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darkreaver
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Mega update: read on page 2.

Last edited by darkreaver on 11-14-11 at 16:21

Old Post 02-27-10 04:52 #
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TheMionicDonut
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Its all up to you what you do with the lakes.

If you just want the damage to be superficial, provide health immediately after. Or you could always make them not do damage.

Got screenshots or are you keeping it all secrety too?

Old Post 02-27-10 18:42 #
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darkreaver
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whoah?

Last edited by darkreaver on 06-01-11 at 14:08

Old Post 02-27-10 19:23 #
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esselfortium
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Looks fantastic, other than a few minor texture-cutoff issues that probably only bother me. :p

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Old Post 02-27-10 20:29 #
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darkreaver
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Thanks man =)

By "cut off" you mean sectors isnt high/low enough to "fit" the textures? If so, that would be a bit too much nit-picking (hmm, is this a word? lol) for me :P

Well, I`m making progress, and I think I`ll be able to send off an alpha or beta or whatever its called to some of (or all?) the playtesters within a week maximum.

Also have to make a midi, but I have plenty of time for that.

Old Post 03-01-10 05:10 #
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darkreaver
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Sent this off to The Green Herring, and probably he`ll send it off to the playtesters. If not tell me here, and I`ll do it myself.

------------EDITS--------------

- [fixed, to some extent] After some more playthroughs I find that it needs more ammo.

- [fixed] the first armor you find (green) is probably useless. Will be replaced with something else

- [fixed] major: the area around sector 1250 will be provided with some more areas to the north-east (into the lava-lake) (and probably some more hallways in the "mountainside"), for alternative battle strategies. that battle really sux as it is now.

- [fixed] sectors 1788 and 1189 are seriously fucked. Will be fixed.

- [fixed] the far eastern part of sector 624 needs another teleporter

- [fixed] I will remove the "deaf" flag on some of the monsters

- will add some details here and there, make it look better in some places

- [fixed] blue key needs to be replaced with something else, as there are no blue switches/doors

- I`m considering changing the gray/black "mountain" walls with something else, maybe some red rock. There is an awful lot of grey/black in the map...

Last edited by darkreaver on 03-21-10 at 05:47

Old Post 03-05-10 03:14 #
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darkreaver
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*edited*

Last edited by darkreaver on 05-27-10 at 19:21

Old Post 03-27-10 20:43 #
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Use3D
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Hmmm looking very good.

Old Post 03-28-10 01:30 #
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[WH]-Wilou84
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Posts: 495
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Wow, looks like a monster of a map !
Maybe a candidate for map 29...
Good job :)

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Old Post 03-30-10 23:45 #
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darkreaver
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Hehe, thanks!

Well, I`m considering making it harder on UV, because its not that hard if you know the map (first run will be mighty hard though).

I`m kinda concerned about the gameplay in the map, because I`m not that much of a player :P, but I`ve sent it off to the testers and asked for feedback and suggestions on the gameplay, so we`ll see!

edit: note to myself so I wont forget (im at work)
-flesh, større omr, åpne dør, mer rox
-dmg lav?
-tenk på helse/secrets
-oppnedkors secret = tele

Last edited by darkreaver on 03-31-10 at 21:18

Old Post 03-31-10 00:00 #
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EvilNed
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Ser helt fantastisk ut. Lycka till. ;)

Old Post 04-01-10 16:21 #
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jointritual
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Its among the most grandiose looking hell maps I've seen, Hopefully the gameplay will measure up.

Old Post 04-07-10 21:14 #
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Mr. Freeze
etc.


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BAD to the ASS. I am going to play the shit out this when it releases.

Old Post 04-07-10 22:57 #
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darkreaver
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Hehe, thanks alot folks, but now I`m really nervous about disappointing you all! :S

I`m working on the gameplay as we speak though, trying to improve it all the time. Sooooo we`ll see, hehe...

