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purpleyoshi13
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Posts: 111
Registered: 12-10


I worked a long time on my map to get it this far... still not finished! but it's at least a whole bunch of work cleared out.

Map Size: http://img862.imageshack.us/img862/8273/mapsize.png

--------------------

STATS:
1806 vertices
2097 linedefs
242 sectors
411 things (varies on multiplayer settings)
110+ monsters (varies on difficulty and multiplayer settings)

--------------------
The part of the map that is the most southern is a DeathMatch area, It's if you look correctly two parts of my map fused together but, i did change the textures so that it doesn't looks as a copy that didn't have any changes. (the long bar is not connected to the DM area.)
--------------------
you can find the first 10 Screenshots in Post 8, but they are deader than a corpse!

the newer screenshots are in Post 32 and beyond.

Last edited by purpleyoshi13 on 04-14-11 at 16:37

Old Post 01-11-11 16:54 #
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Processingcontrol
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Are the different sections going to be interconnected?

Old Post 01-11-11 23:36 #
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purpleyoshi13
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Processingcontrol said:
Are the different sections going to be interconnected?


if you mean that they will be connected by sectors then no, they are connected by teleport pads.

also the large area all the way down is a DM-area.

Old Post 01-13-11 07:38 #
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Processingcontrol
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purpleyoshi13 said:
if you mean that they will be connected by sectors then no, they are connected by teleport pads.


I don't mind it at all, but many people dislike it when maps mostly consist of unrelated parts which are connected only by teleports.

Old Post 01-15-11 05:10 #
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purpleyoshi13
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Stats:

fixed 10 HOM's that i couldn't find at first, found a mistake in tagging sectors, passthru has been applied to some linedefs and finally some more improvements on the start area and surrounding area's.

if i keep this speed up, I'd say that it will not take that much time anymore i guess.

Old Post 01-28-11 22:37 #
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purpleyoshi13
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got to work on the far left part today, got to some editing disagreeing and then i got to the point were i thought like: yeah that will fit just fine. also i guess it won't be take that much time So progress is made!

Old Post 01-31-11 18:47 #
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purpleyoshi13
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I have actually been very lazy, I didnīt do a lot, but I made some progress again. there are a few changes nothing special i will re-upload the size of the map and i will post some screens. stay tuned..

Old Post 02-18-11 23:52 #
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purpleyoshi13
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Screen 1

http://img208.imageshack.us/img208/3010/screenshotdoom201102232.png


Screen 2

http://img408.imageshack.us/img408/3010/screenshotdoom201102232.png


Screen 3

http://img338.imageshack.us/img338/3010/screenshotdoom201102232.png


Screen 4

http://img695.imageshack.us/img695/3010/screenshotdoom201102232.png


Screen 5

http://img694.imageshack.us/img694/3010/screenshotdoom201102232.png


Screen 6

http://img535.imageshack.us/img535/3010/screenshotdoom201102232.png


Screen 7

http://img638.imageshack.us/img638/3010/screenshotdoom201102232.png


Screen 8

http://img156.imageshack.us/img156/3010/screenshotdoom201102232.png


Screen 9

http://img703.imageshack.us/img703/3010/screenshotdoom201102232.png


Screen 10

http://img708.imageshack.us/img708/3010/screenshotdoom201102232.png


Here are 10 Screenshots from my map.

any Feedback is welcome!

Old Post 02-23-11 21:57 #
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Processingcontrol
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Texture use looks a little too crazy, and the new textures look strange. Also looks to flat and bland in some shots.

Old Post 02-23-11 22:02 #
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purpleyoshi13
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Screens 4, 8 & 10 Feature some of my own textures.

Screen 4: The Brown Ground, and the black with white bricks.

Screen 8: You are facing it.

Screen 10: Ceiling, Floor, Exit-Signs & Door.

