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Lord_Z
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It's about 10-15% done right now, just thought I'd post some screen shots. The title is not definite but it'll do for now. The first two pictures are looking into the starting room and the others are in a room just outside it.
http://img143.imageshack.us/img143/9228/doom0000or0.th.png
http://img59.imageshack.us/img59/2283/doom0003wx4.th.png
http://img59.imageshack.us/img59/3886/doom0001cl5.th.png
http://img59.imageshack.us/img59/6563/doom0002no8.th.png

UPDATE: Completed and Submitted!

Last edited by Lord_Z on 09-26-08 at 13:01

Old Post 06-08-08 15:24 #
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Butts
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off to a pretty good start.

Old Post 06-08-08 18:01 #
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Dutch Doomer
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Very good I like the two bottom shots the most.

Old Post 06-08-08 20:57 #
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Creaphis
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Should that be "decomposition"?

Old Post 06-08-08 21:07 #
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Lord_Z
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Decomposition may not be the final name for it but it'll make more sense later on in the level.

Old Post 06-08-08 21:18 #
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Death-Destiny
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Creaphis is referring to the fact that the thread title misspells "decomposition" as "decompostion" with no i before the -tion. =P

Old Post 06-08-08 21:32 #
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Lord_Z
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Whoops, my bad. Should be fixed now.

Old Post 06-08-08 21:35 #
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Mechadon
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I love that sky texture <3

Old Post 06-09-08 01:17 #
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Nuxius
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I love the bottom 2 shots, especially the next to bottom shot; great atmosphere in those.

I'm not too sure what I think on the usage of SHAWN5 in the first two shots though. I think the problem is more with the texture itself rather than your usage of it, though. The horizontal lines in it are to contrasted; it would look better if the contrast was more like the indents in SUPPORT2, I think. I might give it a go at editing it and see what you guys think.

Old Post 06-09-08 01:34 #
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Lord_Z
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Is it possible to make a transparent window that you can't shoot through? At the moment, that happens and it looks rather bizzare.

Old Post 06-11-08 16:51 #
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Death-Destiny
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You mean those invisible sectors you see every now and then that block shots and that enemies can't see you through? Like this maybe?
http://img257.imageshack.us/img257/6526/doom02fz1.png
Those are easy to make. All you have to do is make a sector and make it's floor and ceiling touch, but not at the surrounding room's floor or ceiling height, and leave it untextured. I love invisible sectors and use them constantly in my maps. If the floor is 0, you'd want to make your invisible sector's floor and ceiling 1, so you can tag it to be opened like a door:
http://img257.imageshack.us/img257/6642/doom08wo2.png
If you want the floor to lower and the room is 160 high, make the sector's floor and ceiling 159. Make sure not to make the gap at the player's eye level because it will show in an HOM-ish type fashion. If you want to decorate the invisible sector with a cage or translucent texture or something, you can put your standard decorative, shoot-through stuff around or next to it.
If you're like me and learn better by seeing it yourself (or if I explained this poorly =P), here's the test map for you to refer to (you'll have to run it with CC4-tex): http://files.filefront.com/Invisibl...;/fileinfo.html

That should work for your transparant window. =)

Last edited by Death-Destiny on 06-11-08 at 19:21

Old Post 06-11-08 19:12 #
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Lord_Z
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Thank you very much! It was very informative and don't worry, I understood you but visuals rock anyway. I'll post some more screen shots soon. One more question, when testing time comes we have to send it to testers only right?

EDIT: Another question before I forget again, is it midis only for music?

Old Post 06-11-08 19:33 #
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Death-Destiny
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You are correct on your assumptions for both questions. When your map is ready, you should only send your map to the 5 beta-testers who have signed up in the Sign-up Thread. And yes, MIDI format is the only type this project will use.

Old Post 06-11-08 20:52 #
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esselfortium
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This is looking pretty nice so far, and I hope you don't take offense if I make a few suggestions:

The striped shawn2 in the first two shots doesn't really seem like it fits in with the rest of the area, what with all the grungy metal/metal2-based stuff around it. In addition it just looks kind of odd used across such a large area. Stargr or startan panels might work well there, as long as you get the alignment and sector heights configured so as to not cut it off awkwardly mid-panel. If you're unsure what I mean, take a look at how star* textures are aligned around the wall shapes and architecture in Suspended in Dusk.

I'm not really sure if the leathery-looking gothic supports on the left side of shot 2 fit in with the otherwise Doomy appearance of the rest of the map.

Shots 3 and 4 are kind of dark so I can't make out a lot of what's in them, but you might want to see if you can do something about the 64-tall gray bars being cut off abruptly by the floor (i.e. in the middle of a bar), and aligning the support2 in the corners to better fit the 16-unit-wide lines.

