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TheStiCat
Green Marine


Posts: 48
Registered: 04-11


Ok, so this is my CC4 map, "The Last Straw". I just started it today and I hope it gets the map 27 slot. Screenshots are below:

http://www.facebook.com/photo.php?f...&type=1&theater

http://www.facebook.com/photo.php?f...&type=1&theater

Update as of 5/25/11:

More screenies!

http://img848.imageshack.us/i/zdoom...2318305662.jpg/
http://img577.imageshack.us/i/zdoom...2318302612.jpg/
http://img146.imageshack.us/i/zdoom...2318302216.jpg/
http://img842.imageshack.us/i/zdoom...2318301844.jpg/
http://img98.imageshack.us/i/zdoom2011052318295196.jpg/
http://img718.imageshack.us/i/zdoom...2318275068.jpg/
http://img534.imageshack.us/i/zdoom...2318274766.jpg/
http://img32.imageshack.us/i/zdoom2011052318214819.jpg/

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Last edited by TheStiCat on 05-26-11 at 02:59

Old Post 05-23-11 01:50 #
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Mithran Denizen
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Posts: 1093
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It'd be nice if we could access the pictures without being logged into Facebook.

There are plenty of image hosts that you could upload to (such as imageshack, tinypic, imgur, etc.) so that we can all actually see them.

Old Post 05-23-11 02:05 #
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Olympus
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Umm...those enemies are from Simpsons Doom, right?

Old Post 05-23-11 02:06 #
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TheStiCat
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Olympus said:
Umm...those enemies are from Simpsons Doom, right?


Yes, I play in Simpsons Doom.

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Old Post 05-23-11 02:13 #
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TheStiCat
Green Marine


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Mithran Denizen said:
It'd be nice if we could access the pictures without being logged into Facebook.

There are plenty of image hosts that you could upload to (such as imageshack, tinypic, imgur, etc.) so that we can all actually see them.



Ok, I'll upload them to one of those sites.

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Old Post 05-23-11 02:14 #
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TheStiCat
Green Marine


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http://img825.imageshack.us/i/0522011934.jpg/

http://img560.imageshack.us/i/0522011933.jpg/

Here's the screenshots on ImageShack. **

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Old Post 05-23-11 02:20 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07


I'm posting this reply to say a few things about these screenshots, and I'm going to say them as nicely as possible.

Having seen them, StiCat, I must point out that there is a "take screenshot" key in your source port. By default, it's set to the "Print Screen" key, which is sometimes also labeled "SysRq" (hence its label in the config. menu.) Please use this to take any future screenshots you intend to post here, instead of a camera.

Also, for everyone else's sake, please do not use an external graphics mod when working on your level or taking screenshots, other than the Community Chest 4 texture WAD. Unless they're familiar with the particular mod you're using (especially Simpsons Doom, as seen here,) no one will be able to tell which enemies the new sprites are supposed to represent. There's also the chance, if it directly replaces textures or flats (as Simpsons Doom also does,) that what you see as coherent texturing will come off to testers as a complete mess. Just don't do it, okay?

Old Post 05-23-11 03:03 #
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TheStiCat
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The Green Herring said:
I'm posting this reply to say a few things about these screenshots, and I'm going to say them as nicely as possible.

Having seen them, StiCat, I must point out that there is a "take screenshot" key in your source port. By default, it's set to the "Print Screen" key, which is sometimes also labeled "SysRq" (hence its label in the config. menu.) Please use this to take any future screenshots you intend to post here, instead of a camera.

Also, for everyone else's sake, please do not use an external graphics mod when working on your level or taking screenshots, other than the Community Chest 4 texture WAD. Unless they're familiar with the particular mod you're using (especially Simpsons Doom, as seen here,) no one will be able to tell which enemies the new sprites are supposed to represent. There's also the chance, if it directly replaces textures or flats (as Simpsons Doom also does,) that what you see as coherent texturing will come off to testers as a complete mess. Just don't do it, okay?



I don't use skulltag, I use ZDooM. And ok, I'll take pictures without the Simpsons Mod from here on in. xP

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Old Post 05-23-11 03:15 #
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The Green Herring
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Posts: 1245
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TheStiCat said:
I don't use skulltag, I use ZDooM.
Same thing applies. The default screenshot key is "Print Screen" / "SysRq."