Screen 10 is the exit and I already had an idea about how I wanted the Exit to look like, also the purple floor was because of my Username. and that door is actually an Exitdoor since in my opinion the old exit door was a bit boring and bland, so i made a new one.







Processingcontrol said:
Texture use looks a little too crazy, and the new textures look strange. Also looks to flat and bland in some shots.


Which Shots in particular have crazy texture looks? if you can point that out I can improve the textures there then.

Same goes for the flat and bland thing.

Old Post 02-23-11 22:17 #
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Processingcontrol
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Screen 1:
There's to much going on on the wall, the textures don't flow together.

Screen 4:
The floor and bricks seem out of place. The wall is to flat.

Screen 6:
Both ceiling and floor are completely flat and look ugly.

Screen 8:
Ceiling and floor are completely flat. Silver texture looks like a bunch of patches thrown together and looks to crazy.

Screen 9:
Once again, ceiling and floor are completely flat.

Screen 10:
Floor looks really wired and cartoonish. Exit door looks messed up.

Old Post 02-23-11 22:28 #
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lupinx-Kassman
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I really love colorful maps, but even I have to step back and say that Screen 10 is pushing it.

Old Post 02-24-11 03:07 #
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[WH]-Wilou84
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Hmm, sorry man but I'm not a fan of those screens you have.
I suggest you stick to a single theme with two or maybe three dominant colors, it would look a lot more consistent. Look at the latest Sunder maps to see what I mean.

Colorful themes can be very good if done properly. I'm sure you can do interesting stuff with purple ( even if the Doom palette is quite limited ).

You should also consider adding height variations to make your areas look less flat.

Once again, sorry for these comments but testers have to apply some quality control (TM). I'm sure you'll understand. :)

Last edited by [WH]-Wilou84 on 02-24-11 at 20:15

Old Post 02-24-11 20:06 #
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esselfortium
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Nothing really makes sense to me in these shots.

Also, the custom textures look like they're used solely for the sake of using them. They don't fit in with the rest of the theme, and many of them also just look plain bad. ... actually, judging from these shots, there isn't really even anything that can be called a theme, at all.

The better parts remind me of some techbase maps from TNT: Evilution, which isn't a good thing.

Old Post 02-24-11 20:57 #
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purpleyoshi13
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Thanks for the feedback so far, I can definitely improve parts from the level based on this feedback.

I'll get to more work on my level, I think I'll stick to the Techbase like setting and just go with that, however some of those textures look a bit crappy and that is correct, but that is because I suck at making decent pictures so that is why some things look crappy and other things are just basic recolors/Cut 'n' paste and such.

also some textures are indeed in just for the sake of using them. some are used because i just couldn't find a better fitting texture. but I'll figure out something.


For now, I'll get to work, Using proper/Replacing textures, applying heights to floors and ceilings, and more.

Old Post 02-24-11 23:27 #
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purpleyoshi13
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Been working some good time on it, I made changes to screens 1,2,6,8,9 & 10. also screens 3,4 and 5 are OUT! they just didn't go along, with what I have in mind.

also, i redid the purple floor texture, it's better now, since the old one was a recolor of Floor0_3. now, it's a recolor of Floor1_6 but i still kept it to a somewhat dark theme, unless i really don't like it, i will then start recoloring Flat20(i believe?, that blue one, Floor1_1 is the same one it only has the UAC logo on it)

and finally, the map is different than the above screen.

that's all.


screenshots issue: it's gonna take some time, I was planning to upload yesterday, but i suddenly have no more internet.

I will resume working, on the level but status updates might take time to be noticed.

For the time being, it's starting to really look like a compound in a cliff, i also thought that adding a snow part would be a cool idea.

though friction doesn't work somehow.
Any help on this would help out a lot!

Last edited by purpleyoshi13 on 03-09-11 at 07:29

Old Post 03-03-11 11:01 #
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purpleyoshi13
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the internet lives again!

the second next post: SCREENSHOTS!