EvilNed: takk takk! :)

Old Post 04-08-10 04:16 #
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darkreaver
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Ok, I dunno if the testers have tested this one yet, BUT:

I have decided to make some major changes to the map. I just played through it, and the gameplay lacks A LOT in several places. Sometimes its simply shit. This will be fixed. Sooo, I`ll send out another beta when its done.

Old Post 05-27-10 19:23 #
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[WH]-Wilou84
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darkreaver said:
Ok, I dunno if the testers have tested this one yet

Would've been glad to do so, had I received something :p

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Old Post 05-27-10 19:33 #
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darkreaver
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Hehe, I thought I sent it to everyone, but maybe I overlooked you!

Anyway, I have already fixed lots of the issues, and I`m bringing my laptop to work (night shift) now, so I`ll probably fix much more by tomorrow :)

Especially the last batle, and the one before needs serious work :((

Then comes the balancing of ammo/health again. Ugh.

Well, anyway, I`ll send it over as soon as its "finished"!

Old Post 05-27-10 20:56 #
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[WH]-Wilou84
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Here's a link to my FDA :
http://www.zshare.net/download/76751370f1eb0f4e/
Recorded with this command line :
prboom.exe -file sh666beta.wad cc4-tex.wad -complevel 9 -skill 4 -warp 23 -record cc4sh666beta_fda_wh

Unfortunately I don't know how to do a FDA with God mode as you requested, so I tried to finish the level anyway. And failed :p

On the first attempt I was cornered by Revenants as I tried to run past them.
On the second try, I found a little trick to take the Rocket Launcher earlier, cool but not that useful. Somehow I unexpectedly became bored with life a few minutes later.
The ending of my third and last attempt was pretty epic, you'll see it for yourself :p

From what I managed to see it's a very good level, and a hard one too. Ammo and health balance are good so far.
Great work ;)
I'll make sure to retry it and check out the remaining parts, and then send you a more complete report.

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Old Post 06-01-10 09:30 #
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darkreaver
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I watched the first part of the demo and like I thought; people may get a bit confused and be on their toes in the beginning hehe, but yeah...that was kind of the point :)

I`ll watch the rest when I get back home from work.

ps: I think I know how you got the RL early. I`ll make it so that you cant reach the imps if you get it that way.

I also noticed some other stuff while watching your demo, so this is very useful :)

edit: yeah, already found several things to fix and stuff to change/add to make for better play. yay!

also I watched the whole demo, and your third death was indeed epic :P I was just waiting for you to die but you just wouldnt haha

Last edited by darkreaver on 06-02-10 at 03:08

Old Post 06-01-10 14:37 #
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DeathevokatioN
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Good luck with your map bro! Looking forward to raging through it! :)

Old Post 06-06-10 00:00 #
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darkreaver
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DeathevokatioN said:
Good luck with your map bro! Looking forward to raging through it! :)


Thanks mate :)

Short update:

Removed alot of screenshots for personal reasons. Don`t wanna spoil too much, even though alot of you probably already saw some earlier. Also quite a lot have changed.

I`ve gotten feedback from two of the testers, and it helped me alot. Several changes has been applied, and it turns out the map will be a lot harder than I originally intended for it to be, at least on UV :)

In the end I think it will be a cool map.

Playtime: approx. 30-45 minutes, monster count around 1200: some smaller battles and a little bit of slaughter also.

Whats left to do? Polishing up three of the battles and some more ammo/health balancing.

Old Post 06-12-10 22:59 #
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justanotherfool
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Posts: 200
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Alright, after a huge delay I finally have a report of sorts for the map. I had intended to record a godmode demo of me playing the map, but I didn't know how to set godmode on in a demo. Naturally, I didn't think that recording a demo without godmode would be very time efficient, so I've opted to follow my usual format and post a bunch of screenshots along with suggestions.

As always, I have quite a lot to say, and as always a lot of my points will be of an extremely subjective nature concerning things like texture choices, so I don't expect you to agree with everything I say, but I hope that some of the feedback proves useful.