Old Post 05-23-11 03:25 #
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TheStiCat
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The Green Herring said:
Same thing applies. The default screenshot key is "Print Screen" / "SysRq."


Oh ok.

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Old Post 05-23-11 03:44 #
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Processingcontrol
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Those new shots look nearly all the same. If they all from different areas you should try making each area look more unique.

Old Post 05-26-11 22:04 #
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purpleyoshi13
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The screenshots remind me of one of the secrets from MAP 09: The Pit.

I can see that the rooms are small, but it adds a nice challenge and gameplay. On the other hand, a somewhat larger room with a few strong(er) baddies such as: Barons or Arachnotrons can make a (small) challenge which adds variety and gives a fresh look.

Texturing seems to be a combination of Gray 'n' Silver (which is not a problem) but i must agree with ProcessingControl here, almost all screens resemble each other except the Red Skull room.
you can spice up some areas with the usage of the CC4-tex or make your own texture to fit the style you want.

Other than that it looks pretty neat, hope to see more soon.

Old Post 06-03-11 18:44 #
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TheStiCat
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Processingcontrol said:
Those new shots look nearly all the same. If they all from different areas you should try making each area look more unique.


Sorry, I had only started the map then. I'll take more screenies soon. xP

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Old Post 07-14-11 19:50 #
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TheStiCat
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purpleyoshi13 said:
The screenshots remind me of one of the secrets from MAP 09: The Pit.

I can see that the rooms are small, but it adds a nice challenge and gameplay. On the other hand, a somewhat larger room with a few strong(er) baddies such as: Barons or Arachnotrons can make a (small) challenge which adds variety and gives a fresh look.

Texturing seems to be a combination of Gray 'n' Silver (which is not a problem) but i must agree with ProcessingControl here, almost all screens resemble each other except the Red Skull room.
you can spice up some areas with the usage of the CC4-tex or make your own texture to fit the style you want.

Other than that it looks pretty neat, hope to see more soon.



Thank you. Larger rooms with stronger baddies was my plan for the next areas. And sorry about the area resemblance, I'll use more CC4 textures in the next parts of the map. **

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Last edited by TheStiCat on 07-16-11 at 16:48

Old Post 07-14-11 20:00 #
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TheStiCat
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Update as of 7/17/11:
The building of the map is now done, I just have to fix a couple of misaligned textures, save the CC4 textures into my wad, and insert the midi. The midi is from CC3 map 27. Screenies are below.

http://imageshack.us/photo/my-image...1708593628.jpg/
http://imageshack.us/photo/my-image...1709005632.jpg/
http://imageshack.us/photo/my-image...1709011131.jpg/
http://imageshack.us/photo/my-image...1709014570.jpg/
http://imageshack.us/photo/my-image...1709024585.jpg/
http://imageshack.us/photo/my-image...1709033581.jpg/
http://imageshack.us/photo/my-image...1709040868.jpg/
http://imageshack.us/photo/my-image...1709041173.jpg/
http://imageshack.us/photo/my-image...1709055410.jpg/
http://imageshack.us/photo/my-image...1709062535.jpg/
http://imageshack.us/photo/my-image...1709084570.jpg/
http://imageshack.us/photo/my-image...1709090270.jpg/
http://imageshack.us/photo/my-image...1709102654.jpg/
http://imageshack.us/photo/my-image...1709112693.jpg/
http://imageshack.us/photo/my-image...1709113659.jpg/
http://imageshack.us/photo/my-image...1709125159.jpg/
http://imageshack.us/photo/my-image...1709125353.jpg/

What do you think?

Update as of 7/18/11:
Kill Counts:
Skills 1 and 2: 119
Skill 3: 229
Skills 4 and 5: 336

Due to feedback I have altered some areas of the map. Is this better?

