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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
Registered: 04-06


Hello, Community Chesters.

Working on a new Map04 now. My old thread is useless now, so ignore that. :3 I'm working on something for 32in24 today, and school begins tomorrow so in the near future I may not have as much time to work on stuff, particularly this. However, it's coming along nicely and I've had loads of ideas and motivation to work on this, but a few areas still need finishing, and a few even need redoing, so it won't be done SOON, just... when it's done. Again.

Anywho, screenshot time!
The starting room (number of imps varies depending on skill level)
A teleport pad where baddies come in
A corridor leading to the top of a building (that's not actually a lift)
The corridor ahead of that last corridor
The top of the same building (there's an archvile in that cage)
A storage facility (detail, wooooo)
The city limits (hence the "Dam")
Oh shi- another techbase (in a city?!)
The exit room (accessible right at the start of the map)
Some kind of walkway (I'm actually not sure about those railings)
A generic room, lol (yes, the hell knight likes hiding behind doors)

The name of this map is Suburbia, because the Death Rally racetrack of the same name has a really kickass piece of music (by Purple Motion, no less). Speaking of which, I'm also busy with a unique piece of music for this map - an "industrial tech remix" (whatever that's supposed to be) of D_THE_DA. Look forward to it. :D

Last edited by Jimmy on 02-20-09 at 22:53

Old Post 09-01-08 16:48 #
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Death-Destiny
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Jimmy91 said:
and Dam Nation because...well, those puns just never get old, do they?

Yes, they do. "Suburbia" is a far superior name, IMHO. Anyway, the shots are looking really nice. The mapping looks very clean so far. =)

Old Post 09-01-08 20:05 #
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Use3D
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Suburbia plz. Reminds me of doom2. It also looks like your city style is inspired by doom2, which is fine in my book, nice work.

Old Post 09-01-08 20:47 #
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TheMionicDonut
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I like how it looks thus far

Old Post 09-01-08 21:22 #
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Dutch Doomer
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Call it Vile City :p just kidding Surburbia sounds nice, the screens looks great.

Old Post 09-01-08 22:22 #
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lupinx-Kassman
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I think Suburbia is looking pretty superb. Keep it up!

Old Post 09-01-08 23:37 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
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Heh, alright, looks like the name Suburbia is sticking.

*edits title*
Thanks everyone for the nice words. :> I'll be working on it as much as I can tomorrow.

Old Post 09-01-08 23:47 #
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Christoph
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I look forward to playing this!

Old Post 09-02-08 13:12 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
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Now that I'm using DB2 to work on this map, the speed of development has upped fantastically. Only a few minor slip-ups have occurred, but no major amount of work has been lost in any of them. Congrats DB2 for being a kickass map editor even in its revision stages! :D

I should have some more screenshots up soon. The map itself is coming along great. :P

Old Post 01-07-09 22:01 #
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Morpheus
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Nice screenies, definitely. They seem to be very oldschool-ish. I like them. :)

Old Post 01-08-09 15:23 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
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Well, progress has come a long way since that first post - so what better way to show off what has changed than screenshots!? :D

(Sorry, they're all at a ridiculously high resolution.) :(

Slightly renovated streets (now with new floor texture and a 192 mapunits lower ceiling!)
How many buildings are in this shot? (Even I'm not sure)
Check out those non-STEPTOP bridges (happy, essel?! :P)
Bars to the underground passage
A brickish entrance of some kind...
Demonic portal (the blue skulls rotate, they're not misoffset)
Ruinous... ruins (check out those mislaid bricks!)
Blue skull location (oh gn0 spoiler)
Some type of obligatory outside area (now with more ZIMMER)
Dock and shitty boat (Boom deep water!)
Docking area
Garage with some sort of... freight car?
Library area (that switch STILL doesn't do anything!)
Rather empty storehouse (devoid even of monsters....)
Unconvincing exit room (sarprize archvile!)

Hmm... quite a few of these areas need a lot of spit and polish at the moment. So, feedback on any particular bits of these shots would be very appreciated. :)

Old Post 02-20-09 23:16 #
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TheMionicDonut
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How big is this map anyway?

Old Post 02-20-09 23:30 #
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Dreadopp
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This map looks like it's coming along quite nicely. It looks really good, but the buildings in the first three screenies (in the second batch) look a bit bare. I think some wall decorations might help make it look a little less bare. Just my opinion.

Again, looking great. :)

Old Post 02-20-09 23:39 #
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Joshy
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Methinks it looks great. A nice 'modern' oldschool map. :P

Old Post 02-21-09 00:11 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
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Joshy: Thanks. :3

Dreadopp: This I know of - I will try my best to make the buildings' exteriors slightly more interesting to the eye. DB2 should make the task a little easier. Thanks for the feedback/compliments anyway. :P

MionicDonut: Heheh... um, the map is actually quite large. Probably a *little* too large for MAP04, even. Well, If you want to see the map in its entirety, here's a DB shot taken at 5% zoom. :O
http://img22.imageshack.us/img22/44...oessuburbia.png

Old Post 02-21-09 11:08 #
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Christoph
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(WHY CAN I NOT DELETE THIS UNRELATED POST I MADE A WHILE AGO???)