- http://yfrog.com/nfdoom00p
First up, not a lot to say about this room except that the shootable switches are revealed too briefly. They can escape the notice of the player altogether (as in my case) and make it look like there's no way to proceed, and even when you know what to do, getting it right can be tough. I shudder to think what it must be like if you're a modestly skilled keyboarder. I think I'd just prefer a normal switch beside the door, to be honest. Same goes for most of the shootable switches in the map.

- http://yfrog.com/n0doom01p
Some misalignments here in the wall recess.

- http://yfrog.com/9fdoom02op
I realise this is finicky, but I think the seemingly completely flat strips of rock there look bad and the result would be much better if you cut out those two linedefs behind the torch. One doesn't really expect such a seemingly thin wall of stone.

- http://yfrog.com/42doom03p
In general, I like the idea of the little steps you have dotted throughout the map separating rooms and sectors. In this case I don't think it works, however, since the texture on the side of the step clashes with the door quite badly, in my opinion. This is easy to fix, since the clashing is due to the fact that the step edge is right underneath the door edge. Just expand the step outwards a bit and it should look better. Below is a crude ASCII diagram by way of illustration. The top row is the door, the bottom row is the step, viewed from the side on.

| --> |_
| __|

The shot also illustrates another issue, that the rocks on the ceiling and floor get 'cut off' by the walls, as it were. This would look better if you used a border between the ceiling/wall and floor/wall wherever you intend to use this (otherwise decent) combination.

- http://yfrog.com/86doom04p
Here's another shot demonstrating the above 'cut-off' issue.

- http://yfrog.com/2sdoom05p
When the switch opens revealing the candle, you can see a little bit of the head just behind the candle. The ceiling here may benefit from borders, since there's the same issue of blocks getting cut off, but it's not as noticeable as in the outer hall.

- http://yfrog.com/c8doom06p
I don't think this cross texture here works well at all, for two reasons. Firstly, the cross is visibly cut off and it isn't even symmetrical. Second, the brownish colour of the rest of the texture is a bit too dark and doesn't fit well, in my view.

- http://yfrog.com/3vdoom07p
This fence texture is probably the most objectionable thing about the entire room in my opinion. I tend not to like these kinds of textures anyway because they're paper thin (I hated the barbed wire in TNT, for example), but this one is worse because the fence isn't supported by anything, it just seems to be hanging there. If you would put a wall sector on each side of the fence high enough to obscure the arrow segments on the bottom of the fence, this would look a lot better. Or you could add fenceposts or something like that.

As a point of reference, consider the fences in the following area.. http://yfrog.com/3zdoom09p
They look fine since the fences are quite clearly built into the walls from which the horizontal bars are protruding. This shot does contain some more misalignments in the sides of the window frames, it appears, however.

- http://yfrog.com/n9doom08p
A few things worth mentioning in this screenshot. Firstly, I might be tempted to pick a different ceiling texture, one that doesn't have such an obvious pattern which can look extremely repetitive when used to tile such a large area. The ceiling is usually not a big deal when it's so high up, but the player's gaze is drawn to it by the high light levels in the river sectors which cast a very noticeable light on the walls and ceilings. I think in limit removing ports you can actually do something to prevent the light from being cast on the ceiling in such a way, which would (in my view) make things a lot more presentable. I don't know the specifics, but someone more knowledgeable about mapping could help, I'm sure. Alternatively you could make it so that the lighting contrast between the sectors isn't as sharp. Also, you've added a few bits of detail to the walls and such, but I think the room is still a little bit too rectangular, or at least that's how it looks in the above shot.

- http://yfrog.com/3ddoom10p
I'm really not sure about the bright green crosses here. I know the idea must be to make the scenery in sync with the pickup, but so far the rest of the room has been grey and red, and I'm not sure the sudden introduction of such a strong green fits. I think the texture is animated too, which makes it look computerised, and as such not the kind of thing you'd find in a hell temple like this one.