http://imageshack.us/photo/my-image...1818340887.jpg/
http://imageshack.us/photo/my-image...1818352782.jpg/
http://imageshack.us/photo/my-image...1818355892.jpg/
http://imageshack.us/photo/my-image...1818365945.jpg/
http://imageshack.us/photo/my-image...1818375298.jpg/
http://imageshack.us/photo/my-image...1818382332.jpg/
http://imageshack.us/photo/my-image...1818390737.jpg/
http://imageshack.us/photo/my-image...1818395917.jpg/
http://imageshack.us/photo/my-image...1818405381.jpg/
http://imageshack.us/photo/my-image...1818413185.jpg/
http://imageshack.us/photo/my-image...1818414698.jpg/
http://imageshack.us/photo/my-image...1818433096.jpg/
http://imageshack.us/photo/my-image...1818434539.jpg/
http://imageshack.us/photo/my-image...1818435006.jpg/
http://imageshack.us/photo/my-image...1818435340.jpg/
http://imageshack.us/photo/my-image...1818445209.jpg/
http://imageshack.us/photo/my-image...1818450346.jpg/
http://imageshack.us/photo/my-image...1818451000.jpg/
http://imageshack.us/photo/my-image...1818451454.jpg/
http://imageshack.us/photo/my-image...1818455076.jpg/
http://imageshack.us/photo/my-image...1818455523.jpg/
http://imageshack.us/photo/my-image...1818460562.jpg/
http://imageshack.us/photo/my-image...1818464464.jpg/
http://imageshack.us/photo/my-image...1818464601.jpg/

Last edited by TheStiCat on 07-19-11 at 02:08

Old Post 07-17-11 15:34 #
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Processingcontrol
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I don't want to sound like a jerk, but this map looks really ugly. The texture combinations look random and there is no constant theme. The third to last shot alone shows a number of major errors (The switch texture being used on one big wall, SS Nazis for no reason, key textures being used on big walls, etc...). I suggest you play some popular WADs and see what makes them look good.

Old Post 07-17-11 16:05 #
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Katamori
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I have to agree with Processingcontrol. If TGH will allow, I don't mind to put your map into CC4 - but this is so weak and simple. And sadly, definitely not good.

Old Post 07-17-11 16:07 #
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TheStiCat
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Posts: 48
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Processingcontrol said:
I don't want to sound like a jerk, but this map looks really ugly. The texture combinations look random and there is no constant theme. The third to last shot alone shows a number of major errors (The switch texture being used on one big wall, SS Nazis for no reason, key textures being used on big walls, etc...). I suggest you play some popular WADs and see what makes them look good.


Uhh, that still doesn't take away the fact that you sound like a jerk. And why put one just one constant theme? I'd rather use more textures, not just "base", or "hell". And does it matter if SS Nazis are in the map? The only monster rule is "no custom monsters" and SS Nazis are not custom monsters. Although you're right about some of the textures. I'll fix them later.

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Old Post 07-17-11 16:32 #
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TheStiCat
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Katamori said:
I have to agree with Processingcontrol. If TGH will allow, I don't mind to put your map into CC4 - but this is so weak and simple. And sadly, definitely not good.


What improvements, other than textures, would you suggest?

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Old Post 07-17-11 17:08 #
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C30N9
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Double Post!

Delete!

Old Post 07-17-11 17:27 #
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C30N9
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Hmm... Sorry man, I think that's not good enough for CC4, TGH won't accept that. There are lots of empty rooms and undetailed. Your map is very simple. You have to get better in mapping for entering such a project.

Keep practicing and you'll get better ;)

Old Post 07-17-11 17:28 #
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TheStiCat
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C30N9 said:
Hmm... Sorry man, I think that's not good enough for CC4, TGH won't accept that. There are lots of empty rooms and undetailed. Your map is very simple. You have to get better in mapping for entering such a project.

Keep practicing and you'll get better ;)



Well, I'm in the process of fixing the undetailedness of the level. The map is not done yet. Thanks for the advice. I'm going to post screenies of the map fixing soon.

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Old Post 07-17-11 17:54 #
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dannebubinga
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I really don't think processingcontrol sounded like a jerk at all. You should really start practising at making your maps better. Check out some other maps that you think look good and let your inspiration flow. From looking at your screenshots, it looks like you just got the basics down (hardly even that) and now want to participate in a big community project. It takes time to become a good mapper and I now you will get there sometime if you just practise and map alot in your free time and listen to the feedback you receive.

I don't know if you've released any maps before, but CC isn't really the arena for beginners IMO. Now go practise.

Old Post 07-17-11 18:44 #
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C30N9
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Here is some feedback:

#2- The textures aren't fit at all, change the fire blue texture and also I suggest lowering the ceiling a bit. The monster placement here is kind of bad.

#3- Can't see behind the door. But I see that you used blue lights as door tracks, nah there is better.

