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Mithran Denizen
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This is the progress thread for Cold Reception, the map I'm working on. It's being balanced as an early E1 map. The basic theme is that of an incomplete snowy base being built into subterranean rock.

Current completion status is estimated at 15%-25%.

I'll post some in-game screenshots the next chance I get, but for now, here's SLADE3's render of the map at its first stages:

http://i55.tinypic.com/f2qdy.png

It's still quite bare as shown here, but if I get enough free time, I hope to pull the map together within a week or two. Cheers.

Last edited by Mithran Denizen on 07-17-11 at 23:25

Old Post 03-16-11 12:07 #
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C30N9
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Good luck! The layout is good!

Old Post 03-16-11 14:22 #
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Mithran Denizen
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I managed to sneak in a couple more hours of mapping last night, so Cold Reception is now estimated at 45%-60% complete. The central sections of the map are essentially done; the outer areas need to be finished off in kind, and then it'll be ready for beta testing.

I was intending to compose my own MIDI track for the level, but since I barely have time for mapping as it is, I've added a MIDI rendition of Quad Machine from Quake II instead. The file can be found here, and the info on the author is here.

Here's a render of the map as it sits now:

http://img847.imageshack.us/img847/1855/cc4mden03.png


I'll post some actual screenshots as soon as I get home, as I'm running late for work as it is. :P

[Edit:] Damnit, I uploaded the wrong map render. Fixed.

Last edited by Mithran Denizen on 03-23-11 at 15:38

Old Post 03-21-11 15:41 #
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Mithran Denizen
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Okay, finally got a chance to snap some screenshots, with some comments above each shot:

Shot 1: This is a view near the starting point. The alcove with the Chaingunner will open up as shown after the player trips a walkover trigger. The grey structure to the left still needs work, and the texturing of the green building isn't finalized.
http://img810.imageshack.us/img810/945/doom25.png

Shot 2: An underground section, still in its earliest stages.
http://img846.imageshack.us/img846/7098/doom21.png

Shot 3: This is a view into the mouth of the cave area that transitions from the courtyard into the tunnels. The cave mouth itself (dead ahead) is still barebones, but the shot also includes a view of a frozen waterfall, which uses an extra texture and was inspired by images such as this. Also, the huge patch of ice beneath the waterfall has lowered friction, and it's a blast to watch the imps slide around on it as they attack. :P
http://img96.imageshack.us/img96/4180/doom20.png

Shot 4: Here is a tunnel area of the base still 'under construction', so the grey panels are missing from some sections. I've been playing around with the designs of the tan support pillars, so that's why they're ugly. I could've better captured the feeling of this area by including a better view of the lights by the door, but oh well. Also, the hexagonal floor panels in the middle aren't going to stay like that.
http://img708.imageshack.us/img708/4153/doom14.png

Shot 5: This view is from inside a hidden passage that uses a silent line-to-line teleport to give you access to beneath the area in the previous shot...
http://img576.imageshack.us/img576/9914/doom17.png

Shot 6: ...which is seen here, filled with support pillars and holding a rocket launcher in its dark clutches.
http://img835.imageshack.us/img835/8471/doom16o.png

Shot 7: Yet another section of the base that is being built into the rock; this one contains an elevator down to the previous tunnel (which is between the candelabras), and the blue key beneath a ceiling lamp. The red thing coming from the lamp is a power cable running back into the ceiling tiles.
http://img824.imageshack.us/img824/5351/doom10.png

Shot 8: Here's a view toward the starting area; the bright white thing on the left is the DOOR3 that the player starts in front of. Near the centre (and obscured by the poorly placed techno column) is an entrance deeper into the base. It's hard to tell from this shot, but the grey window to the left is translucent, though I've been having some issues with getting the 'invisible door' effect right.
http://img10.imageshack.us/img10/3910/doom03f.png

Shot 9: A better shot of the frozen waterfall. I haven't decided whether to allow the player to climb into it or not yet. There is a deathmatch start up there, though, so either way, it's not totally useless. :P
http://img192.imageshack.us/img192/8361/doom02c.png

Shot 10: A view from the same place, but pointed back toward the green building. The player can jump from that cave with the torch onto the rock platform with the COMP panels, which open up into the green building. This allows the player to reach the elevated SSG shown in Shot 1 as well. As a result of my experimentation, you might notice that the green building is textured differently from this angle, too. Oh, and again you can see the DOOR3 that the player starts in front of.
http://img31.imageshack.us/img31/1571/doom01.png

Last edited by Mithran Denizen on 03-23-11 at 09:17

Old Post 03-23-11 09:10 #
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[WH]-Wilou84
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Looking great. I like those screenies of yours :)
The snowy theme will nicely go along Mr Freeze's map 07.

Old Post 03-23-11 14:22 #
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jointritual
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Looks pretty cool, I like shot 2, although I'm not sure about the usage of green textures but that might be just me :/

Old Post 03-23-11 20:33 #
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Processingcontrol
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Wow,this looks really nice. Some areas have strange texture use, but it seems like your going to fix those. The way you integrate the snow and base theme is really nice.

