gothic-themed level for CC3 (not quite as grandiose as this one) if/when I finish map 10 and if there's still slots available.

Old Post Sep 19 2006 21:25 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


Posts: 6359
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esselfortium said:
I would consider 1294 sectors to be quite a lot for one month. ;P

A lot of it is copy and paste maneuvering, particularly with the "3d skylights." I also give no thought whatsoever to sector efficiency so if every identical sector was the same, the total number would probably be cut in half at the very least.

Although now that I'm finally done with the grand hall things could pick up a little bit because I find designing huge rooms to be really tedious and so I tend to progress more slowly than when I'm working on a bunch of smaller rooms.

Old Post Sep 19 2006 21:27 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


Posts: 6359
Registered: 12-00


Just hit the 3000 sector mark, and if I said I was 10% done with the level that'd be a liberal estimate. I'm pretty sure I'm going to end up breaking WadAuthor.

Old Post Sep 29 2006 06:56 #
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Shadow Dweller
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i once tried to make a sector that was as big as the maximum building space in doom builder. but, before i was done it kicked me out.

Old Post Sep 29 2006 19:24 #
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Aleaver
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In my map I hope to get close to 1000 sectors. but that being said my map is already the biggest map I have ever made. 450+ sectors and counting.

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

Old Post Sep 29 2006 23:13 #
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Shadow Dweller
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map 35 done.

new map: Hangman's Noose

vertices: 1219
sectors: 261
linedefs: 1427
sidedefs: 2436
things: 233
completion: 40% more or less
stress rating (1-10): 7

screenshots as soon as i figure out how to take them from an in-game POV.

Old Post Oct 13 2006 01:56 #
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Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


Posts: 6359
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Shadow Dweller said:
screenshots as soon as i figure out how to take them from an in-game POV.

The printscreen key on your keyboard should do that.

Old Post Oct 14 2006 20:39 #
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Shadow Dweller
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i know, but the big problem is the color is all messed up.

see my "'-devparm mode' problems" thread.

i may already have an answer to that problem, thanks though.

Old Post Oct 15 2006 01:48 #
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