Severed bunny head
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Community Chest 4 > CC4 - Vulcana II (100% finished)
Pages (2): [1] 2 »  
Author
All times are GMT. The time now is 02:49. Post New Thread    Post A Reply
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Slot: 20-29 (anywhere in Episode 3)
Filename Code: CC4_VUL2
Texture Code:
Custom MIDI: Last Man Standing (Sacraficial Symphony) by Kristian Aro (aka Nebula Meltdown) (Taken from WOS)
Credited: Paul Corfiatis (Pcorf)
Map Name: Vulcana II
_______________________________________________________________

FINAL STASTISTICS

Things: 1,138
Linedefs: 9,686
Sidedefs: 16,030
Sectors: 1,430
Vertices: 7,893

In development screenshots avaliable here: http://www.paulcorfiatis.com/vulcana2.htm

Last edited by pcorf on 08-17-10 at 09:21

Old Post 06-06-10 04:56 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Current Progress (11 June 2010)

2,216 Linedefs
3,456 Sidedefs
379 Sectors

Here are some screenshots: http://www.paulcorfiatis.com/vulcana2.htm

Old Post 06-10-10 16:25 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Malinku
Member


Posts: 578
Registered: 12-08


looking nice

Old Post 06-10-10 16:59 #
Malinku is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Philnemba
Senior Member


Posts: 1216
Registered: 09-09


Those are some nice screenshots you got there Paul.

Old Post 06-10-10 19:42 #
Philnemba is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Dutch Doomer
Forum Staple


Posts: 3367
Registered: 05-04


Looks great, I don't mind some symmetry :p

Old Post 06-10-10 21:20 #
Dutch Doomer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
tehdrunkdemon
Mini-Member


Posts: 52
Registered: 05-10


Wow, a Vulcana 2! Will it have multiple Cyberdemons?

Old Post 06-11-10 02:27 #
tehdrunkdemon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05



tehdrunkdemon said:
Wow, a Vulcana 2! Will it have multiple Cyberdemons?


Might put a big spider in this time as well.

Old Post 06-11-10 04:15 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
tehdrunkdemon
Mini-Member


Posts: 52
Registered: 05-10


Oh, okay. For DD's E4M8 i'll probably put in 2 Cyberdemons, 3 Caco-cacos, and a huge spider. The ultimate boss is a Cacodemon. I'll explain it in the text file when DD is released.

Old Post 06-11-10 22:04 #
tehdrunkdemon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Current Progress (2 July 2010)

3,424 Linedefs
5,408 Sidedefs
574 Sectors

Old Post 07-02-10 03:09 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
tehdrunkdemon
Mini-Member


Posts: 52
Registered: 05-10


Is it finished yet?

Old Post 07-02-10 16:26 #
tehdrunkdemon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05



tehdrunkdemon said:
Is it finished yet?


Not even close.

Old Post 07-02-10 17:17 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
tehdrunkdemon
Mini-Member


Posts: 52
Registered: 05-10



pcorf said:


Not even close.



Wow! Is it going to be a big and long level?

Old Post 07-02-10 20:38 #
tehdrunkdemon is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Current Progress (14 July 2010)

4,688 Linedefs
7,395 Sidedefs
781 Sectors

Estimated completion: Hopefully mid August (it all depends on other things in my life)

Old Post 07-14-10 12:24 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05



tehdrunkdemon said:


Wow! Is it going to be a big and long level?



Nah, not too big. I'm planning the final area and its going to be a big underground area of fire, lava and brimstone. It will take a few more weeks on and off plus another week of enemy placement and testing, and beta testing with members.

Old Post 07-14-10 12:27 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


6 new screenshots: http://www.paulcorfiatis.com/vulcana2.htm

Old Post 07-15-10 13:45 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
lupinx-Kassman
Senior Member


Posts: 1409
Registered: 10-06


Looking nice and solid =). Can't wait to see how it plays.

