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C30N9
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Been looking to the 10 screens above:

Screen 1: Remove the hanging body, it doesn't fit the room.

Screen 2: Looks nice but the the ASHWALL behind looks ugly.

Screen 6: Change the ceiling texture.

Others are good.

Old Post Mar 20 2011 18:16 #
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purpleyoshi13
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Screenshot:

NOTE: the screenshots are updated version of the old one (they will inherit the old names for easy search purposes)

Screen 1 new version:



Screen 2 new version (Normal Light Version):



Screen 2 new version (IDBEHOLDL/255 light Version):




Screen 6 new version:




Screen 10 new version (just a color change version):



some new screenshots.

Old Post Mar 20 2011 19:31 #
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Christoph
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Screen 1 still looks like it needs more consistency and more realistic lighting, and maybe some ceiling detail / non-flatness.

For the most part, I like Screen 2 new version (IDBEHOLDL/255 light Version) - especially that it has some tasteful ceiling variation.

I'm not sure I like screen6 - the door is a bit creative, but also seems a bit wonky. The whole room could also use some decorative details.

Screen 10 looks much better than the previous ones, though I suggest some detail for the outer sides of the floor - maybe have the (inner) blue floor 8 lower, or with a raised border around the wall.

And as a general rule, be aware that having multiple types of monsters (especially hitscanners) in the same area tends to lead to infighting, which drastically changes the gameplay.

Old Post Mar 20 2011 20:12 #
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C30N9
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Yeah Screen 1 looks randomly textured, you need to focus on one texture such as the SILVER(s).

I like Screen 2, the terrain is nice.

Screen 6, the door is weird, and yeah for detailing, add light sources or a yellow candle on the door sides. I suggest at the sides adding a thin ceiling that has computers or faces.

Screen 10 got better.

Old Post Mar 21 2011 20:00 #
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Processingcontrol
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Screen one still looks very box-like and those small pillars look strange. What the heck is up with that entrance teleporter? It's way too dark, and shouldn't really be there (This isn't "Plutionia Community Project").

Screen 2 is by far the best of the shots, and it's the only one that doesn't look like something out of 1994. The texturing is still pretty crazy, though.

Screen 6 still looks extremely 1994ish. Other than than the light poles there's no height variation or detail. The door also looks way too crazy.

I like the textureing in screen 10, but there's also not hirght variation or detail.

Old Post Mar 22 2011 01:26 #
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purpleyoshi13
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The map size picture has been Updated!!!

As a bonus:

Last edited by purpleyoshi13 on Mar 24 2011 at 18:25

Old Post Mar 24 2011 18:05 #
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C30N9
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The new map layout is better, because it is now connected. This screenshot is nice but the ice step textures looks weird, change them to the hexagon metal texture to match the floor.

Old Post Mar 24 2011 20:58 #
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purpleyoshi13
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C30N9 said:
This screenshot is nice but the ice step textures looks weird, change them to the hexagon metal texture to match the floor.

to be honest, it's a WIP area. i will add snow around the edges so that's why there's the snow step texture there.

Last edited by purpleyoshi13 on Mar 30 2011 at 15:53

Old Post Mar 30 2011 15:41 #
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purpleyoshi13
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been awhile since my last post.

I am still working on this map and I have got some real good idea's in the room in Screen 10. so the major update is that area, and the snow area.

Edit: How does friction work? cause i can't get it to work.
I have a linedef which is 512 units long and gave him the action of friction tagged him and tagged the sector that needs to have the friction. what am I doing wrong?

Last edited by purpleyoshi13 on May 9 2011 at 20:53

Old Post May 9 2011 19:51 #
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Mithran Denizen
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You probably forgot to set the sector to use the generalized friction bit. Doom Builder should let you do so through through the 'generalized' sector effects tab, or you could just set the sector's special to '256', if you don't need the sector to have other functionality (like blinking lights, damage, or secret count).

And I'm not exactly sure, but 512 is probably seriously overkill for an icy surface. If I recall right, the ice in my CC4 map uses something between 120-200.

Last edited by Mithran Denizen on May 9 2011 at 23:11

Old Post May 9 2011 23:04 #
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purpleyoshi13
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Mithran Denizen said:
You probably forgot to set the sector to use the generalized friction bit. Doom Builder should let you do so through through the 'generalized' sector effects tab, or you could just set the sector's special to '256', if you don't need the sector to have other functionality (like blinking lights, damage, or secret count).

And I'm not exactly sure, but 512 is probably seriously overkill for an icy surface. If I recall right, the ice in my CC4 map uses something between 120-200.


Thanks! I never knew I also had to give the sector an effect.

Also, I'll change the length of the Linedef, 512 is long indeed.

Old Post May 10 2011 07:30 #
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TheStiCat
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Amazing shots! **

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Old Post May 13 2011 00:32 #
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purpleyoshi13
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TheStiCat said:
Amazing shots! **

Thanks Man! really appreciate it.