Old Post 03-23-11 20:47 #
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esselfortium
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Cool! I really like the green and tan theme you've got going on in parts of this.

Old Post 03-23-11 20:59 #
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Christoph
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This map looks seriously awesome! I just take slight issue with the frozen waterfall - something doesn't seem right about the height aspect of it. It looks like it needs higher walls around it, or maybe the tunnel starting lower or smaller.

Old Post 03-24-11 06:14 #
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Mithran Denizen
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I was thinking the same thing about the waterfall being too high into the wall, so since you pointed it out too, I lowered the mouth of the cave by 32 units and it's definitely an improvement. I'm still unsure of whether I should modify the waterfall's chunks to let the player scale them, though.

Since it's a Boom map, I've been structuring the gameplay without regard for the possibility of jumping; this means that it can be 'sequence-broken' quite extensively in ZDoom by hopping around to collect items that should be out of reach. Unless this is against project guidelines though, I don't really care, since fixing it would be impossible in some places without dumbing down the design (and jumping isn't a Boom-compatible feature).

Also, I'm using the 'invisible door' effect to stop hitscan attacks from penetrating some translucent windows, but the effect is mangled in GZDoom's OpenGL renderer, bleeding the sky texture through. I don't know if this is intrinsic to the effect in a hardware renderer, or a result of my own error, as it's one of the tricks I rarely use.

In any case, I've put a bit more work into the map today, so I'll try to get some new screenshots together soon. I estimate 60%-70% of total map to be finished as of now.

Old Post 03-24-11 07:59 #
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darkreaver
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The green colors looks very good with your theme

Old Post 03-24-11 12:19 #
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Processingcontrol
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Mithran Denizen said:
Since it's a Boom map, I've been structuring the gameplay without regard for the possibility of jumping; this means that it can be 'sequence-broken' quite extensively in ZDoom by hopping around to collect items that should be out of reach. Unless this is against...

Don't worry about that. This is not a ZDoom project, so consideration of (G)ZDoom should only be taken into account when (PR)Boom players won't be affected. Most people playing on (G)ZDoom will be smart enough to realize that jumping is not allowed, and if they don't it's their loss.


Also, I'm using the 'invisible door' effect to stop hitscan attacks from penetrating some translucent windows, but the effect is mangled in GZDoom's OpenGL renderer, bleeding the sky texture through. I don't know if this is intrinsic to the effect in a hardware renderer, or a result of my own error, as it's one of the tricks I rarely use.

I think this is fixed on newer versions of GZDoom (Not sure though).

Old Post 03-25-11 02:35 #
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Mithran Denizen
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I don't mean to pointlessly bump the topic without adding anything, but the map is currently sitting at about 90% completion. I didn't have as much spare time as I would've liked over the past weeks, so I did most of this in binge-mapping sessions over the last few days. It'd be done now, but I kind of expanded the original focus, and increased the number of secret areas (there are currently fifteen).

Anyway, only two rooms still need to be fully fleshed out, and then it should be ready to send off to the testers. I'll post some in-game screenshots next time I'm working on it, but for now, here's a render of the map:

http://i.imgur.com/iUWSw.png

Old Post 04-08-11 15:51 #
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lupinx-Kassman
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I can tell this is going to be a real fun one.

Old Post 04-08-11 19:49 #
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Mithran Denizen
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The map's now done and sent to the testing team. I've been putting off work on it due to some recent finger lacerations on my left hand, but I finally buckled down and finished it off 'single-handedly'.

I've run through it hundreds of times now across several source-ports, and on each skill setting, so there shouldn't be too many game-breaking bugs left, or anything like that.

I'm not sure what people will think of the difficulty, though. I let my nephew play it on UV a few times (he's better than I am), and he kept getting slaughtered. I removed some monsters, and added a bunch of extra health and ammo, but I'm not sure if it'll be enough.


I might post a couple of new screenshots tonight, assuming I don't drop dead from the killer migraine I'm having right now.

Old Post 04-27-11 03:09 #
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jointritual
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Just out of curiosity how long did this map take to make? I hope you got rid of those candles!

Old Post 04-28-11 21:14 #
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DeathevokatioN
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jointritual said:
I hope you got rid of those candles!


The candles look pretty cool IMO.

Old Post 04-28-11 22:00 #
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Mithran Denizen
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jointritual said:
Just out of curiosity how long did this map take to make?


It's been in development for a little bit over a month, but I'm not too sure how many hours of total work went into it. I'd guess somewhere between 15-40 hours.

I hope you got rid of those candles!

Which candles are you referring to, anyway? I do use a lot of candles for flavour in my maps, but the screens I've posted don't show very many of them, so I'm not sure what you mean.

I initially thought you were talking about the candles that teleport in at the beginning of the map. But as far as I know (unless I'm mistaken), you're not one of the playtesters, so that's probably not what you're talking about.

Old Post 04-28-11 23:43 #
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esselfortium
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Personally, I like the candles from what I can see in your screenshots.

Old Post 04-29-11 00:08 #
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yellowmadness54
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oh wow this map looks amazing. This is going to be one cold WAD

Old Post 04-29-11 00:38 #
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jointritual
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I was refering to the candelabras in shot 7, look a little odd in a tech base enviroment imo, not the end of the world though
.