Old Post 07-20-10 03:49 #
lupinx-Kassman is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Current Progress (20 July 2010)

7,646 Linedefs
12,554 Sidedefs
1,230 Sectors

Been working on a huge underground cave area with lava falls galore similar to the first cave in WOS MAP25, but much bigger. Layout roughly 70-80% done.

Old Post 07-20-10 06:13 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05



lupinx-Kassman said:
Looking nice and solid =). Can't wait to see how it plays.


God, you know gameplay and balance always takes so long. I will aim to make it a real challenge that is for sure.

Old Post 07-20-10 10:20 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Current Progress (27 July 2010)

9,050 Linedefs
15,002 Sidedefs
1,326 Sectors

The map layout is roughly done. The next aim will be monster placement and traps.

Like WOS25. You can expect the sound of Archviles grumbling away behind the walls yet again.

Fat Bastard: Oh its gonna start a fire!

Old Post 07-27-10 06:48 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Monsters and traps are in. 8 Archviles, a Cyber and Spider plus many floating enemies and Revenants. No former humans and relatives. Just Demon related monsters. The weakest are the Imps.

Now its god mode testing to get the ammo balance right. After that I will add health. I did this with my first two post WOS maps Processing Bunker and Deimos Entry.

I might add a separate DM area to the map. Not sure about that now though. Its probably more likely that the DM starts will be within the map. The map is currently saved in the MAP25 slot but it will be posted in the MAP01 slot to the testers. Maybe MAP27 or MAP28 would make a good slot for this map.

9,340 Linedefs
15,435 Sidedefs
1,375 Sectors

7 NEW SCREENSHOTS AT: http://www.paulcorfiatis.com/vulcana2.htm

Last edited by pcorf on 08-02-10 at 07:13

Old Post 08-02-10 06:45 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
[WH]-Wilou84
Member


Posts: 505
Registered: 12-06


Looking very good !

__________________
- Death-Destiny, come back -

Old Post 08-02-10 10:16 #
[WH]-Wilou84 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
darkreaver
Senior Member


Posts: 1925
Registered: 05-08


Wnhats up with all those crosses in hell? The Hellspawn in Hell woships God, or something?

Besides that it looks really good!

Old Post 08-02-10 21:06 #
darkreaver is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Nameless
Mini-Member


Posts: 51
Registered: 07-10



darkreaver said:
Wnhats up with all those crosses in hell? The Hellspawn in Hell woships God, or something?

Besides that it looks really good!


Hellspawn worship irony.

__________________
Good, bad, I'm the guy with the gun.

Old Post 08-02-10 21:14 #
Nameless is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


This level should be ready for play testing within the next week or so. The gameplay has been very tough to sort out but I'm working hard on it. But its looking good.

Old Post 08-07-10 05:44 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


This map is now ready for play testing.

Send me an email or a PM and I will provide you download link to this map. Feedback greatly appreciated so we can get this map perfect before I submit it.

Old Post 08-07-10 15:38 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
lupinx-Kassman
Senior Member


Posts: 1409
Registered: 10-06


Cool, out of curiosity, did you make a new midi for this map?

Old Post 08-09-10 23:40 #
lupinx-Kassman is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05



lupinx-Kassman said:
Cool, out of curiosity, did you make a new midi for this map?


Nope. Just used a song from WOS.

In fact Kristian made the song. Its from MAP28. But if Kristian doesn't like the song in the map I will have to change it.

Old Post 08-10-10 03:48 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
justanotherfool
Junior Member


Posts: 200
Registered: 12-07


As promised, enlosed is an FDA (first demo attempt) of the map. I died a lot of times (don't know how many precisely but likely 15-20) before getting an exit and the length of the demo is apparently around 100 minutes!

I'm sure you've got better things to do than watch all of that, but I'm sure that at least some of it should prove instructive. There was quite a lot of interesting monster behaviour in the demo.

Recorded with prboom-plus 2.5.0.6, by the way, on UV difficulty.

The map isn't really as hard as I made it look, but I got reckless after the first death and so managed to accumulate many more. There are some nice traps that make certain parts of the map tricky.

