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C30N9
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????, a ???? themed map for E2.
Difficulty is ????
------------------------------------------------------------------------
(OLD POSTS)
Outside look:
http://i56.tinypic.com/swuuck.png

First refinery area:
http://i52.tinypic.com/28t7rpi.png

Automap:
http://i53.tinypic.com/v32h5e.png

What do you think?

Note that this map will be nearly Plutonia like map, will it rejected by CC4?

Last edited by C30N9 on 03-23-11 at 14:29

Old Post 03-07-11 15:55 #
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Phobus
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My MAP10 looks very Plutonia-like, particularly at the beginning - its not an issue.

Old Post 03-07-11 19:19 #
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Processingcontrol
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Both shots look cool. The first one has interesting architecture, and the other looks like it can have some neat gameplay. The second shot looks more E1 than Plutionia, though.

Old Post 03-07-11 20:17 #
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C30N9
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Processingcontrol said:
The second shot looks more E1 than Plutionia, though.


Thanks! The map will be mixed Plutonia with Computer ;)

Old Post 03-08-11 14:37 #
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C30N9
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More screenshots:

(I know the metal looks cut here but too late)
http://i54.tinypic.com/aw40gn.png

http://i54.tinypic.com/1sh4xc.png

Old Post 03-08-11 18:05 #
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C30N9
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I have just removed the out side area with the nukage and sky, because the other buildings viewed from outside has no detail. Now it looks way better ;). Sign in at ImageShack:

Doesn't this look better?
http://img809.imageshack.us/img809/...om201103092.png

From sky to nukage engine.
http://img703.imageshack.us/img703/...m201103092c.png

The other side would be the exit.
http://img831.imageshack.us/img831/...om201103092.png

BTW the map is getting bigger and better, but too SLOWLY, damn I need to hurry!
http://img132.imageshack.us/img132/6222/hehehehr.png

Old Post 03-09-11 20:26 #
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jointritual
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I think it looks pretty good in an old school sort of way, a few misalignments though I might add...

Old Post 03-09-11 20:47 #
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Christoph
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The map layout looks decent, though the textures seem almost random and could use more consistency and alignment.

Old Post 03-09-11 22:12 #
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C30N9
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Thanks, although the alignment is always preferred to be at the end.

@Christoph Maybe you are right about the random texturing, I could use more Plutonia textures that computering. Uhhh I'm confused, I'll get back to that later.

Last edited by C30N9 on 03-10-11 at 14:40

Old Post 03-10-11 13:54 #
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C30N9
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I've got to something now, I added underground part which will:

1- This map will have TECHBASE theme, every Plutonia textures will be eliminated.
2- The name is changed to "Nuclear Research" currently.

http://img853.imageshack.us/img853/...om201103101.png
http://img684.imageshack.us/img684/...om201103101.png

(Imageshack)

Old Post 03-10-11 16:03 #
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Christoph
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Looks good! I suggest adding a little more floor/ceiling variation in the last two shots - it looks a bit unnaturally flat. Maybe some light/dark variation too. Otherwise very good!

Old Post 03-11-11 15:42 #
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C30N9
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I started getting a little bored, which maybe a little problem. Anyway here is the layout so far:

http://img849.imageshack.us/img849/2378/wowv.png

Old Post 03-12-11 18:17 #
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C30N9
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I'm losing interest in the map so I decided to shrink the map and finish it.

The current gameplay time with IDCLIP is about 2:30 minutes, when I add more few areas it would rise to 3:00 minutes, that means it will extend after putting monsters and adding a puzzle room to 6:00 minutes at least, plus the player who doesn't know the map he could spend like 7:00 minutes which I think it is really enough.

Old Post 03-13-11 13:22 #
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darkreaver
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With IDCLIP? lol

Old Post 03-13-11 18:41 #
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C30N9
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darkreaver said:
With IDCLIP? lol


I use that because still no actions added.

I added a puzzle room and it raised the time to 3:30 minutes, If you know it! What if you don't? :P

Old Post 03-13-11 18:49 #
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Processingcontrol
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You mean IDDQD, right?