There's still an awful lot to say about this one, but I think it would be easier for me to handle if I split it up into 4 or 5 separate posts. So expect a lot more feedback.

Please note that I wouldn't respond in so much detail if I didn't think the map warranted it. I'm not trying to pan the map. It's a good map, but it still seems a little bit rough around the edges.

Last edited by justanotherfool on 10-10-10 at 02:20

Old Post 10-10-10 01:23 #
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darkreaver
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Posts: 1870
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Very nice! I`ll have a closer look at your feedback later tonight.

When I look at the screenshots now, I just realized how noob I was when I made the map :P Lots of lazy solutions and not-that-good stuff in general. Damn.

Anyway, thanks and I`ll look at it soon.

Old Post 10-10-10 14:56 #
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justanotherfool
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Part 2 pending.

- http://yfrog.com/bcdoom00p
Once more the ceiling here might benefit from some bordering or a different flat, but the more important point is that it seems you can shut yourself in this opening part of the map if you go up the elevator and then fall down before the bars blocking your way back are triggered. Then the elevator won't rise when you walk on it, and if you push one of the nearby switches it'll rise. After that, none of the switches in the room seemed to lower it. Worth at least checking up on.

- http://yfrog.com/69doom01p
I would like to see a border between the elevator's floor and the hallway's floor, and also one on the ceiling perhaps, since there's the same issue there as in every other place you used this texture. I also think I see some misalignments on the walls, and the ceiling looks a bit bare.

- http://yfrog.com/bcdoom02p
http://yfrog.com/j6doom03p
I made a similar point earlier on, but these 'folds' in the wall where that alcove is encased look very odd and I don't think they add anything at all visually. Some misalignments there, too.

- http://yfrog.com/m9doom04p
This oddness becomes even more apparent when you look at the alcoves from this perspective. It looks almost like some sort of visual error. The alcove ceiling here clashes with the walls considerably.

- http://yfrog.com/ngdoom05p
Actually, some borders on the floor might not go amiss here.

- http://yfrog.com/mvdoom06p
http://yfrog.com/izdoom07p
Again there's the timed switches with far too short an interval of effect in my view. The fact that the secret to the soulsphere opens too obscures the other effects of the switch and will probably make the player waste a lot of time trying to somehow get to that soulsphere when the method of reaching it has nothing to do with the switch. Needlessly confusing.

- http://yfrog.com/f1doom08p
This looks fine (the rest of this room is very nice as well, actually) but there are slight misalignments above the alcove, it seems.

- http://yfrog.com/g4doom09p
Looks like more misalignment here. But more importantly, this little view of the outdoors would greatly benefit from some improvement. For starters, the wall at the edge should definitely be higher. As it stands, you can sort of see over it, but there's nothing there! The other thing is that the wall seems a little too regular for that texture. If it's meant to be a cliff face, try adding lots of little cliff platforms to the side of it, and do things to make it look less like a flat wall. Have a look at, say, Speed of Doom Map 01 to get an idea of the kind of thing I'm talking about, but you can probably find a good template in any decent modern level set with rocky outdoor areas.

- http://yfrog.com/mgdoom10p
Must say, I really don't see the point of including another shootable switch here when all it does (as far as I can tell) is open another switch beside you.

- http://yfrog.com/62doom11p
Some bad misalignments here in the outdoor area, and I don't really like this cross texture at all the way it's been used. It just seems to contrast way too sharply with the darker colours around it. I would probably say the wall here (and those in the rest of the area) is too bare.

- http://yfrog.com/mudoom12p
More misalignments. Something about this area bugs me, though it's not easy to pinpoint. Maybe it's just too regular in shape. It looks a little bit too basic with regards to texturing as well. I wouldn't say that the cliffside and the building transition looks too natural, either.

