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stewboy
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Posts: 556
Registered: 05-05


http://img519.imageshack.us/img519/2739/doom0027ol6.th.png
http://img520.imageshack.us/img520/9610/doom0028wl7.th.png

This map is pretty much done (unless I decide to make it longer later). It's fairly short, probably not that good either.

Old Post 09-12-08 06:26 #
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TheMionicDonut
Senior Member


Posts: 1191
Registered: 04-08


Make it better then...

Old Post 09-12-08 06:28 #
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Lord_Z
Member


Posts: 502
Registered: 03-08


There is still lots of time to improve it so I would say keep at it.

Old Post 09-13-08 13:36 #
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Use3D
Forum Legend


Posts: 4714
Registered: 04-02


And come up with a good name!

Old Post 09-13-08 22:22 #
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Kyka
Loser


Posts: 1861
Registered: 06-08


...AND while we're at it.......

No seriously, for what it is worth, those screenies don't look bad (to me at least). And as for being short, well it is only level 2. It can afford to be a bit smaller than say, sonme level 29 sprawling hell map.


'Course in the end, you gotta be happy with it yourself, so keep working at it.

Old Post 09-16-08 00:47 #
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justanotherfool
Junior Member


Posts: 200
Registered: 12-07


I tested your map briefly, stewboy.

There really isn't a lot to say about it in terms of criticism. It's a fun, bloody (and occasionally challenging) map which is also interesting to look at. Use of the new textures here was well judged, and the layout is good.

Even without any changes it would be a fine addition to the project, but I have a few nitpicky potential improvements all the same.

I thought the river in the outdoor area at the end looked unconvincing due to the small number of linedefs used. Many of the edges are sharp in a way that's quite bizarre to look at, so that might be worth tweaking.

The lights in the cave were a good idea, but you could make them less bland by adding metal 'fixtures' to the top and bottom of each light. Maybe some pipes or wires adjoining them would be a nice touch. I guess it doesn't make a huge difference one way or the other though.

I feel a few of the tunnels in the map are a little bland as well. I'm thinking mainly of the one you take the elevator to after the cave/outdoors bit (the one with the waiting revenant). There's a lot of unbroken ceiling there and all the light levels are the same. Try changing the ceiling heights a bit or add some broken lights to allow you to change up the lighting. The area with the first archvile (which almost killed me, by the way) up until the cave seems a little bare for some reason, maybe it's to do with the fact that the walls are too flat and don't really look like they contain a building.

Consider reducing the number of enemies in the outdoor bit with the SSG, since sniping them is mildly boring, I guess. Perhaps put some of them inside the base instead.

Apart from that, for some reason the secret sector in the cave containing the backpack and other stuff wasn't triggered when I opened the secret and took the loot.

All in all, a very nice map. Good work.

Old Post 01-05-09 03:27 #
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justanotherfool
Junior Member


Posts: 200
Registered: 12-07


So I was giving your updated version of the map a brief run through and thought I'd better come and tell you about a few things that I think could be improved upon. Mostly fairly minor cosmetic issues, so feel free to ignore if you feel I'm being too predantic.

I think the lighting, while not that bad at the moment, could be improved upon considerably. Your lighting sectors are almost all rectangular as opposed to conical, but I feel that the latter would look better (as well as be a little more realistic). Currently the light looks far too concentrated. Your rays of light are generally comprised of a single sector, which keeps the sector count low, but doesn't capture the natural gradations of light intensity you'd expect to see from a light source.

In some of the below screenshots (doom67 especially) the contrast between the rectangles of light and the darkened areas looks really strange.
http://img189.imageshack.us/img189/2858/doom61.png
http://img24.imageshack.us/img24/3963/doom62.png
http://img166.imageshack.us/img166/9458/doom63.png
http://img139.imageshack.us/img139/7188/doom64.png
http://img189.imageshack.us/img189/7766/doom67.png
http://img24.imageshack.us/img24/7959/doom68.png
http://img159.imageshack.us/img159/4238/doom69.png
http://img159.imageshack.us/img159/7299/doom70.png
http://img24.imageshack.us/img24/1488/doom77.png
http://img24.imageshack.us/img24/7412/doom78.png
http://img515.imageshack.us/img515/9685/doom82.png
http://img24.imageshack.us/img24/7528/doom84.png
http://img166.imageshack.us/img166/2325/doom86.png
http://img189.imageshack.us/img189/4049/doom87.png
http://img190.imageshack.us/img190/3674/doom88.png

