Flamen0d Posted March 30, 2013 http://www.mediafire.com/download.php?t2xovv8by0sy5i5. Updated my map. added more rooms and hallways, and they don't all use boring wood textures now lol. And like I said in my previous posts I would definitely love to get help for item placement and detailing. 0 Share this post Link to post
Doomkid Posted March 31, 2013 I'll definitely help you out with the things placement Flamen0d. :) Good to see more progress Omega. Are you making some changes to Comfeild? I think it could help the map a lot for the thin hallways to become a lot wider, and maybe an alternate exit to the outdoors from the dead-end room. I'll post a pic soon of what I'm trying to explain :P And thanks for the kind words, Pottus! I've been re-vamping a few areas in my maps, screenies soon. 0 Share this post Link to post
CRAZY_ENZO Posted March 31, 2013 Although my first map should be vanilla compatible, my second map, I've decided to make my second map require a limit-removing port not because of visplane overflows (though I'll stop caring about this), but too many drawsegs resulting in good ol' HOM in choco/vanilla. Once I'm done with my second map, I'll submit both my first and second maps for testing and then start working on simpler maps instead of what I've been doing lately. 0 Share this post Link to post
Yuki Senmatsu Posted March 31, 2013 https://www.dropbox.com/s/ju4pzevu0gfs9bn/Screenshot_Doom_20130331_000443.png https://www.dropbox.com/s/ukaub85317k3tq3/Screenshot_Doom_20130331_000536.png https://www.dropbox.com/s/1o952poshqduqf7/Screenshot_Doom_20130331_000558.png Also widened some hallways. 0 Share this post Link to post
Yuki Senmatsu Posted March 31, 2013 https://www.dropbox.com/s/hx0bx4b9l68zzw6/DM%20REVIVAL%200005.bmp What the Map looks like so far. 0 Share this post Link to post
joepallai Posted March 31, 2013 This is a stupid question; how are you guys getting screen captures of your maps in editing? (I'm still new to Doombuilder and haven't found this feature). At any rate the maps look good so far. 0 Share this post Link to post
mrthejoshmon Posted March 31, 2013 joepallai said:how are you guys getting screen captures of your maps in editing? (I'm still new to Doombuilder and haven't found this feature) Using the print screen button and then pasting the result in a picture editing software (MS paint), then saving the results is how I do it 0 Share this post Link to post
Doomkid Posted April 1, 2013 I got your email Joe, the map is really cool, very spacious with multi-level combat, a welcome addition to the pack :) I'm setting a soft deadline for map layouts at May 1st. Everyone has worked really quickly to pull this together and we basically have a large DM pack as it is, it's just that some maps are still in need of texturing/overhauls/etc. But the progress is really impressive! 0 Share this post Link to post
CRAZY_ENZO Posted April 1, 2013 Taste of what I'm cookin' up: https://dl.dropbox.com/u/67334237/enzdm02.png edit: MORE: edit #2: mind the mumble overlay :< map01: https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_122821.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_122828.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_122856.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_122921.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_122931.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_122958.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123011.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123027.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123036.png map02: https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123201.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123222.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123346.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123405.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123416.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123503.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123454.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123513.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123535.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123548.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123643.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123701.png https://dl.dropbox.com/u/67334237/doom%20map%20screens/enzdmwip/Screenshot_Doom_20130401_123651.png 0 Share this post Link to post
Doomkid Posted April 2, 2013 Lookin' good Enzo03, More maps I can't wait to playtest :) nub_hat has also shown me an early sketch of his map.. I'm curious to see what he comes up with, but so far it's interesting! 0 Share this post Link to post
Doomkid Posted April 3, 2013 Dusk has posted this screenshot over at the Zandronum forums: Shmexy! 0 Share this post Link to post
durian Posted April 3, 2013 Question: Is there an intended source port for this set? In my tweaking/updating I've been working with DOOM2 (limit removing) in mind, but it might be useful to use some BOOM line actions, but only if that's not outside the purview of the project. Not had much time to work on this this week, but I just checked what I've done so far with the software renderer (only used GZDoom up til now) to make sure there aren't lighting issues. Perhaps it's now a little too dark, although I guess it's good contrast these things - will continue to tinker. 0 Share this post Link to post
TMD Posted April 3, 2013 I used Boom lines in mine anyway. ALL the major multiplayer ports are more than boom compatible at this point. If you want me to change this to make it fully (limit removing) vanilla, let me know. I will call you silly, but I will fix it. 0 Share this post Link to post
Yuki Senmatsu Posted April 3, 2013 Updated: http://www.2shared.com/file/aQhM6rkE/Comfield.html? 0 Share this post Link to post
