Hours spent working: 25
monsters on hard: 167
monsters on medium: 139
monsters on easy: 101
nomonsters speed run time: 38 seconds (by me on ZDoom)
UV speed run time with monsters: 43 seconds (by me on Zdoom)
uv max time for me: roughly 8-10 minutes
The map has three sections, which are detailed as below:
1) Doom style techbase, but with better architecture/detail and texturing. I've been using the 1x1 grid a fair bit to make sure my diagonal rooms on the grid are well textured and measured out, even if it takes a bit longer. You have a choice of getting the blue key, the yellow key, or doing both routes for max kill. Either key will let you out into a part of section 2. Makes use of a fair few resource wad textures
2)Grim outdoors bit, using almost exclusively resource wad textures, I intend to create a dual track, dark, grim mini canyon/cave structure that's set up a bit like the slough of despair, just smaller. Blue key door leads to the cave bit, yellow key leads to canyon bit. Cave overlooks canyon, but doesn't lead to it. You use the same keys at the other ends of the non-linear-ish sections to get into the final section.
3) Broken down techbase. Using the dark textures, I want the final area to be a rusty, horrible old installation, which has one exit, but three paths... can't decide if I want them to be a linear unlocking style or a choice off of the main room.
I intend to make the map fairly easy, though tough in places, and have a fair few secrets and the like.
All screenshots are pre-monster and most thing placement, only showing keys, things in secrets or in designed positions (ie. decorations), and are provided as links because there's an [img] tag limit.
Section 1 screens:
The start room - Taken from an angle that avoids looking out of the window to the outside area: http://www.phobus.servegame.com/cc4start.png
The yellow key part - This is an example of my 1x1 grid usage to make the octagons multiples of 128 on all sides for good texture alignment: http://www.phobus.servegame.com/cc4yellowkey.png
The blue key part - this is a room on the way to the blue key. You get the corridor with the gun-port style windows looking in on the room itself, which is just a little computer lab: http://www.phobus.servegame.com/cc4bluekey.png
Section 2 sceens:
These are all fairly dark, as it's meant to be grim and nasty outside - in any caves or under overhangs it's 96, whilst in the open is 128.
The high path - As soon as you step out of the building and walk forwards a little, the scenery will look like this (bit of moss in the picture there). There's a main path, which has holes to look out over the low path, and a second, side path here, just to make it a little more interesting: http://www.phobus.servegame.com/cc4highpath.png
The low path, before the river/stream - here's a view of the open-ish environment on the low path: http://www.phobus.servegame.com/cc4outdoors.png
The low path, on a plateu - After the river/stream there's a small fairly flat and open rock to get across, or you can take a side route around it: http://www.phobus.servegame.com/cc4outdoors2.png
The low path, from a vantage point - A teleporter hidden away can get you up to here, which looks back at section 1 (though the tree is in the way for the most part): http://www.phobus.servegame.com/cc4cave.png
Section 3 Screens:
The main room of the dark techbase, entered through the yellow key door. Multiple doors and a lift out of here, so you best be ready to look about a bit. http://www.phobus.servegame.com/cc4darkmain.png
The entrance through the blue key door - looking a little broken down and worse for wear (light flickers round the wires). http://www.phobus.servegame.com/cc4darkblue.png
One of three potential exits. Is it the real one? Who knows :P http://www.phobus.servegame.com/cc4darkexit.png
And there we have it - submitted to TGH as per the rules.
Last edited by Phobus on 11-24-08 at 14:00