There are a few rooms which I felt suffered from blandness (especially wide flat expanses of empty ceiling). The cave in particular would look a lot better if the ceiling weren't so flat.
http://img24.imageshack.us/img24/554/doom65.png
http://img159.imageshack.us/img159/9626/doom66.png
http://img159.imageshack.us/img159/1525/doom73.png
http://img257.imageshack.us/img257/401/doom74.png
http://img166.imageshack.us/img166/4652/doom75.png
http://img24.imageshack.us/img24/8798/doom76.png
http://img515.imageshack.us/img515/9685/doom82.png
(This area could really do with some touching up due to the sheer uniformity of it, I feel)
http://img24.imageshack.us/img24/7528/doom84.png
http://img166.imageshack.us/img166/4697/doom85.png
http://img166.imageshack.us/img166/2325/doom86.png

The lift leading out of the cave can sometimes get blocked by a monster which will stand at the top and slash you to bits, which isn't fun.

I seem to recall mentioning before that the river beside the cave is too jagged. Here are some screenshots to demonstrate.
http://img159.imageshack.us/img159/861/doom79.png
http://img195.imageshack.us/img195/7894/doom80.png
http://img166.imageshack.us/img166/6349/doom81.png

Finally the outdoors transition in the below screenshot looks strange to me for some reason. Not entirely sure why. Maybe the walls seem a bit too flat or not high enough? You might consider adding some kind of border between the walls and the skies.
http://img159.imageshack.us/img159/6826/doom71.png
http://img515.imageshack.us/img515/9131/doom72.png

That's about all I can think of to comment on at this point.

Old Post 07-29-09 03:30 #
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Qaatar
Member


Posts: 411
Registered: 06-09


Playtesting Report from Qaatar

Again: my playtesting reports will only concern the playability and demo-recording capabilities of the maps on UV. I don't give a shit about misaligned textures or anything aesthetic that does not affect my gameplay. If required, I will also test on the other difficulties.
I will refrain from injecting any personal opinions or tastes regarding architecture, overall level design, et cetera, since most of that is up to the mapper's own discretion.

- Chaingunner near the backpack...why exactly is he a deaf monster and facing away? Easy pickings, and pointless. Make him face towards the player, so it actually acts like an ambush.

- Hell knight on the brown mountain behind the fence with the cacos and imps. Again, no point. The cacos are fine, since they can fly towards the player, but the HK just forces one to stand there with a chaingun shooting at him for 15 seconds while he poses almost no threat to the player.

- A rocket launcher secret somewhere would definitely help with finishing this map faster (like the hell knight above). Maybe instead of the secret platform with ammo in front of the exit, switch it with a rocket launcher and a couple boxes of rockets? This map is already an easy bloodbath, might as well as make it fast and easy.

- Switch about half of the boxes of bullets with boxes of shells. No point in using a chaingun on most of this level (especially if you take my suggestions into account), when you have the ssg.

- What exactly is the point of the imps on the pedestals? seems like just a useless exercise in wasting ammo on weak targets that pose no threat...not only that, but having to wait for the shotgun guys to teleport in afterwards for some more monotonous point and shooting.

- The revenant in the middle of the ring seems to be there for no reason other than to force me to waste time pumping him with a chaingun. 90% of his projectiles end up hitting the side of the ring. Again, kind of pointless. Make the small island that he's standing on slightly higher.

I love the fact that there's an overabundance of ammo. All of the secrets can be found relatively easily, which is a good thing in my mind.
Have to say that overall, the level is quite fun as a mindless run and gun with no worries about health or ammo. A very nice and easy level two.

Old Post 10-01-10 13:05 #
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Qaatar
Member


Posts: 411
Registered: 06-09


Edit: Looks like playtesting is no longer needed for this map according to the stickied thread (finished map), so disregard my previous post. All of them were pretty minor and subjective.

Old Post 10-01-10 13:50 #
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