(Also, though this isn't really a requirement for their use, the rusty-colored textures and flats like the one you're using on the floor inside there were originally used in Suspended in Dusk to simulate hazy outdoor lighting.)

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Old Post 06-12-08 23:48 #
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Dreadopp
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Mechadon said:
I love that sky texture <3

Yeah, I like the sky as well. It fits well with the level.

Old Post 06-13-08 07:22 #
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Lord_Z
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Thanks again Death-Destiny, at first I did not know why I could not get the invisible wall to work but I found out that it cannot be connected to a 1-sided wall or the sky will bleed through.

I tried a new wall texture so see what you think. Here's the first room again:
http://img171.imageshack.us/img171/9382/doom0004ft7.th.pnghttp://img171.imageshack.us/img171/1569/doom0005tk9.th.png

Here are some new pictures:
http://img171.imageshack.us/img171/7923/doom0007cm6.th.png
This area took awhile to make but you'll know why when you play it.
http://img143.imageshack.us/img143/7703/doom0008iw5.th.pnghttp://img171.imageshack.us/img171/7969/doom0009wp8.th.png
http://img143.imageshack.us/img143/2990/doom0011rd0.th.pnghttp://img143.imageshack.us/img143/3640/doom0010hu0.th.png
I'd say the map is about 35% complete now.

EDIT: Was an entrance/exit teleporter ever decided on?

Last edited by Lord_Z on 06-14-08 at 07:23

Old Post 06-13-08 10:42 #
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Lord_Z
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Here are a couple screen shots of some new areas. I know the second one might look a bit bland but I have not put any things into my map aside from the player starts. It will probably look much better than that.

http://img156.imageshack.us/img156/9981/doom0000tp9.th.pnghttp://img84.imageshack.us/img84/5938/doom0001gb0.th.png

Old Post 06-15-08 08:26 #
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Lord_Z
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I know, triple posting is bad but if I didn't you would not see the new screenies. :) It's also been awhile since I posted my progress and I would say that I am about 50% done but I have not really decided how big the level will be. I think the segs limit was 32,000 or so? I am about half way there but as I said I' m not sure how big to make it. Anyway, here are the new screen shots:
http://i27.tinypic.com/14ah9iw.png
http://i30.tinypic.com/2wqu9gk.png
http://i28.tinypic.com/10h4uhh.png
http://i32.tinypic.com/2s68o3r.png
http://i29.tinypic.com/34fz9c8.png
(I finally got it so the pictures were big :) I apologize to those with small bandwidths though.)

Old Post 07-08-08 07:47 #
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Dreadopp
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I'd say that looks pretty good ;). I especially like the last two shots. Keep at it :D.

Old Post 07-08-08 07:59 #
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Death-Destiny
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Wow, that's looking pretty nice. I'll be interested to play that when CC4 is completed. Keep up the good work! =)

Old Post 07-08-08 13:30 #
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Butts
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its looking much better. criticism: align those textures, especially the metal* textures in the top shot in the recent picture post. did you find any inspiration from any maps in DV2? the outside shots are pretty reminiscent of that first map. looks nice.

Old Post 07-08-08 20:02 #
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esselfortium
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I agree. This looks good, just work on the alignment a bit.

I should also note that those red forcefields were originally created to signify forcefields that kill you when you walk into them. I probably should have mentioned that when I added them to the resource wad, for consistency. :\

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Old Post 07-08-08 20:16 #
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Lord_Z
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Butts said...
align those textures, especially the metal* textures in the top shot in the recent picture post. did you find any inspiration from any maps in DV2?

I believe you're talking about the columns sticking out into the room with the lights? I did not notice that they were not aligned :/
I like the first level of DVII and the way the roads were going in and out of the mountains. I thought I would make something reminiscent of it but I hope that it does not take away from the overall look of the map.


esselfortium said...
those red forcefields were originally created to signify forcefields that kill you when you walk into them.

Is there a way to do this in Boom though?

Also the rocks in shot two may look unaligned but they are actually aligned. I think I'll change them to the bigger rock texture though, just so it looks nicer.

Old Post 07-08-08 20:43 #
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esselfortium
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Lord_Z said:
Is there a way to do this in Boom though?

There are a few different ways you can do it. One way is to silent-teleport a voodoo doll onto another voodoo doll, using a conveyor belt and two doors: one door which is opened when the player walks into the forcefield, and another that closes when you turn off the forcefield (thus blocking the voodoo doll from teleporting into the other voodoo doll).

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Old Post 07-08-08 21:09 #
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Dutch Doomer
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This map looks awsome.