#4- If you're going to make a computer textured tunnel then make sure there are no cut textures. BTW the dark sector is not good IMO.

#5- Same as 4.

#7- Big, empty, bad monster placement (and especially hard as you put Hell Knights). Also that risen floor is dark, same as 5 and 4.

#12- The floor/ceiling and wall textures, if same, they're totally ugly, especially big empty.

#13- Aahh..?

#14- The walls at the side will disappear if you get behind them. And they're flat!

#15- Nazis put in modern projects (normal maps) is weird. Also the doors are ugly, either replace them with bars, or a normal door with the key textures aside. And yeah the giant switch that contains small switches is terrible, if you press a button would all the buttons be pressed?

Old Post 07-17-11 19:50 #
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TheStiCat
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dannebubinga said:
I really don't think processingcontrol sounded like a jerk at all. You should really start practising at making your maps better. Check out some other maps that you think look good and let your inspiration flow. From looking at your screenshots, it looks like you just got the basics down (hardly even that) and now want to participate in a big community project. It takes time to become a good mapper and I now you will get there sometime if you just practise and map alot in your free time and listen to the feedback you receive.

I don't know if you've released any maps before, but CC isn't really the arena for beginners IMO. Now go practise.



When I said that Processingcontroll sounded like a jerk I was reffering to him saying the map is ugly. Saying it "could use some design improvements" is what I would say. And I think I know how to make it more adequate.

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Old Post 07-17-11 20:22 #
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TheStiCat
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C30N9 said:
Here is some feedback:

#2- The textures aren't fit at all, change the fire blue texture and also I suggest lowering the ceiling a bit. The monster placement here is kind of bad.

#3- Can't see behind the door. But I see that you used blue lights as door tracks, nah there is better.

#4- If you're going to make a computer textured tunnel then make sure there are no cut textures. BTW the dark sector is not good IMO.

#5- Same as 4.

#7- Big, empty, bad monster placement (and especially hard as you put Hell Knights). Also that risen floor is dark, same as 5 and 4.

#12- The floor/ceiling and wall textures, if same, they're totally ugly, especially big empty.

#13- Aahh..?

#14- The walls at the side will disappear if you get behind them. And they're flat!

#15- Nazis put in modern projects (normal maps) is weird. Also the doors are ugly, either replace them with bars, or a normal door with the key textures aside. And yeah the giant switch that contains small switches is terrible, if you press a button would all the buttons be pressed?



Those areas have now been altered. The screenshots are above processingcontrol's post.

Old Post 07-19-11 20:47 #
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EarthQuake
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I just randomly decided to look at this thread, and clicked on one of your links and saw this.

Don't take this the wrong way, but a screenshot that shows off 2 mere linedefs and a floor is probably the worst screenshot you could take of your level. While I guess it's good that you're showing bits and pieces of everything, this screenshot in particular doesn't show people anything.

As for your map as a whole, others in this thread have pointed out that you likely have a long ways to go before most people will be satisfied with the map. If I had to make a reasonable assumption, I'd say that you're somewhat new to mapping, and there's nothing wrong with that, but this is a high caliber project where players are going to expect quality. Again, don't take offense, but you might have to sit this one out and practice some more.

Old Post 07-20-11 00:51 #
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TheStiCat
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EarthQuake said:
I just randomly decided to look at this thread, and clicked on one of your links and saw this.

Don't take this the wrong way, but a screenshot that shows off 2 mere linedefs and a floor is probably the worst screenshot you could take of your level. While I guess it's good that you're showing bits and pieces of everything, this screenshot in particular doesn't show people anything.

As for your map as a whole, others in this thread have pointed out that you likely have a long ways to go before most people will be satisfied with the map. If I had to make a reasonable assumption, I'd say that you're somewhat new to mapping, and there's nothing wrong with that, but this is a high caliber project where players are going to expect quality. Again, don't take offense, but you might have to sit this one out and practice some more.



Oh, that image was a mistake. I want to give good coverage of the level. Yeah, that particular screenshot was kind of dumb.

Others pointed out things about the old map, I changed it in the new map. I still want to alter a couple of wierd areas, but that's it. Based on feedback, I think the new map might have a chance at CC4, so I'll find out and see. I am sort of new to mapping, but my maps are usually decent. Worst case I can't get in this one. As I get better, I might get in the next one.

Old Post 07-20-11 01:17 #
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