Last edited by Christoph on 06-19-09 at 15:57

Old Post 02-22-09 01:08 #
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Nuxius
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Christoph said:
Can I ask where the hell I can dl DB2, or if/how it is available?

http://www.codeimp.com/builder/betabuilds/

Old Post 02-22-09 02:19 #
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Christoph
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thank ye kind sir! will try it soon... (and sorry for slightly derailing this thread)

Old Post 02-23-09 03:20 #
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IRod54
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I like these screens. Kinda reminds me a little of Vile Flesh map 24.

Old Post 03-06-09 00:59 #
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Jimmy
doesn't rhyme with MIDI :(


Posts: 1575
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Well, any inspiration certainly didn't come from that map. Why the hell haven't I played any of Vile Flesh yet?! :P

I hear generally good things about this mapset every now and then. I'll take a gander.

Old Post 03-06-09 18:00 #
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IRod54
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You'll like it. The maps are great, the music is great, it's definitely a top 5 megawad in my view!

Old Post 03-06-09 18:39 #
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IRod54
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Hey Jimmy, have you tried Vile Flesh yet? If so, what do you think?

Old Post 03-16-09 04:34 #
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Christoph
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Some creative ideas to say the least! One thing that I really didn't like was some of the brick-on-brick combos of the earlier screenshots - I just find things like that aesthetically offensive. I'm referring to multiple (different) brick textures being used almost interchangeably, with no apparent reason. I can tolerate different brick textures if they're clearly separated/defined but too many randomly different textures in the same room make me shudder. I don't mean to sound like an asshole, but it really annoys me and no one else seemed to notice. If you really meant to do it that way, go ahead - it's your map - I just think it would look better if it were more consistent/coherent texture-wise.

Also I just got an idea for the red fire/metal bars archvile cage: try making the fire texture (if it's separate from the bars) transparent - I think it would look more realistic and you could see the archvile at least a little. Again, I mean this as constructive criticism so don't get me wrong. The rest of the shots are looking spiffy!

Old Post 06-19-09 16:24 #
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Jimmy
doesn't rhyme with MIDI :(


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Christoph said:
Some creative ideas to say the least! One thing that I really didn't like was some of the brick-on-brick combos of the earlier screenshots - I just find things like that aesthetically offensive. I'm referring to multiple (different) brick textures being used almost interchangeably, with no apparent reason. I can tolerate different brick textures if they're clearly separated/defined but too many randomly different textures in the same room make me shudder. I don't mean to sound like an asshole, but it really annoys me and no one else seemed to notice. If you really meant to do it that way, go ahead - it's your map - I just think it would look better if it were more consistent/coherent texture-wise.

Also I just got an idea for the red fire/metal bars archvile cage: try making the fire texture (if it's separate from the bars) transparent - I think it would look more realistic and you could see the archvile at least a little. Again, I mean this as constructive criticism so don't get me wrong. The rest of the shots are looking spiffy!



You reading this, Mechadon? :P Nice words, man. Your idea about the archvile cage is probably worth a shot. :)

As for my texturing - it's not the best, I'll admit, but I think there's a fine line between using textures randomly and just using the same one over and over again. I've tried to hit that line as best I can by varying the textures and in as even a way as possible. Agreed, though, some of the parts where my textures clash/meet oddly in the middle really need to be worked around.

I've turned the map over to Mechadon so he can add some much-needed good looks to the areas that look abysmally bland. :( Hopefully he can get something done soon.

Old Post 06-19-09 21:32 #
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Mechadon
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Jimmy91 said:
You reading this, Mechadon? :P

Mmmmmmmm...oh, I'm supposed to be working on this. Guess I should start on it :p

Old Post 06-22-09 12:48 #
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Mechadon
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Just to let everyone know, I finished working on my bits for this map today. I've already sent it to Jimmy so I'll let him handle everything from there. I'll wait and see if he wants to post screenshots before I post any myself.

Old Post 06-14-10 02:30 #
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The Green Herring
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Mechadon said:
Just to let everyone know, I finished working on my bits for this map today.
About friggin' time! >:(

Seriously, though, I'm glad to hear of this. As a reminder, Jimmy must send the level to all of the playtesters when he's done. Looking forward to seeing the final version!

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Old Post 06-14-10 03:35 #
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Mechadon
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Heheh, yea it took long enough... but hey, atleast I didn't take the whole year to finish it :D

I hope you guys enjoy the map as I had a lot of fun working on it. Generally speaking I have a terrible time doing extensive work on someone else's already complete map, but this was an exception. Hopefully Jimmy will get around to sending it to the testers very soon :)

Old Post 06-14-10 03:55 #
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tehdrunkdemon
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Will it have 150+ monsters?

Old Post 06-19-10 19:07 #
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Jimmy
doesn't rhyme with MIDI :(


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Yes.

(At its current size, I think anything less than 150 would be boring. :P)

Old Post 06-19-10 22:59 #
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