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Mithran Denizen
Senior Member


Posts: 1093
Registered: 05-10


I wasn't going to bother signing up and posting a map thread until all the architecture was finished, but what the hell. If I post my progress early I have one less reason to shelf the map out of laziness.

Speaking of progress, here's some proof that I've actually started:

http://i.imgur.com/SC0Vl.png

http://i.imgur.com/i7jpi.png

The second shot is the section of the level that inspired the title. Ignore the shoddy texturing throughout, it's all still very WIP.

"Wetworks" sounds kind of cumbersome, too, so I might change the name to "Orbital Tears" or something along those lines if the mood ends up being sullen and the music becomes dour enough to warrant it. Ideally, I'd like to toss together my own MIDI for this map, but depending on how much free time I get over the next month that might not happen.


Oh, I vaguely recall seeing a vastly improved/updated version of the E2 sky, but it's not in cc4-tex.wad and I can't seem to find any links to it. Could someone help me get my grubby paws on that? It'd be nice to test the map with the sky that'll appear in the finished product.

Last edited by Mithran Denizen on 10-06-11 at 11:56

Old Post 10-06-11 11:50 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07



Mithran Denizen said:
Oh, I vaguely recall seeing a vastly improved/updated version of the E2 sky, but it's not in cc4-tex.wad and I can't seem to find any links to it. Could someone help me get my grubby paws on that? It'd be nice to test the map with the sky that'll appear in the finished product.
I've just PMed you a version of the texture resource with that improved sky in it. It's not in the publicly-released resource pack because esselfortium hasn't put it in the WAD himself yet. I'll have to show this version to him and see if he'd like to put it up.

In any case, I look forward to seeing the finished level. It looks to be all right even as a WIP.

EDIT (Oct. 6, 2011 8:33 AM PDT): The texture resource has now been updated to 1.6, and contains the new sky.

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Last edited by The Green Herring on 10-06-11 at 16:34

Old Post 10-06-11 16:18 #
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DeathevokatioN
Forum Staple


Posts: 2569
Registered: 03-10


Looks great!

Old Post 10-06-11 17:29 #
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Mithran Denizen
Senior Member


Posts: 1093
Registered: 05-10


Awesome, thanks for the improved sky!

Stealth update:
Since I probably won't get a chance to work on the map for the next week or so, I might as well spell out the progress so far. The layout is now finished, architecture/texturing are about 20% done, and gameplay is around 30-40%. Here are a couple new shots of one of the unfinished indoor areas while I'm at it:

http://img513.imageshack.us/img513/6258/doom12.png

http://img508.imageshack.us/img508/4153/doom14.png

Last edited by Mithran Denizen on 10-11-11 at 06:57

Old Post 10-07-11 01:12 #
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Mithran Denizen
Senior Member


Posts: 1093
Registered: 05-10


Yikes, I keep forgetting to update this thread!

Anyway, I've sent the map out now, and I'm hopefully not too late (there's still 20 minutes to midnight in my timezone), but I haven't been watching progress around here, so for all I know all the slots are already filled anyway.


Also, some random screenshots while I'm at it:

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

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

http://i.imgur.com/XDg7C.png

Last edited by Mithran Denizen on 11-17-11 at 07:50

Old Post 11-17-11 07:43 #
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eternal slumber
Junior Member


Posts: 219
Registered: 10-04


How do you make the monsters' legs disappear in the water like that? Is that a boom feature?

Old Post 11-17-11 15:17 #
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Hirogen2
Member


Posts: 503
Registered: 01-02


The usual fake floor effect, linedef type 242.

Old Post 11-17-11 15:59 #
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Hirogen2
Member


Posts: 503
Registered: 01-02


Eventually figured out how to best poke on this map.

http://jengelh.medozas.de/cc4/md-quick.lmp

Still for a more explorative mode of gameplay, I guess players might want armor/gun at the start, and something to do against the chaingunners in the first room ahead from the start.

Old Post 11-20-11 20:05 #
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Crusader No Regret
Junior Member


Posts: 109
Registered: 12-10


Difficulty feels really uneven. Having six cacodemons homing in on the player from the first gunshot is a bit excessive when only shotgun and chaingun (if the player can find a chaingunner and relieve him of it) are available. Infighting is almost required due to heavyweight monsters early in the map. Health is very scarce early on when resistance is heaviest and abundant later on after most of the opposition is gone beside a few stragglers in concealed closets. Resorted to save scumming to progress far enough to acquire some armor.

Like the layout and has interesting secrets. In my opinion, this calls for heavy revising of monster, item, and weapon placement for improving the flow and evening the difficulty curve. I used cacodemons to clear out chaingunners in the red key area by the start but imagine some players would not enjoy this.

Old Post 11-20-11 23:43 #
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