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valkiriforce
Forum Regular


Posts: 986
Registered: 02-10


I only started on this thing yesterday, I still have a long way to go but I've got plenty of time. Any suggestions are appreciated.

http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100224_231053.png
http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100224_231108.png
http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100224_231139.png
http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100224_231206.png
http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100224_231213.png

Also, I'm not sure what slots are open right now so I made it in MAP17 (though I think that position is taken) so I can easily change it to something else if you guys would kindly let me know which ones are open.

Last edited by valkiriforce on 02-25-10 at 07:32

Old Post 02-25-10 07:26 #
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Malinku
Member


Posts: 579
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its looks really cramped might want to open the playing area up more.

Old Post 02-25-10 12:54 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
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valkiriforce said:
Also, I'm not sure what slots are open right now so I made it in MAP17 (though I think that position is taken) so I can easily change it to something else if you guys would kindly let me know which ones are open.
You can pick whatever slot you want in the episode, except MAP15 which already has a finished map. The only restriction is that once episode 2 has 9 finished maps, you can no longer submit a map for it. Once all the maps in this project are finished, I will rearrange them within each episode based on size, length, and difficulty.

__________________
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Get Community Chest 4 here!

Old Post 02-25-10 17:30 #
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valkiriforce
Forum Regular


Posts: 986
Registered: 02-10


I've been processing this really well; I've also tried opening the space up a bit. I've been working on this a little bit each day. I'm making this up as I go along, doing whatever feels right with me. I've still got a ways to go but I'm going to try and work extensively on it today.

Here are some details I'm going to work out:
1. Fill in these spaces
2. Add details, monsters, etc.
3. Probably move that smaller area closer.
4. Still trying to figure out what I'm going to put here.

When the empty spaces are filled with new areas, they will be as big as they have to be (hence why there is so much open space).
http://i5.photobucket.com/albums/y181/mookmonster/cc4ms1.png
http://i5.photobucket.com/albums/y181/mookmonster/cc4ms2.png
http://i5.photobucket.com/albums/y181/mookmonster/cc4ms3.png
http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100301_121844.png
http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100301_121939.png
http://i5.photobucket.com/albums/y181/mookmonster/Screenshot_Doom_20100301_121903.png

[Update 8/3/10] Smallish update since no one has posted on here. I'm finishing up adding monsters, items, details, etc. Not sure when I'll finish but it won't be that much longer now. Also, as a quick question, are we allowed to post small previews of it on YouTube? I'll try and keep you guys posted until then.

~Mike

http://i5.photobucket.com/albums/y181/mookmonster/cc4update.png

Last edited by valkiriforce on 03-09-10 at 07:03

Old Post 03-01-10 22:16 #
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valkiriforce
Forum Regular


Posts: 986
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10/3/10 - Finished the map! If anyone else wants to playtest this level, PM me and I'll send it to you. Remember this WAD uses the CC4 resource pack for the textures. If there is anything at all that needs to be fixed/improved on, PLEASE let me know. I want constructive criticism, no insults please.

CC4 - Matthaios' Spirit - Information:
--------------------------------------
-Map takes place on a ship called Matthaios' Spirit (starting point is Ground Control)
-Matthaios is Greek for, "Gift of Yahweh" so the title meaning is, "Gift of Yahweh's Spirit"
-Matthaios' Spirit (the ship) is overrun by hellspawn during an attempt to transport UAC trainees
-About 27 space marines were aboard the MS; 6 other passengers massacred
-It is up to you (the lone space marine) to infiltrate and neutralize the UAC transport ship.
http://i5.photobucket.com/albums/y181/mookmonster/CC4MATINFO.png
MAP PREVIEW: http://www.youtube.com/watch?v=DO3TjOj00pg

Last edited by valkiriforce on 03-13-10 at 09:04

Old Post 03-11-10 08:59 #
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Christoph
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Posts: 245
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I'm not officially "in" this project anymore (due to petty technical problems), but am still interested in how it goes. I don't know if you're registered as an official member of CC4, but I'd say the map looks decent, and has nice "update" presentations - not too brief nor too detailed.

I just have a few problems with the 4th screenshot (of your 2nd to last post): I'm not sure what that line in the middle of the ceiling is, and the wall textures look too short (and the door too tall), and the light3 by the door does not fit that length (unless you chop it in half and x-align it). Other than things like that, you seem to know what you're doing and otherwise have a good eye for detail, and some fairly original/interesting ideas too, so I am interested in playing this map when/if it's released.

Old Post 03-17-10 06:32 #
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valkiriforce
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Actually yes, I did sign up for this project and yes, the map is already finished if you'd like to playtest it. That line in the screen shot you were talking about was supposed to be some kind of wire connecting the lights on both sides; though I can fix that out if you think that sort of detail is unnecessary. The only question I have about your post is how exactly is the door too tall? And what's your suggestion for how short/tall it should be? I would like to know so I can fix things up to whatever looks best. I'll send you the map so you can check it out for yourself. And thank you for the post. :)

Old Post 03-17-10 17:39 #
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Malinku
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the door with the big UAC on it is only 96 units tall. (I think thats what is being talked about) but other then that the map looks good.