I'll deliver a testing report in the next couple of days, but for now see if the demo gives you any ideas.

Link is http://rapidshare.com/files/4124074...na2fda_jaf_.lmp

Old Post 08-11-10 23:40 #
justanotherfool is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
justanotherfool
Junior Member


Posts: 200
Registered: 12-07


Alright, it's time for a testing report.

On the whole the map is very nice. Most of the points I have to make are relatively superficial ones relating to aesthetics. As always, use your own discretion, since what I think looks good may not to be everyone else's tastes and vice versa. There are a few gameplay points to be made as well.

- http://yfrog.com/mydoom00p
I personally hate this light flat here. I don't think a light should be so two-dimensional, it should at least have some depth, but this flat doesn't really give you that. I also think it looks out of place in a hell environment. I tend to expect to see it (if it must be used at all :P) in a techbase.

TLDR: I think the opening room would look better with a different flat for the light. That also applies to these areas.
http://yfrog.com/5jdoom23p
http://yfrog.com/56doom15p

- http://yfrog.com/nbdoom01p
A relatively nitpicky point, but these towers seemed a bit too rough, and I think they'd look better if you added just a few more linedefs to them. Not entirely sure about the lights there, either. Again it seems like something you'd see in a techbase. Apart from that, the room was good. Some nice traps here, in particular.

- http://yfrog.com/eqdoom02p
Again I don't like that light flat. But the main problem with this room was that it seemed a little too square. Still a nice room though. Consider just adding some borders to the lower walls or something to break it up a bit.

- http://yfrog.com/eqdoom03p
I have a vague (very vague) idea that this might look a bit better if the wall textures adjacent to the switch were more similar to the outside wall textures, but this is a very small point.

- http://yfrog.com/bgdoom04p
Don't like this as a side texture for the steps because of the way it abruptly cuts off and doesn't align properly with the stair texture.

- http://yfrog.com/17doom05p
I think the wall texture here looks out of place. Just a little too repetitive for such a large expanse of wall. You might want to consider adding a little bit of embellishment to the ceiling in this shot too (something I feel you generally did very well in this map), since it looks a bit too flat to my eyes.

- http://yfrog.com/jwdoom06p
This outdoor area looks alright, but I think you could make it more interesting by adding some more textures to it. For example, consider adding some detail to those red 'pillars' and texture them with marble or metal or something. I also feel the buildings are a bit too square in this outdoor area. No complaints about the lava pools and falls, they were excellent.

- http://yfrog.com/6tdoom07p
Strong and not entirely convincing contrast here.

- http://yfrog.com/44doom08p
Wondering why there seems to be a sprite stuck inside the bridge?

- http://yfrog.com/bgdoom09zp
The green lights above the bookshelves look out of place in an old-fasioned marble library room.

- http://yfrog.com/0adoom10p
http://yfrog.com/fvdoom11p
This is too simple by far. Add some more detail to this outdoors area to make the view more impressive. Looking at the map there seems to be plenty of space.

Preferably make the walls higher so you can't see 'outside' the map either.

- http://yfrog.com/jddoom12p
I think the open space here is a little bare. Try adding some detail to the upper walls/ceiling maybe?

- http://yfrog.com/n0doom13p
Here you can see the tops of the barrel sprites, somewhat ruining the effect.

- http://yfrog.com/49doom14p
Don't really like the ceiling light in this megasphere area, and the curves in the wall look a bit too sharp.

- http://yfrog.com/n3doom16p
Texturing around the cyb area is possibly too repetitive in places?

- http://yfrog.com/n3doom16p
An interesting idea, but I don't know think that it fits with the surroundings very well. Too techbasey.

- http://yfrog.com/j2doom18p
The lighting here is nice, but it looks too rectangular. This is improved when the trap opens up, but some wall borders would help.

- http://yfrog.com/b9doom19p
If you look very closely here, the ceilings of the sectors with waterfalls look a bit odd. Looks like you could choose a better (smoother) flat for them.

