Tristan Posted August 6, 2014 So, as the infamous words "fuck mapping" draw ever closer, I scrap what existed of the WAD entirely and started from scratch. For this MAP01, I'm trying to do what I believe is the general procedure for mapping, which is do basically the entire layout in the form of basic shapes, then do the visual stuff later. I dunno, it doesn't look very promising to me. We'll see what piece of shit arises from this soon I guess... 0 Share this post Link to post
Ribbiks Posted August 6, 2014 much angst and self-loathing you got there. you are actually having fun, right? 0 Share this post Link to post
Tristan Posted August 6, 2014 heh, well maybe that's the issue. It is very irritating though when you can visualise something so clearly, then when you come to translate it onto a map editor, you end up with a thing that A) Looks nothing like what you visualised, and B) Is shit regardless :P 0 Share this post Link to post
massacrebosco Posted August 6, 2014 I'm quite interested in making neon-lights actor. :P I used the face of "The Adventures of Square" to test the neon-lights effect. Just a simple demonstration. The effect look so good. Aren't they ? :3 0 Share this post Link to post
Ed Posted August 6, 2014 Eris Falling said:For this MAP01, I'm trying to do what I believe is the general procedure for mapping, which is do basically the entire layout in the form of basic shapes, then do the visual stuff later. I've never been able to complete a map using that method. I can't figure out how I want the next room to look without the prior one looking close to the finished product. 0 Share this post Link to post
Memfis Posted August 7, 2014 Something I don't like seeing in maps: monsters standing behind solid bars. Much harder to shoot through them than through middle textures that don't block anything. 0 Share this post Link to post
massacrebosco Posted August 7, 2014 Finally, I used these for the neon-lights effect. They seem better. :3 0 Share this post Link to post
mrthejoshmon Posted August 7, 2014 massacrebosco said:Neon lightsThat actually looks nice, I would love to see them in a futuristic demon infested city :) 0 Share this post Link to post
Platinum Shell Posted August 8, 2014 Memfis said:Something I don't like seeing in maps: monsters standing behind solid bars. Much harder to shoot through them than through middle textures that don't block anything. I'm guessing because the chaingunner fucked you up? :P Well, judging from the HUD anyway. 0 Share this post Link to post
Fellowzdoomer Posted August 8, 2014 Memfis isn't *ahem* Too Young to Die like us =D Don't worry. They place an Archie like that too. xD xD xD 0 Share this post Link to post
The_MártonJános Posted August 8, 2014 Eris Falling said:So, as the infamous words "fuck mapping" draw ever closer, I scrap what existed of the WAD entirely and started from scratch. For this MAP01, I'm trying to do what I believe is the general procedure for mapping, which is do basically the entire layout in the form of basic shapes, then do the visual stuff later. http://i.imgur.com/U60LbBLl.png I dunno, it doesn't look very promising to me. We'll see what piece of shit arises from this soon I guess... You aren't the only one who thinks it's the general procedure for mapping. When one makes sketches and redoes them like 4 or 9 years later, it often happens to be one's "trump card" version for getting a map done. 0 Share this post Link to post
yakfak Posted August 8, 2014 lol I love solid bars in maps! whole-room ambushes just have a little more integrity when the snipers have a little cover something inexplicable I'm messing with 0 Share this post Link to post
Ribbiks Posted August 8, 2014 more neon and you could make moonside.wad 0 Share this post Link to post
Fellowzdoomer Posted August 8, 2014 @Yakfak: Doomguy: "I've got time to kill.." 0 Share this post Link to post
Devalaous Posted August 8, 2014 Oh wow, I remember Sin City. So Ed is the guy that made that..Doom Dude said:Yeah Ragnor, 12.+ freaking years. lol. I was a total n00b armed with DoomCad5.1 when I made the first one. Thankfully CodeImp came up with Doom Builder. I ripped out a lot of the barriers in that particular map so it needed a name change and ended up as Icebound Station. Here is an editor view of the difference between the two versions of Barriers / Icebound. Holy balls, my eyes just exploded at that difference. This is definitely a wad to look out for. 0 Share this post Link to post
joe-ilya Posted August 8, 2014 Cell said:Protip: try to get the midi version of dat track somehow. If not, ask a MIDI-musician artist to redo so. I think the site is down or something, does it work for you?: http://en.midimelody.ru/ Here's the 8th map of the project : 0 Share this post Link to post
Guest Unregistered account Posted August 8, 2014 SpaceDM9's S9DM3 uses a lot of neon lights. I don't think they're quite as well made as yours, massacrebosco - and they don't use OpenGL lights. 0 Share this post Link to post
Walter confetti Posted August 8, 2014 joe-ilya said:I think the site is down or something, does it work for you?: http://en.midimelody.ru/ Oh crap, actually i've found that site and i've downloaded a shitload of helloween midis since the last few days... but now looks dead 0 Share this post Link to post
The_MártonJános Posted August 8, 2014 joe-ilya said:I think the site is down or something, does it work for you?: http://en.midimelody.ru/ That jerk. Actually it still isn't the site that gave me two "empty" MIDIs of Break Machine's Street Dance (though they did have a size, so I guess they only shat rendering around). But I guess it's not the good place to discuss stuff like this and I'm not like I seriously need them anymore. 0 Share this post Link to post
massacrebosco Posted August 8, 2014 mrthejoshmon said:That actually looks nice, I would love to see them in a futuristic demon infested city :) Thanks :) Maybe I will put them into my deathmatch wad. Joe667 said:SpaceDM9's S9DM3 uses a lot of neon lights. I don't think they're quite as well made as yours, massacrebosco - and they don't use OpenGL lights. Haha, Thank you. :D But SpaceDM9's S9DM3 have a very nice design. 0 Share this post Link to post
purist Posted August 9, 2014 Visions of Hell #7 - the Wastes Taken in PRBoom+, not sure I like the screenshot format this defaults in. Click for full sized images. Following the beta phase of Episode 1, I've started again on Episode 2: Wilderness. 0 Share this post Link to post
joe-ilya Posted August 9, 2014 @purist Neat! I adore the openess of those shots. 0 Share this post Link to post
Obsidian Posted August 9, 2014 Not quite getting the idea behind the spine textures in mid-air. 0 Share this post Link to post
joe-ilya Posted August 9, 2014 Obsidian said:Not quite getting the idea behind the spine textures in mid-air. Flappy flesh flags. 0 Share this post Link to post
purist Posted August 9, 2014 Close, they're supposed to be flappy flesh sails. Could maybe do with a second lower set maybe. 0 Share this post Link to post
TwinBeast Posted August 9, 2014 Here's some other visions of hell... Spiders in trouble... every shot she fires, more imps drop in. Eventually the imps overrun the spiders. And sometimes the visions stare right back at you! Oh, wait... that's not an eye! 0 Share this post Link to post
joe-ilya Posted August 9, 2014 The 11th map of my unfinished and unofficial map pack. This was supposed to be the logo for the "100 lines" project, but it was already released so I just made it a map instead. Notice how I use a diffferent sky now and how the map is made out of a 100 lines. 0 Share this post Link to post
mouldy Posted August 10, 2014 Jimi said:Oh, wait... that's not an eye! haha nice shot. Have some evil scenery 0 Share this post Link to post
Ledillman Posted August 10, 2014 Hmmm oh yeah mouldy, that image is pretty cool! 0 Share this post Link to post