Old Post 03-17-10 21:04 #
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Christoph
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Posts: 245
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Now that you mention it (the UAC door's height), I don't think it's a problem - it just looks like it should be shorter than the celing around it (for purely asthetic purposes) - I often use that texture but only with a height of 72 (IIRC) just because that upper part looks kind of like a badly repeating texture.

This is just an idea: What if you sank the lift floor by about 32 (or however much it takes to make that compwall show all 128 of its height), with a sunken step(s) or something around the lift (on the top floor) to keep it accessible. Unless it would interfere with how the bottom side looks (which looks just fine right now)..

Personally I don't recommend the use of wires (for lights) in this case - it just seems unnecessary and slightly strange. Also the lights could be chopped up so they're about 128 apart each (in 64-long pieces).

That's just my personal advise, take it or leave it (I just hate seeing neat-looking textures cut off at the wrong points or clashing unnaturally with the surrounding ones). The other shots look very good though.

Old Post 03-21-10 09:07 #
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valkiriforce
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Thank you very much, I've fixed pretty much everything you mentioned except the division of the lights. Although I did see for myself what they would look like if they were divided had I considered it (and I almost did) I feel pretty used to the lights being structured together like that because I've seen lights like that at my local grocery store (at least I think it was).

Old Post 03-25-10 08:31 #
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MajorRawne
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Posts: 1321
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Since I'm only just working on my first map I've got to say I find your work impressive and well beyond my level! I actually like the rather cozy (I won't call it cramped) look, cos it lends itself to some very bloodthirsty action. It negates the player's advantage of speed and manouevrability. On the down side fighting Revenants would be a pain in the bum. Lots of zombies, imps and knights = win :D

Old Post 05-01-10 16:54 #
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valkiriforce
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Well, we've all had a beginning. I still feel a little new myself, even though I've made over 30 maps. You get used to the feel of working on maps to the point where you memorize what works and what doesn't. I'd say study things like Plutonia, and especially check out Jim Flynn's work like Interdiction Zone and his Titan series. Good luck on your maps. :)

Old Post 05-02-10 22:50 #
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edoanimus
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Posts: 13
Registered: 11-08


MajorRawne,

If you want to try a tech base style, your Bible will be The Darkening Episode 2.

But all the greats can teach you something: Hell Revealed 2, Alien Vendetta, Scythe and Scythe 2, Requiem, Memento Mori (and its sequel), Community Chest 1-3 of course, NDCP and NDCP 2, the Claustrophobia 1024 series, the 10 Sectors series, Deus Vult II, mostly solo megawads like TVR (that was one guy, right?) and Vile Flesh, and new picks like Plutonia 2, Speed of Doom, and Whispers of Satan.

Those 612 maps are a good start for mapping education!

Old Post 05-03-10 02:04 #
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Use3D
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Nice work on this!

Old Post 05-03-10 02:34 #
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valkiriforce
Forum Regular


Posts: 986
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Though totally unnecessary, I thought it would be fun to see if I could imitate that Mr.8 style of mapping the outlook. http://i5.photobucket.com/albums/y181/mookmonster/MATTHAIOSSPIRIT.png

Old Post 06-10-10 00:05 #
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justanotherfool
Junior Member


Posts: 200
Registered: 12-07


I checked out your map quite a while ago, valkiriforce, so I'm writing from memory (and the map screenshots you posted).

I have to say I didn't like this one very much at all, for several reasons.

- Too cramped.
I don't necessarily have a problem with cramped maps per se (I'm a great fan of the 1024*1024 megawads) but I feel that if you are going to create a map with little room for the player to move around in, you at least need to create a lot of visible but inaccessible areas. If you don't do this, your map will almost certainly look too artificial for a player to really get absorbed in.
A great example of the kind of thing I mean is dutch devil's map 20 from Claustrophobia 1024. Your map currently feels completely disconnected from the rest of the world. Some bigger outdoor areas around the perimeter of the map would do much to combat this. Even your bigger rooms still seemed cramped (due to lava that you won't want to fall into and other things).

Furthermore, one usually expects a cramped map to throw a small number of monsters at the player but use the enclosed conditions to restrict movement and present a challenge. Your map has over 300 enemies if I remember correctly, but never places them in positions where they'd really be dangerous.

- Too much symmetry
This one is pretty self-explanatory. Symmetry is fine in small doses, but it gets boring quickly if there's too much of it.

- Labyrinthine Mazes
Mazes are almost never a good idea because they play like crap. 'Nuff said.

- Caves
The cave areas just past the maze look strange with all those pools of varying heights clustered together. The caves also looked out of place in the map.

-Themes
You seem to blend a huge number of different themes together quite haphazardly, making your map look like a bunch of different levels pasted together, almost. Try to stick to fewer themes.

-Ammo Balance
In some areas (like the maze) there seemed to be very little ammunition. Other parts of the map were overflowing with it, I think.

That's all that really occurs to me at the moment. I'm not sure what you can really do to significantly improve it short of altering the layout and structure of the map quite a bit :/

Old Post 06-19-10 17:56 #
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