Also a word about the gameplay here. I think there are far too may lost souls here. If you watched my demo you probably saw how long you can end up waiting around at one of the entrances to the cavern for all of the lost souls to reach you. It makes things a little bit tedious. Maybe reduce the number of souls and add a few more cacodemons?

- http://yfrog.com/jtdoom20p
The lighting on these candles seems just a little off.

- http://yfrog.com/jldoom21p
http://yfrog.com/mjdoom22p
Using the same texture for the top of the rock bridge and its side doesn't work too well here, in my view, due to all the misalignments you'll invariably end up with.

Another point about the gameplay here. The lost souls seem to be flagged deaf so when you walk into the room you'll gradually wake up several different clusters of them as you wander into view. I'd prefer it if they all came at you at once. It's annoying wandering into a cavern thinking it's all clear only to be mobbed by souls from all sides once you walk a little way along the bridge. Still, maybe that was the intention :P

- http://yfrog.com/mndoom24p
I don't like the lava on the ceiling. Some people find it emphasises the point that you're in a strange, unearthly place where the ordinary rules of physics don't apply, but I find it a little off-putting in what has been a conventional hell map up until this point. Still, as always, YMMV.

- http://yfrog.com/0jdoom25p
I like the idea, but not the SHAWN. Surely you can find a more suitable floor texture than that?

- http://yfrog.com/15doom26p
This illustates a problem that the original Vulcana had as well. The rad suits are too far apart. I didn't check how much damage the lava does, but you could conceivably lose most or all of your health before you get anywhere near a rad suit in the lava. Could be solved by putting one at the top of the lava caverns at the start.

- http://yfrog.com/jxdoom27p
Hard to highlight it, but something about this room looks weird to me. Too much texture variety perhaps?

- http://yfrog.com/9edoom29p
http://yfrog.com/0vdoom28p
The secrets I found in my demo (Soulsphere, backpacks and chainsaw, shootable megasphere, plasma gun) and the BFG secret were well positioned, but the rest of them seemed just put in as an afterthought. There weren't many hints as to their existence (I'm not a player who likes to regularly peruse the map) and some of them required shooting the door instead of using it to get in without giving you any indication of this. Most of these 'extra' secrets looked like they might make things too easy as well. Consider removing 3 or 4 of the 9 secrets in the map maybe?

That's all the feedback I have for the moment, there may be more at a later date (or not). Looks like a worthy addition to the project, as I expected :)

Old Post 08-13-10 16:55 #
justanotherfool is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
pcorf
Senior Member


Posts: 1387
Registered: 06-05


Thanks for your architecture feedback. But unfortunately I do not want to change most of it. But I will make a few minor changes.

* Remove the pool of brains on the bridge.
* Remove the green lights above the bookcases.
* Dim the lighting around the candles in the big cave area.
* Replace the red RROCK01 CRACKLE textures with ROCKRED textures near yellow key and on the walls of the cave stairs.

* I really liked the Lava on the ceiling, it helped create a lighting effect and give it a sinister look since using a TLITE6_6 would look terrible because its not on the grid. Maybe I could change it to the yellow crackle RROCK02, but I reckon it will look out of place.

* First Megasphere secret platform was off the 64x64 grid. May consider adjustment of the room to fit the platform on the grid for a more suitable light texture like CEIL1_2.

With gameplay

* Add more radiation suits to the big lava cave area, probably amongst the pillars.
* I will probably remove some Lost Souls from the big cave and add a few more Cacodemons.
* Remove the Cell Packs from the BFG secret room.
* Maybe change the Megasphere secret door so its not shootable near Cyberdemon. Instead you push the Door. And remove the second megasphere and only have the Invulnerability in there.

Old Post 08-13-10 17:43 #
pcorf is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 02:49. Post New Thread    Post A Reply
Pages (2): [1] 2 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Community Chest 4 > CC4 - Vulcana II (100% finished)

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.