Old Post 03-13-11 20:15 #
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C30N9
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No IDLCIP, because I didn't put any actions for lifts, doors, floors etc... So I used it to go through them, but going in the right way.

However I finished the map with actions and it took over 4 minutes. Now it is time to add things.

Old Post 03-13-11 20:23 #
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yellowmadness54
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looks great. I ery much look forward to this project.

And I hope i can get a map in on time with my technical difficulties.

Old Post 03-13-11 20:37 #
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C30N9
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OK, map finished!

Name: Nuclear Nightmare

But I'm waiting from a reply from Xaser to use a custom MIDI. The atmosphere is mostly TECHBASE in this map, it may fits either E1 or E2. The difficulty is hard.

I'll send to:
1- justanotherfool
2- Anima Zero
3- RjY

Old Post 03-14-11 17:50 #
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Processingcontrol
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I'm interested in how the finished version looks like. Ya have any pics?

Old Post 03-15-11 04:37 #
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C30N9
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Sure, you'll notice so many differences here than older pictures.

Start area
http://img263.imageshack.us/img263/7928/screenshotdoom201103151.th.png

The first to have some action here
http://img864.imageshack.us/img864/7928/screenshotdoom201103151.th.png

Going to underground
http://img5.imageshack.us/img5/7928/screenshotdoom201103151.th.png

Underground
http://img13.imageshack.us/img13/7928/screenshotdoom201103151.th.png

Getting the blue skull key (there are two blue keys used)
http://img839.imageshack.us/img839/7928/screenshotdoom201103151.th.png

Ruined labs, although some creepy shapes are here
http://img641.imageshack.us/img641/7928/screenshotdoom201103151.th.png

The maze, it will take some of your time
http://img859.imageshack.us/img859/7928/screenshotdoom201103151.th.png

*NEW* Before the ruined labs
http://img194.imageshack.us/img194/7928/screenshotdoom201103151.th.png

Last edited by C30N9 on 03-18-11 at 19:07

Old Post 03-15-11 18:32 #
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Snakes
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http://img13.imageshack.us/i/screen...m201103151.png/

The brick flat here looks awkward and the lighting's too bright, IMO.

Old Post 03-15-11 20:19 #
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yellowmadness54
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Snakes said:
http://img13.imageshack.us/i/screen...m201103151.png/

The brick flat here looks awkward and the lighting's too bright, IMO.


dont mind the lighting but yeah that brick texture looks kind of out of place.

The rest of the map looks really cool though.

Old Post 03-15-11 23:37 #
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Processingcontrol
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Looks like there are many misalignments and strange texture choices, but the architecture looks really neat (Which is more important because textures can easily be changed.) It also looks like the gameplay will be good, but its hard to tell from just screens.

Old Post 03-16-11 00:17 #
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C30N9
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Thanks, I will fix these after getting the review. Although the textures look randomly but I think it is better not to keep the same atmosphere for all time. However I'm glad if you post which ones looked weird.

EDIT: Please note that on the 5th picture, the metal with light textures is SCROLLING.

Last edited by C30N9 on 03-16-11 at 17:59

Old Post 03-16-11 14:20 #
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Processingcontrol
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Some of these are pretty nit-picky, but here are some visual problems:

Screen 1:
-The metal pillar on the right is misaligned
-The ceiling of the metal thing sticking out form the top dosn't fit with the metal textures above it
-The sides of the other metal columns are misaligned

Screen 2:
-The tech texture in the back looks out of place

Screen 3:
-The brick ceiling gets cut off on the left, which looks wired
-The light textures have wood at their sides, which is strange
(BTW, this area looks really cool)

Screen 4:
-The brick floor has already been mentioned

Screen 5:
-The ceiling of the light brown thing in the center doesn't fit with the walls
-The light on the right looks strange

Screen 6:
-Those rock columns look out of place, and the one on the left is too dark

Screen 7:
-The ceiling of the door doesn't fit with the rocks
-The doortrack also looks out of place for a stone area

Old Post 03-17-11 23:26 #
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C30N9
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Screen 1: The metal thing is actually a computer fuzz.