- http://yfrog.com/n8doom13p
At least you've tried to include some half-glimpsed lava pools at the top of the waterfalls as if to suggest that the level does extend farther than we can see, but I still don't think it's been taken far enough. You clearly haven't used enough linedefs, giving the cliff an artificial look. The texture is too repetitive and the lava falls don't do a lot to relieve this. How about some big towers beyond the cliff wall with some weak enemies sniping at you from afar? This would require you to hew out another little area, but you could also make the cliffs look far more natural by splitting them up into different sections, each with its own height, etc. This would make this area look a lot better.

- http://yfrog.com/6bdoom14p
...
You probably see what I mean about not enough linedefs. It looks really jagged.

- http://yfrog.com/2rdoom15p
http://yfrog.com/i3doom16p
I really don't like this stair texture at all, because it doesn't seem very well suited to cover such a huge amount of floor and wall. Using a simpler texture like ASHWALL might actually make it look a bit less repetitive, or you could have your stairs made out of various different materials, marble, wood, as well as natural rock.
There seem to be a fair few misalignments on the side of the stairs.

- http://yfrog.com/5tdoom17p
More misalignments, an oddly rectangular cave mouth, and a weird looking strip of darkness.

- http://yfrog.com/9gdoom18p
Not convinced this is a good choice of texture.

- http://yfrog.com/63doom19p
Although I'm aware this opens out later on (and looks impressive) it is extremely drab when you first pass through.

- http://yfrog.com/6cdoom20p
http://yfrog.com/mqdoom21p
This pillar is gorgeous, but I didn't like the red border around the bottom for some reason. I think the jagged spike shape put me off it. The automap shot makes it look rather messy and asymmetrical. If you made it a narrow border tracing out the shape of the pillar (more like a rectangle) it would look fabulous.

- http://yfrog.com/0tdoom22p
Didn't like the veined lava on these bars, for some reason.

- http://yfrog.com/n1doom23p
More misalignments.

- http://yfrog.com/4rdoom24p
http://yfrog.com/5tdoom25p
The darkness was an interesting idea, but I tend to think you made it too dark. And can't you at least put some form of cave or building roof in here to justify the lack of light? i know that people like to include things like this in the map to point out that hell as we know it might not obey the conventional laws of science, but when the light works more or less as expected in the rest of the map, this just looks out of place. Also, the walls are too uniform in height, once more. One thing I did like was the teleporter to the next area. Very nice.

- http://yfrog.com/mqdoom26p
http://yfrog.com/jtdoom27p
http://yfrog.com/mvdoom28p
This room could do with some attention. It is far too bland (no ceiling variation, extremely simple shapes cut in the walls, etc) and the texture choices are dubious. The brown pillars look badly out of place. There's the same issue with light trails as in the earlier lava river, and you can still the hole in the ceiling from which you arrived once you've been lowered into the room, which looks goofy.

- http://yfrog.com/76doom29p
This tunnel isn't bad, but I think I'd like to see some more sectors to approximate a slope more.

- http://yfrog.com/7edoom30p
This would look really impressive if you could see a bit more of the wall in this view. If you managed to add a bit of cliff face to the side there to make it look as if this staircase came from the side of a giant cliff this would be far more epic. I think the stairs are too large for that particular side texture as well. You could add some wooden panelling or something to the sides a little below the actual stairs.

- http://yfrog.com/13doom31p
I don't like the way the textures on the stairs clash, and the stairs would probably benefit from some additional detailing, like a red carpet in the middle, or some banisters at the side. I feel the shapes of the stairs are a little crude as well. More linedefs maybe?

- http://yfrog.com/3vdoom32p
Please refer to my earlier point about the unsupported railings. A little more care with regard to the curviness of this platform would also not go amiss, and some of those railings get cut off abruptly.

- http://yfrog.com/n3doom33p
I don't like the floating pentagram. Not really because it's floating, but more because it looks a little too bulky for my liking, and I don't think the texture choice is a good one either.

- http://yfrog.com/nbdoom34p
This ceiling doesn't really look like something one would find in a cave. If you were going for a slope effect, I think you need to add more sectors and make the heights between them less drastic.