Old Post 07-08-08 22:30 #
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Lord_Z
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Just wanted to say that this map is in the Beta-Testing phase now. It should be completed very soon :)

Old Post 09-01-08 14:39 #
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justanotherfool
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Okay, Lord_Z, I gave your map a little bit of playing time over the past few days and have a few comments. Let me start, though, by saying that the map is pretty impressive and will certainly be a worthy addition to the project. It looks wonderful and blends several different themes effectively. Pretty good with respect to gameplay as well. Not too easy, not too difficult.

That said, there's still room for improvement. Mostly bugs or minor gameplay issues, though. I played this map in PrBoom Plus 2.4.8.2 (I think, might be 2.4.8.3) complevel 9, and I have a feeling there are some bugs in this port that you wouldn't find if you used Zdoom. Since this is a boom compatible project, it's worth going over the maps with prboom plus or similar. Anyway...

1. There were several HOMs throughout the map. Taking screenshots didn't work out, so I'll have to give you the locations. As you come into the secret red skull room the computer consoles in the wall of the corridor had HOMs. There was also one in the room of the secret exit, and one in the secret room with the megaarmour in the vent. I think that was all.

2. That door that you have to hit a switch behind a desk (just past the nifty outdoor road and forcefield area) can end up being permanently closed with no way to get from the side with the BFG to the other side. The switch on the side with the BFG can only be used once, but it makes the door stay open for good. Where's the problem, you might ask? Well, if you then use the switch on the other side even once the door will then close after a while and can never be opened from the BFG side again. This happened to me once purely by accident, and it isn't as difficult to do as you might think, so make the switch on the BFG side the same as the one on the desk and this won't be a problem.

3. Gameplay issue here. I note that you don't get the plasma gun until the very end of the level (and only then if you find the right secrets) whereas the BFG comes much sooner. I think it might be more appopriate to switch the places of these two weapons, since there are no fights big enough to require the BFG, and the plasma gun is the better general purpose weapon.

4. That reminds me. Even though I visited all of the secret areas (I know this because I used DB to find them all), I only got 7/8 secrets. I'm pretty sure that the one that didn't register was the sector you go through as you jump into the room with the plasma gun. Not too sure why this was.

5. The secret exit contains a lava pit which there is no way out of to the best of my knowledge. It's generally a bad idea to make slime pits with no way out. Put a teleporter or a lowering platform there. It's possible there was a way out that I missed, but best to check with you, I think.

6. You can actually pick up the red skull key as you're going up the elevator with the cacodemon in it (when you walk through into the control room with the blue key switch, to be precise). Either move the RSK a little bit so you can't do this, or relocate the secret entirely. I don't like it very much since you would probably never guess it was there without Doom Builder.

7. It isn't clear where you need to use the BSK, since the control switch isn't marked.

8. The revenant and hitscanner hidden behind the walls in the sewer are annoying. I think you should make their presence more obvious.

9. Make it so that the door joining the bottom of the road and forcefield area to the room just outside the starting area will open once you have the yellow key (or maybe once you've used the yellow key to get through the other door, if you want to force the player to go through that one first). It would make backtracking through the level a lot more convenient and fun.

10. This is a pretty subjective matter, but I don't like trying to open doors in the vent where there are only a bunch of door textures instead of knowing which are the real doors. Might be better if you just got rid of them or at least did something to show that they're broken and won't work.

That seems to be everything for now. If I think of anything else, I'll be sure to let you know. I liked the secret exit, by the way :) .

Old Post 09-03-08 19:42 #
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Lord_Z
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Thank for for the extensive testing of my map :)
I will edit the things you have told me about and hopefully it will be ready for submission.


justanotherfool said...
1. There were several HOMs throughout the map. Taking screenshots didn't work out, so I'll have to give you the locations. As you come into the secret red skull room the computer consoles in the wall of the corridor had HOMs. There was also one in the room of the secret exit, and one in the secret room with the megaarmour in the vent. I think that was all.


I did this one on purpose because, truthfully, I don't really know how to add custom textures to maps... I was going to send in the final product with the texture to be added. That way someone who knows what to do is able to do it and not mess up the texture wad. I'll include the texture in a zip file with the map so all that has to be done is to add it to the map. The lines you have mentioned have the right texture name already so it should be HOM free afterwords.

Also, when it's done do I send it to The Green Herring and Death-Destiny?

Old Post 09-07-08 02:25 #
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justanotherfool
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I'd advise you to wait for some feedback from at least one other tester before submitting your map. They might spot something we've missed, or have something to say about my comments.

I think there's a thread concerning the submission of finished maps somewhere in this subforum.

If you want to know how to add custom textures, you could start a thread in the Editing subforum asking for help.

Old Post 09-07-08 02:31 #
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Anima Zero
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Been busy for a couple days, but I did play through this level. Not really anything I can add to this as justanotherfool listed everything I would have mentioned myself.

Overall, a nice level. Not too easy, not too hard.

Old Post 09-10-08 12:58 #
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