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esselfortium
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Do we get to see new pictures? :)

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Old Post 06-19-10 23:09 #
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Jimmy
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As soon as Mechadon has taken them, yes. :)

Old Post 06-19-10 23:48 #
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tehdrunkdemon
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Jimmy91 said:
Yes.

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



Oh, do you expect CC4 to be anything like Hell Revealed?

Old Post 06-21-10 01:02 #
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Phobus
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Going by CC3 I'd say not like Hell Revealed, but certainly a slog through many, many large maps with lots of monsters.

Old Post 06-21-10 13:13 #
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Jimmy
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The number of monsters isn't always important in making a HR-style map. It's how you place them (and which ones you pick), relative to the size of the map. 500 fairly weak monsters in a 4096x4096 square space will be fairly easy to pick off with the right weaponry, whereas something like 50 revenants in a compact space would set up quite a challenging task.

That said, I'm not really shooting for a HR-style of gameplay with this map. It's fairly big, so I've placed monsters (and ammo) quite liberally around it so as to make sure the gameplay isn't too boring.

Old Post 06-21-10 13:25 #
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tehdrunkdemon
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Phobus said:
Going by CC3 I'd say not like Hell Revealed, but certainly a slog through many, many large maps with lots of monsters.


Oh ok. Do you think CC3 was like Hell Revealed?

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Last edited by tehdrunkdemon on 06-27-10 at 22:44

Old Post 06-21-10 16:09 #
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lupinx-Kassman
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He did say he was judging based on CC3, which I am pretty sure means he thinks it was not as hard as Hell Revealed. Some maps obviously will be more difficult than others, but I don't think that on the whole the difficulty level of the megawad was very difficult as compared HR or other HR styled wads out there.

Nice to know this map is near completion Jimmy :).

Old Post 06-21-10 19:25 #
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tehdrunkdemon
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@lupinx-Kassman: I think Phobus is right, while CC3 is very hard, Hell Revealed and HR2 are harder. I wonder if CC4 will be harder than CC3.

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Old Post 06-21-10 20:41 #
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Mechadon
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Sorry for the delay guys. Originally I was planning on doing before/after shots, but I seem to have misplaced the original map. I took these screenshots pretty quickly so some of them probably suck. There are so many different areas and diverse themes going on that I probably missed some of the cooler bits. Oh well, hopefully they'll be good enough to get the gist of what the map looks like. I took a whole bunch of them so hopefully that will compensate for any lacking shots. Anyways, here they be (shots taken in ZDoom):

http://mekworx.phenomer.net/mekastu...0622_011400.png
http://mekworx.phenomer.net/mekastu...0622_011436.png
http://mekworx.phenomer.net/mekastu...0622_011451.png
http://mekworx.phenomer.net/mekastu...0622_011510.png
http://mekworx.phenomer.net/mekastu...0622_011521.png
http://mekworx.phenomer.net/mekastu...0622_011601.png
http://mekworx.phenomer.net/mekastu...0622_011629.png
http://mekworx.phenomer.net/mekastu...0622_011640.png
http://mekworx.phenomer.net/mekastu...0622_011647.png
http://mekworx.phenomer.net/mekastu...0622_011754.png
http://mekworx.phenomer.net/mekastu...0622_011825.png
http://mekworx.phenomer.net/mekastu...0622_011836.png
http://mekworx.phenomer.net/mekastu...0622_011844.png
http://mekworx.phenomer.net/mekastu...0622_011858.png
http://mekworx.phenomer.net/mekastu...0622_011931.png
http://mekworx.phenomer.net/mekastu...0622_012010.png
http://mekworx.phenomer.net/mekastu...0622_012025.png
http://mekworx.phenomer.net/mekastu...0622_012122.png
http://mekworx.phenomer.net/mekastu...0622_012151.png
http://mekworx.phenomer.net/mekastu...0622_012211.png
http://mekworx.phenomer.net/mekastu...0622_012248.png

The map covered a large variety of texture themes before I started working on it, so I attempted to emulate the same variety within my own detailing styles. I tend to stick to a pretty concise and similar texture theme in my own maps, so this job was an interesting change of pace. Getting the different themes to mesh together in such a way that it didn't look completely weird or cut off abruptly in places was a bit of a challenge, although I think it came out pretty well in the end. There are some areas which I hardly touched at all and then there are also areas where I almost completely revamped the look of the room (eg. the exit room). But the gameplay and general layout of the map is mostly unchanged so all of Jimmy's gameplay bits are still there.