- http://yfrog.com/0sdoom35p
Big, big misalignments here.

- http://yfrog.com/3rdoom36p
A few misalignments on the pillars, and the skin walls themselves don't cut off quite correctly.

- http://yfrog.com/3tdoom37p
First gameplay point. How is one meant to survive this? I admit I didn't try it, but with the arsenal you have at your disposal and things teleporting in behind you (and a door that won't reopen anyway) with yet more monsters in the front, it looks pretty cheap.

- http://yfrog.com/41doom38p
This room is absolutely lovely, except for this little compartment in the corner here, where we have misalignments, and a roof that suddenly raises in height in a way that is not pleasing to the eye.

- http://yfrog.com/jpdoom39p
More texture misalignments I think. Not easy to tell with the light level as it is :P

- http://yfrog.com/afdoom40p
Can't say I'm a fan of those moving walls. Seems to destroy the impression of being in a cavern of some sort of organic mass. Don't like the lost soul niche either, since it is oddly shaped.

- http://yfrog.com/n1doom41p
http://yfrog.com/14doom42p
http://yfrog.com/3wdoom43p
This passage could do with some prettying up, and I think the teleporting barons/hellknights are a little bit cheap since they appear right next to you. The alcove holding the torch looks odd due to being made up of a completely different texture to that of the rest of this area.

- http://yfrog.com/evdoom44p
Ceiling flat here gets cut off, and I don't see why this little lift needs to be present anyway. It just gets in the way. It doesn't always seem to activate straight away, either, which can lead to some doubt as to what to do next.

- http://yfrog.com/bcdoom45p
The textures above and below the switch are not quite perfectly aligned, and it looks as if some of the alignments on the side of this little opening may be off too.

- http://yfrog.com/5cdoom46p
This secret seemed far too obscure and again it operates for too short a time period.

Whoa, that took me a long time to do. I should have it wrapped up in a few more posts. As always, stuff relating to texture choices and detailing and whatnot rely heavily on my own aesthetic tastes, so feel free to ignore if yours differ, although I think from your last post you might agree with me on some of my points at least. I also hope none of my criticism comes across as too harsh. It is quite late, and I'm tired, so I may have been a little blunter than I should be. If so, I apologise.

Hope to have the next post up within a few days.

Old Post 10-15-10 07:14 #
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darkreaver
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Posts: 1870
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Hehe, thanks alot again :) Not too harsh at all!

Seems like I have a lot of work to do hahaha, jesus, didnt know it was this bad (havent looked at the map for a looong time), and I have improved quite a bit in mapping these last few months (imo :P), soooo...anyway, I do agree on most of your points this time and it will be fixed :)

Old Post 10-15-10 12:34 #
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justanotherfool
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Part the third incoming.

A lot shorter than the previous post, you may be relieved to know :P

- http://yfrog.com/e4doom00p
A minor nitpick here, but I'm not sure that the wall and the floor here are well-matched. Something more earthen for the walls might improve things.

- http://yfrog.com/mtdoom01p
This is a well done area in general (a fine example of the kind of opening out you referenced in your original post) but I can't help but feel that the textures clash too much. For one thing, I feel that this red tiled texture is too repetitive for such a large wall, it needs to be broken up somehow (this is a criticism that has come to me often while looking at this map, actually). Secondly, the walls still look too jagged in places, and there's one very noticeable misalignment here.
Thirdly, the red and yellow lined tiles clash, but this could be due to the fact that you didn't use some sort of border texture to split them up, so they run together and look odd and misaligned. I feel the alcoves holding the enemies are a lot bigger than they have to be, and they should ideally be no bigger than required to hold the monsters.

- http://yfrog.com/mhdoom02p
There are a fair few quite noticeable misalignments in this area.