Screen 2: It is scrolling so I will add a SUPPORT2 texture near them.

Screen 3: "BTW, this area looks really cool" Thanks!

Screen 4: Strange that I found them as the most fitting.

Screen 5: What do you mean about the right light looking strangely?

BTW I forgot to add one screenshot, I'll edit the previous post ;).

Old Post 03-18-11 19:05 #
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Processingcontrol
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Screen 5: What do you mean about the right light looking strangely

The way that the edges of the recess use the light texture is strange, and the metal is aligned in a so that the edges of the texture don't match with the start of the light.

The new one looks nice, but I don't like how the grates touch the lights.

Old Post 03-18-11 23:34 #
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C30N9
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I forgot about fixing the light in Screen 5.

Because no tester have reviewed the map, since the time I sent it I found an issue, in the maze you can press the switch behind the bars without opening them at first. But I waited for you to post :P.

Old Post 03-19-11 16:17 #
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[WH]-Wilou84
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Okay, here's my playtesting report for your map :

code:
* MAPXX: Nuclear Nightmare by C30N9 Tested with PrBoom-plus 2.5.0.5 and ZDoom 2.5.0, in Ultra-Violence Skill. Well, it's a cool map, but it suffers from a few crippling mistakes. Let's see... The first big room with bars and Arch-Viles is nice, as both Viles can see the player if (s)he's in the middle. Running to the Super Shotgun isn't too safe, that's cool. Also the gap between your bars is 32-unit wide so speedrunning tricks should be possible ( it's always a good thing ). Sadly the glide on the red bars is unguided, I don't know if people will bother. http://i52.tinypic.com/6f5czk.png Here, the green animated forcefield texture is badly used, and the ceiling lights are too plain. Also those silver borders don't match with either the brown bricks on the floor or the green slime. http://i52.tinypic.com/2jccakx.png As said above, this green brick texture on the floor doesn't make sense in this cave. I'm sure you can find a better texture in cc4-tex :) http://i56.tinypic.com/taoryr.gif Here, you don't really need a grid. Just add a few descending rocky layers to block the player, it will look much more natural. Also the brown rocky texture on the right is misaligned. http://i52.tinypic.com/293d894.png I'm not a fan of this room. First, it's too empty. There's a few monsters which appear when you get the key, but imho they should be there from the beginning ( and you should spawn something else in the other room when the player get the key ). Second, players usually hate narrow pathways ( see The Chasm ), particularly when there's no way to go up once you're in the acid pool ( hello, Sunder map 05 ). And third, the texture alignment is terrible here. Please consider adding at least a lift or something to allow the player to escape the pit. http://i52.tinypic.com/aenls3.png Same here, the player can't escape the acid pool. It's usually a bad idea, unless your name is John Romero and you're creating E1M3. http://i51.tinypic.com/2w7nxqu.png The transition between rock and silver textures is, well, poor. Try to rework that to have a more natural feeling ( add some stalactites or something ). http://i51.tinypic.com/15ovwol.png Here somehow monsters are blocked under the lights. Feels weird, and the teleported Revenants can't even properly enter the room. http://i54.tinypic.com/2nixta9.png Here... The endless switch-hunt. From 1994 with love. Personally I don't like this kind of stuff, but I guess that's just a matter of taste. No secret area ? :s On the whole, you implemented a few nice traps and ideas there, but some rooms just felt too flat and the level itself is mostly linear and lacks consistency. Still you improved a lot from the first screens I've seen :) I'm sure that the map could be a lot nicer provided you take some time to fix things up. Also, you subscribed for a second CC4 map already, but well, I strongly suggest you try your best and make only one good map instead of two rushed, subpar maps. On the whole, you'll improve at map editing, and the project itself will be better. Music choice is nice, but you may want to talk to Processingcontrol, as he picked the same midi for his map. :)

I didn't think it was too hard, maybe ammo is quite tight at the beginning but then again you're given a Chainsaw against those Spectres...

Ok, on to Processingcontrol's map now. :)

Old Post 03-20-11 18:59 #
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