---------------------------------------------------------------------
Also, I put friction back to 160, made major changes to some rooms, added the usage of a yellow (key)card with trap, the Exit room also features some traps now. the snow area has it's second building now.
I will post screenshots if I have time next week, otherwise it will be somewhere in JUNE.
---------------------------------------------------------------------

Fun Fact: if I am playing thru this level on ITYTD and just having
50 bullets, I always get a time that is above 15:00. (minutes).
but it is 100% kills, Items & Secrets.

Old Post May 13 2011 07:38 #
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TheStiCat
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purpleyoshi13 said:
Thanks Man! really appreciate it.


You're welcome! Is the level done yet?

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Old Post May 14 2011 21:00 #
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purpleyoshi13
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TheStiCat said:
You're welcome! Is the level done yet?

no, unfortunately not. I'm still working on a few things.
but progress is coming along pretty well.

Old Post May 16 2011 11:33 #
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TheStiCat
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purpleyoshi13 said:
no, unfortunately not. I'm still working on a few things.
but progress is coming along pretty well.

Oh, cool. xP

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Old Post May 19 2011 22:45 #
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purpleyoshi13
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More Screens,

Names are to show changes.

Screen 1:

Screen 6:

Screen 10:

Screen 11:

Screen 12:

as you may have noticed, Screens 11 and 12 are brand-new areas.

Screen 11 shows the inside of a small building, while Screen 12 shows a peculiar ship seen through red glass...

Old Post Jul 6 2011 23:10 #
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Pottus
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I think you have too much rainbow effect in some of the screens, that doesn't particularly bother me but I know other people will probably not like it so much. Perhaps try and scale back on color variations in specific areas and piece together different texture colored themes with good texture transition between areas. Also some areas look under detailed like the exit maybe you just have not gotten to that yet.

Old Post Jul 6 2011 23:28 #
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purpleyoshi13
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Pottus said:
Also some areas look under detailed like the exit maybe you just have not gotten to that yet.

correct, the exit room isn't 100% finished, as i need to put in more height variations.

and screen 6 has height variation but made that after i took the picture.

For now I am going to sleep and start working on this around 16:30.

Old Post Jul 6 2011 23:43 #
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Processingcontrol
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It looks like the level uses too many texture themes, and the screenshots make them seem like a bunch of random rooms.

I think it would help to use similar colors and textures throughout the level, and make the rooms flow together.

Old Post Jul 9 2011 18:15 #
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Katamori
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Processingcontrol said:
It looks like the level uses too many texture themes

That's not a problem. I also used a lot of texture themes.

Old Post Jul 9 2011 20:02 #
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esselfortium
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It looks ugly.

Old Post Jul 9 2011 20:46 #
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C30N9
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Screen 1 looks awkward. I suggest change the colored lights in silver to one color. Also, those metal tables are not good IMO. And to the left I don't think it matches the normal silver.

Screen 6 is fine, but add some detail there and it should be good ;).

Screen 10 looks good, but the only bad things here is the colored ceiling and pink floor, why not change both to blue?

Screen 11 looks cool. But I suggest change the blue stripped textures into red or Vice-Versa. And also change the upper texture that looks like FLAT20 to the same as the lower. Otherwise the detail is good.

Screen 12, the ship needs more detail, add for example rockets, engines etc...

Keep going!

Old Post Jul 9 2011 21:22 #
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Joshy
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Katamori said:
That's not a problem. I also used a lot of texture themes.

I think the problem here is more of layout structure. All I'm seeing is small square-ish rooms with no thematic coherence whatsoever. A map with plenty of thematic differences can definitely work, but it needs a good layout with good flow to start with.

Anyway, I'd suggest you to not worry about the detailing at all, work more on the layout and architecture. Give it a lot of height variety, especially in one room. Make more ledges and alcoves, anything to make a room more interesting. Give it a proper theme to start with and make sure the textures are mostly aligned so it looks believable. If you can make it colourful while still making it believable and such, then it works. When you think you have all this right, detailing follows and finalise finishing touches. Keep it up! :-)

Old Post Jul 10 2011 02:18 #
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lupinx-Kassman
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Colorful maps are nice only if they are also consistent. Right now there doesn't seem to be any coherent theme and it looks too much like a mish-mash. Also screen 11 either has a particularly bad alignment, or a piece of structure jutting out in a very odd way. I would at least recommend smoothing that out.

Also as Joshy recommended, the layout could use some work. Most of the screenshots I have seen so far seems to be a square with random stuff thrown in. =P

Old Post Jul 10 2011 02:28 #
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purpleyoshi13
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Looking for someone to finish this map.

Reason: Family Member Died, and I feel depressed, and can't find any means to work on it ATM.

If you want to take over this map (retexturing, adding new locations)

send me a PM and I'll send the map right away and the used resources
(removal of a current location is to be discussed first!)

(note: Switches aren't working for some odd reason..)

Old Post Jul 12 2011 17:25 #
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Katamori
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Oh, that's so sad :( my condolences!

Old Post Jul 12 2011 17:48 #
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C30N9
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I'm sorry purpleyoshi13. That's so sad.

Old Post Jul 12 2011 18:28 #
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purpleyoshi13
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thanks for the kind support Katamori and C30N9.

Old Post Jul 12 2011 21:07 #
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Dutch Doomer
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My condolences.

Could I take a look at it?

Old Post Jul 12 2011 21:09 #
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