- http://yfrog.com/6edoom03p
I wrote earlier about the clashing of textures in this cavern. Here you have a prime example. Dark, dark grey against an incredibly bright red looks a little off to me. Please consider using the grey in smaller amounts and maybe choosing a lighter shade. I also have problems with the incredibly repetitive and hard to properly align nature of this particular grey stone texture, as I mentioned in previous posts. You need to align it really carefully or else it looks weird.

And what is the low red platform doing there? Does it just hold health, or maybe it opens a secret? It looks out of place due to texture clashes.

- http://yfrog.com/3mdoom04p
Another big issue that wasn't demonstrated in the shots I posted so far is that the floors of the steps seem to clash violently with their sides. These should be of roughly the same colour. As it is, they're too distinct. Also, using the same texture to tile a ceiling as has been used on the surrounding walls is dangerous, since it will usually be notably misaligned. Adding borders would fix that and I'd also suggest doing something to make the ceiling a little less flat.

- http://yfrog.com/evdoom05mp
I'm not going to say much about this one, since I imagine it probably speaks for itself, except that I will say that as usual the lighting you've added to lava sectors is a little strange looking. Too much light/dark contrast.

- http://yfrog.com/f5doom06p
Here you've used the same red tile texture on almost everything. Misalignments are rife, but even if they weren't it would still look bland and monotonous. And the ceiling is completely flat. I think the stairs leading up to that switch should be a different texture, though that may be just the way they're aligned.

- http://yfrog.com/b5doom07p
These teleporters are far too dark for such a bright room.

- http://yfrog.com/j1doom08p
When you have chosen to vary the textures here, they've clashed an awful lot.

- http://yfrog.com/5kdoom09p
Why do these apparently stone bars have that red tile texture on the bottom?

- http://yfrog.com/izdoom10p
Again major texture clashing. Dark bars, when everything else is so red... I also didn't like the animated flames texture because it looks so fake and 2d, not at all like actual flames. If you want some fire, clever use of candle sprites can do that.

- http://yfrog.com/5cdoom11p
Some more misalignments and a good view of the cavern that displays nearly all the points I raised.

- http://yfrog.com/bhdoom12p
Again I have reservations about this texture combo.

- http://yfrog.com/4odoom13p
Here we have a gameplay point. Why can't the player walk back up there? I appreciate maybe you feel this would spoil the fight with the chaingunners and revs in the wall apertures, but why not use a set of bars to temporarily block the way back up once the trap is triggered?
As it is, if you fall off the side at any point after having passed that trap, you essentially have to go to the start and then go all the way through the BFG cavern and across the manc blocks to get out again. Annoying.

- http://yfrog.com/76doom14p
You know, I didn't comment on this secret soulsphere when I was talking about the outdoor area from which it's plainly visible because I thought my secret-finding skills were just lacking and there was quite an obvious entrance I was missing, but now that I know you get there from a completely different area, why make the soulsphere visible from the first area at all? It just fools you into thinking you can get it much earlier than you can, which will cause players to waste a lot of time trying to find it. Not necessarily a lot of fun.

That's it for now, another one or two posts should mostly wrap up my feedback. As always, I understand that issues of aesthetics, etc are subjective, and am merely presenting my own opinion in the hope that I might let you see the map through the eyes of someone who wasn't involved in its creation.

Old Post 10-20-10 03:13 #
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darkreaver
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Posts: 1870
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Haha, oh lord...I`m not even sure I dare open up this map again! I`m probably going to end up crying and throwing the computer out the window in frusration. Premature submission should be my middle name :P
Also wtf was I thinking when I textured some of that stuff hahah. Damn.

Well, anyway...stuff will be fixed:)

Old Post 10-20-10 05:12 #
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Use3D
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I'd be interested in seeing it when you get a new version.

Old Post 10-20-10 06:07 #
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Qaatar
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Registered: 06-09


Please send me a copy as well when you've a new version (I'm a tester).

Old Post 10-20-10 21:21 #
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darkreaver
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Use and Qua; no prob, but dont expect it to be very soon :P

Old Post 10-20-10 22:38 #
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