Last edited by Mechadon on 06-22-10 at 06:44

Old Post 06-22-10 06:34 #
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esselfortium
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Ooh!

On the whole, this looks fantastic, though somehow your screenshots ended up massively stretched out horizontally.

The only major thing I can think of to whine about is the gray structures in this shot, which feel out of place with the rest of the scene to me. Particularly the one on the right; the computer screens stuck onto it feel kind of randomly-placed (as do the green lights on the building next to it.)

Other than that, though, I love how this looks.

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Old Post 06-22-10 06:48 #
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Mechadon
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I think my resolution settings in ZDoom are way off or something since I moved to this new computer. I was wondering why it looked so stretched too. I didn't feel like taking all of them over in Eternity or PRBoom+ though :P

Glad you like it! Your concern about the gray textured buildings is a legitimate one in my book. The building on the left actually has some bits inside of it that sorta tie the gray textures into it, although I'll admit that reason is a bit of a stretch :P. The structure to the right in that shot was more of an attempt to work some different colors and contrast into the outdoor areas. There's a whole lot of brown and dark greys going on so I was really hoping to get away from it with something else. Something a little less clashing (in both instances) but not so brown would probably look a lot better. There are probably a couple other areas that suffer from the same issue. That's something I'll have to confer with Jimmy about.

Last edited by Mechadon on 06-22-10 at 07:32

Old Post 06-22-10 06:58 #
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esselfortium
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I think it's less the color and more that they stand out as a bit brighter than all the surrounding structures. Maybe something STONE-based could work better for their exteriors while maintaining the color choice?

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Old Post 06-22-10 07:02 #
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Mechadon
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That's a good idea. How's this look?

http://mekworx.phenomer.net/mekastu...kcc4/doom03.bmp
(it's a big .bmp image, sorry)

That actually works out very well since there's some STONE variant textures being used directly across from the building to the left. So that's a nice tie in.

Old Post 06-22-10 07:13 #
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esselfortium
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I think that's better, yeah :)

Old Post 06-22-10 07:24 #
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[WH]-Wilou84
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Wow, pretty awesome shots you have there !
Can't wait to try this one. :)

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Old Post 06-22-10 08:24 #
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Phobus
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This map alone looks like a hell of an adventure (sheer size of it implied from those screens and the multiple themes). Good job to the both of you, I'd say.

Old Post 06-22-10 12:53 #
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TheMionicDonut
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Oh my. Thats quite the map we have there. Also, Spiderdemon :o

Old Post 06-24-10 04:24 #
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Jimmy
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This map is very nearly clean of issues (at least, the ones I've spotted). I'll be sending it to the testers soon.

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Old Post 03-09-11 22:48 #
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darkreaver
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Looks mighty big to be a map04? Or? :P
Anyway: looks fucktastic!

Old Post 03-09-11 23:39 #
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Jimmy
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Good point. :P Thanks, too. :)

As far as I know it isn't strictly MAP04 anymore - it'll probably have to come in the latter half of the first episode, due to its size. (I'm aware it's a... bit of a monster. xP)

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Old Post 03-09-11 23:44 #
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Christoph
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Again, excellent work! I dare say it looks a bit Espi-inspired..

Old Post 03-10-11 00:48 #
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Jimmy
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This map is ready for testing. It's been sent to all 10 of the testers.

Hope you guys like it. :D

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Old Post 03-20-11 23:33 #
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Crusader No Regret
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I've already sent in a testing report to Jimmy so this is a condensed impression.

Verdict: Looks good and plays good too. Hint: stay off the streets until you have enough firepower; it's a rough neighborhood. Gameplay avoids frustration; there's always a way to avoid serious damage. Secrets range from the "gimmes" (one doesn't feel hidden at all but could be intentionally giving the player a freebie) to the devious (I thought I could straferun onto that raised platform). Solid submission to the project and would like to see it make it in.

Old Post 11-18-11 01:37 #
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