Last edited by purpleyoshi13 on 03-19-11 at 00:07

Old Post 03-16-11 19:35 #
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purpleyoshi13
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i redid the exit door texture:
http://img713.imageshack.us/img713/5893/py13xitd.png

and that purple "Spaced" Floor:
http://img202.imageshack.us/img202/2039/py13fl.png

so what which textures will not be changed?

the Floor that you can see in screen 4.

Unsure:

the bricks in screen 4

the silver texture that has the lights and the computer things from SILVER3 (if not mistaken)

...

well, just showing off somethings, also the door is actually 98% created from scratch. the 2% that isn't are the exit sign and the DOORTRAK bars on the side. (which i conveniently took from the original failed over colored door.)

Last edited by purpleyoshi13 on 03-19-11 at 00:24

Old Post 03-19-11 00:19 #
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Fisk
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http://img708.imageshack.us/img708/3010/screenshotdoom201102232.png

...This is a... Door???

Old Post 03-19-11 02:21 #
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purpleyoshi13
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Fisk said:
...This is a... Door???


yes, it WAS a door but it was messed up and i made a complete different one, one that looks better IMO.

Old Post 03-19-11 12:42 #
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purpleyoshi13
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NEW: http://img694.imageshack.us/img694/9280/redone.png


Screen 10, but better IMO.


(just for comparison)

OLD: http://img708.imageshack.us/img708/3010/screenshotdoom201102232.png


so let me know what i need to change, some things will however NOT be changed since I like it the way it looks

Last edited by purpleyoshi13 on 03-19-11 at 15:28

Old Post 03-19-11 13:27 #
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esselfortium
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I can't tell, is this an entrance?

Old Post 03-19-11 20:28 #
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C30N9
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The exit area is good but I don't like the purple floor and the ceiling flat, these are the worst spots. The door looks way better.

Old Post 03-19-11 21:30 #
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Hirogen2
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It somehow reminds me of the mushrooms mode from ROTT. Similar to idbeholdv, this looks like a render scene of Doomguy On Meth (first perspective).

Old Post 03-20-11 00:13 #
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purpleyoshi13
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esselfortium said:
I can't tell, is this an entrance?


No, It's the REAL exit room



C30N9 said:
The exit area is good but I don't like the purple floor and the ceiling flat, these are the worst spots. The door looks way better.


Fair enough i guess, the exit room ceiling will definitely be changed, and I'll change the floor to Ceil4_2.

Old Post 03-20-11 14:21 #
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[WH]-Wilou84
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I think this is just too colorful.
Unless you're trying to make a sequel to Shitbag's excellent Happy Time Circus II, I really suggest you stick to a two-color theme for the entire map, otherwise it may look terrible ( like what can be seen a few posts above ). You could try a purple/grey theme if you want, it would still be quite unusual. :)

That new purple flat is actually quite nice. On the other hand, this door texture doesn't make sense, sorry.

Edit : Also, you didn't get Essel's post so maybe this pic will help.

Last edited by [WH]-Wilou84 on 03-20-11 at 14:42

Old Post 03-20-11 14:33 #
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purpleyoshi13
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I see.

In screen 6 you see red EXIT signs, that is just the exit meaning that you're going to the outside.

the Purple EXIT signs are the exit of level signs. behind that door is the exit switch. and that's that.

I can understand that there's some confusion caused by this.

sorry 'bout that.

Old Post 03-20-11 15:18 #
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purpleyoshi13
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http://img851.imageshack.us/img851/3939/screenshotdoom201103201.png

final version?

Old Post 03-20-11 17:09 #
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C30N9
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Well thats better, the colorful ceiling looks a little weird to be honest, and the red wall doesn't fit the floor, why don't you change to it blue?

Old Post 03-20-11 17:57 #
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purpleyoshi13
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I'll do that. and that'll be the hopefully final change to that room.

Old Post 03-20-11 17:59 #
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