Doomkid Posted April 4, 2013 Basically, this thing needs to be able to run in Odamex and Zdaemon. The only problem that's arisen so far is floor flats being used as wall textures - Most ports don't support that (Zandronum and GZDoom are the only 2) so a few people have had to retexture their whole maps. Other than that, all basic Zdoom functions should work in Oda and ZD too, slopes and deep water and such, just nothing too fancy. Odamex has a list of availible features which is linked in the very first post, for reference. Eaisiest thing to do is just make it Boom compatable :) though all of my maps are pure vanilla. Looks good too durian, maybe a bit too dark, but still nice and sleek. I'll check out the new Comfeild soon, Omega! 0 Share this post Link to post
Yuki Senmatsu Posted April 4, 2013 Doomkid92 said:Basically, this thing needs to be able to run in Odamex and Zdaemon. The only problem that's arisen so far is floor flats being used as wall textures - Most ports don't support that (Zandronum and GZDoom are the only 2) so a few people have had to retexture their whole maps. Other than that, all basic Zdoom functions should work in Oda and ZD too, slopes and deep water and such, just nothing too fancy. Odamex has a list of availible features which is linked in the very first post, for reference. Eaisiest thing to do is just make it Boom compatable :) though all of my maps are pure vanilla. Looks good too durian, maybe a bit too dark, but still nice and sleek. I'll check out the new Comfeild soon, Omega! No need to worry. Did test that on Zdaemon and Omadex. Fixed where I need to place textures. 0 Share this post Link to post
joepallai Posted April 4, 2013 the monsters is an optional thing, yes? 0 Share this post Link to post
durian Posted April 4, 2013 Doomkid92 said:Basically, this thing needs to be able to run in Odamex and Zdaemon. ... Other than that, all basic Zdoom functions should work in Oda and ZD too, slopes and deep water and such, just nothing too fancy. Cool. The only thing I wanted to implement were light level transfers, which I can use to brighten up the playing area, whilst keeping the grittier ambient light as it is - excellent! 0 Share this post Link to post
Doomkid Posted April 4, 2013 joepallai said:the monsters is an optional thing, yes? Very optional :) I'm guessing all servers will run this with the "no monsters" flag anyway. 0 Share this post Link to post
joepallai Posted April 4, 2013 Cool, I should have this map ready in two weeks then. 0 Share this post Link to post
Doomkid Posted April 5, 2013 Does anyone have any issues with the next beta being public? I want to get some thourough testing done, and one_Two has suggested this. Unless anyone takes issue with it, the next release will be freely downloadable :) 0 Share this post Link to post
joepallai Posted April 5, 2013 works for me; it's better to get feedback early 0 Share this post Link to post
Flamen0d Posted April 5, 2013 Wait! I want to fix my item placement first. idk where ammo/health should be exactly. 0 Share this post Link to post
Yuki Senmatsu Posted April 5, 2013 This will be the last room on this map. https://www.dropbox.com/s/rnz9xy21tzf156o/Screenshot_Doom_20130404_231621.png 0 Share this post Link to post
durian Posted April 5, 2013 Doomkid92 said:Does anyone have any issues with the next beta being public? I want to get some thourough testing done, and one_Two has suggested this. Unless anyone takes issue with it, the next release will be freely downloadable :) No problem with me, although when is that penciled in for? - I'm not able to move very quickly, what with work commitments etc. Would it still be useful to have feedback on the maps in the last beta, or have things already moved on too much? I'll be able to take a proper look at it this weekend if so. 0 Share this post Link to post
schwerpunk Posted April 5, 2013 Omegalore said:This will be the last room on this map. https://www.dropbox.com/s/rnz9xy21tzf156o/Screenshot_Doom_20130404_231621.png Looks good Omegalore, but two critiques (pic): (A) I would replace the ceiling flat just above where the LITE3 'pillars' join up with the TLITE6_5 flat with CEIL6_1, that way you don't cut off the little red ceiling lites. CEIL6_1 blends perfectly with TLITE6_5, which is a real godsend. (B) Secondly, the vertically repeating GRAYBIG texture on the side is a bit jarring. There are a few ways you could break this up more organically. Anyway, I souped up two examples of how I might 'fix' these, but take it or leave it. It's your map, after all. :) Staggered the repeating wall texture, and changed some ceiling flats: Example Screenshot #1 Shortened the pillars, if you prefer the look of TLITE6_5 over CEIL6_1: Example Screenshot #2 0 Share this post Link to post
joe-ilya Posted April 5, 2013 I have a good idea for a map , can I join in? 0 Share this post Link to post
durian Posted April 5, 2013 Have been able to take some time on this this evening. More updating FZ-DM1 - I'm trying to give each area a distinctive look which distinguishes it from the others. It's quite satisfying fixing up something I made such a long time ago. Before. After. Before. After. I have something fun in mind for the BFG ;) 0 Share this post Link to post
Yuki Senmatsu Posted April 6, 2013 schwerpunk said:Looks good Omegalore, but two critiques (pic): (A) I would replace the ceiling flat just above where the LITE3 'pillars' join up with the TLITE6_5 flat with CEIL6_1, that way you don't cut off the little red ceiling lites. CEIL6_1 blends perfectly with TLITE6_5, which is a real godsend. (B) Secondly, the vertically repeating GRAYBIG texture on the side is a bit jarring. There are a few ways you could break this up more organically. Anyway, I souped up two examples of how I might 'fix' these, but take it or leave it. It's your map, after all. :) Staggered the repeating wall texture, and changed some ceiling flats: Example Screenshot #1 Shortened the pillars, if you prefer the look of TLITE6_5 over CEIL6_1: Example Screenshot #2 Took your advice. https://www.dropbox.com/s/f5oh4s7rmlyf0nl/Screenshot_Doom_20130405_193330.png 0 Share this post Link to post