Old Post 04-30-11 12:39 #
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Mithran Denizen
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Knee Deep in the Dead is full of those candelabras. That spot in particular is sort of inspired by the candelabras at the end of E1M1, actually.

I don't really plan on removing those, but still, I appreciate the feedback all the same. :)

Old Post 04-30-11 19:16 #
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Processingcontrol
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Maybe the forces of hell really like their candles and bring them wherever they go.

Old Post 04-30-11 21:25 #
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Mithran Denizen
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[WH]-Wilou84 and Hirogen2 have provided some great feedback so far, and pointed out several texturing issues that I had overlooked, as well as a couple of bugs, so progress is still happening here.

I've been testing it more extensively in ZDoom to see just how breakable everything is when jumping is factored into the gameplay, and most of it holds up better than I had expected. Some of the secrets can be accessed early, but that's not a big deal. Naughty players can get outside of the intended boundaries in a couple places, too, but impassable lines would restrict the cacodemons too much. I've added some teleports and stairs at least, so that they aren't forced to noclip back out if they do hop out of the courtyards.

While testing, I snapped several dozen screenshots, so I weeded out a few new decent ones and dropped them here:

http://img855.imageshack.us/img855/6239/screenshotdoom201105032k.png

http://img855.imageshack.us/img855/6513/screenshotdoom201105032.png

http://img825.imageshack.us/img825/6513/screenshotdoom201105032.png

http://img820.imageshack.us/img820/6513/screenshotdoom201105032.png

http://img580.imageshack.us/img580/6513/screenshotdoom201105032.png

http://img148.imageshack.us/img148/6513/screenshotdoom201105032.png



I think this thread has too many embedded images already, so here are links to a few more, if anyone is interested:

http://img535.imageshack.us/img535/...om201105032.png
http://img703.imageshack.us/img703/...om201105032.png
http://img849.imageshack.us/img849/...om201105032.png
http://img215.imageshack.us/img215/...om201105032.png
http://img534.imageshack.us/img534/...om201105032.png


Anyway, I'll try waiting a few more weeks to see if some other testers get a chance to check out the map, but I'd say it's basically ready to go at this point.

Old Post 05-04-11 07:39 #
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Processingcontrol
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Why would anyone use jumping on a Boom megawad? There isn't any rule that says this has to be zdoom compatible, and how a map plays on Boom based engine should be taken over how it plays on (g)zdoom. Most zdoom players such as myself will be responsible enough to play without jumping anyways. My map and probably most of the other ones will be broken by jumping, so I don't see why making only this map jumping-computable is a good idea.

Old Post 05-04-11 20:49 #
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Hirogen2
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Not to mention that the CC packs are likely to have a MAPINFO lump to globally disable jumping.

Old Post 05-04-11 20:53 #
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Christoph
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Those last screenshots are looking heinously awesome!

I agree about jumping - I think it should be automatically disabled in the megawad (if it isn't already) if it is to be Boom compatible.

Old Post 05-04-11 21:19 #
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Mithran Denizen
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Processingcontrol said:
Why would anyone use jumping on a Boom megawad? There isn't any rule that says this has to be zdoom compatible, and how a map plays on Boom based engine should be taken over how it plays on (g)zdoom. Most zdoom players such as myself will be responsible enough to play without jumping anyways. My map and probably most of the other ones will be broken by jumping, so I don't see why making only this map jumping-computable is a good idea.


The changes that I made for the sake of 'jumpers' don't affect (Pr)Boom(+) players at all, don't worry. All I did was give players a way back over some fences and rock formations which should never be accessed at all in normal play.

I don't see any problem with doing so, but nor do I think that it should be any kind of priority for the project or for anyone else's maps. I'm not sure what your point really is, to be honest.

Personally, I do sometimes enjoy playing maps in ways that they weren't intended, and when doing so, I prefer (but don't really expect) to not have to cheat to escape certain areas.

Even further off-topic, if a map set disables jumping via MAPINFO, I'll usually edit the lump to allow it anyway, because I've had a lot of fun breaking vanilla wads by hopping over the knee-high barriers in the past, and I plan to do so well into the future. Thinking about whether other players are 'responsible' enough to refrain from such seems silly to me.

Old Post 05-04-11 23:27 #
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TheStiCat
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The design is very nice. I like it **

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Old Post 05-26-11 03:01 #
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Mithran Denizen
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Well, I haven't heard anything back from any of the other testers, so I must conclude that the map is unfettered perfection. Next time I'm at home I'll put some finishing touches on it and send it to TGH.

If the other testers find more bugs later, I assume that I could pester him with an update, but with a bit of luck I won't have to do that.


[edit: I was just about to send it off when I noticed that RjY mentioned an in-progress report on my map, so I'll actually wait a few more days to see what he's got to say first. I guess there's no rush, really; I keep thinking the last three E1 slots will be filled under my nose, but CC4 progress has seemed kind of slow lately.]

Last edited by Mithran Denizen on 06-04-11 at 03:59

Old Post 05-31-11 15:27 #
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