beanenator Posted July 20, 2006 I have a map that i like you to playtest. http://hanger.doomwadstation.com/TD.zip 0 Share this post Link to post
Siggi Posted July 20, 2006 One has to wonder how those stealth monsters managed to get to 1994... 0 Share this post Link to post
Th0r Posted July 20, 2006 beanenator said:Comments how to make it better Far too many to post on 0 Share this post Link to post
Carnage Posted July 20, 2006 Doors need jambs.. Sectors need to be closed Some things are outside sectors... textures need to be aligned well yeah theres a lot of stuff, too much to post.. Please tell me this is your first map. Then tell me what program you built it with. 0 Share this post Link to post
beanenator Posted July 21, 2006 This is my first release i havent fixed everything yet 0 Share this post Link to post
Checkmate Posted July 21, 2006 Psycho Siggi said:One has to wonder how those stealth monsters managed to get to 1994... :D Beanenator - If this isn't a slige level here are a few suggestions: Vary your light levels Vary your floor and ceiling heights Grind down your corners / bump out some walls Add more non-wall details (like that blue thing towards the beginning) I liked your cross on the ceiling. More things like that would dress up the level a lot. Good luck! 0 Share this post Link to post
beanenator Posted July 21, 2006 yeah i don't know what other things i should add 0 Share this post Link to post
Dutch Doomer Posted July 21, 2006 -Remove all stealth monsters cause to put it simple they suck -More light variation -More detail -Lower unpeg your doortracks -Some flats look better if they are aligned to the 64X64 grid. -Texture aligning is needed and imo more teture variation you seem to overuse the stargr1 startan and it makes it look all the same. -Fix unclosed sectors -An nice outside area with an nice hard monster trap yummy :) -Ledges, slimepits, computer panels, lifts, stairs, chrushers, ceiling lights, windows that look over that nice outside area giving the player an nice view. -Recessed switches lights panels pipes, slimepits with overhanging pipes where nukage waste is flowing out from. -Maybe fix the weird shapes some of the rooms have. I think ill fiddle around with your map for an while see what I can make of this. 0 Share this post Link to post
beanenator Posted July 21, 2006 This map could have been better when i started it i was a new at mapping i have got a whole lot better. Can't wait to see your fiddleing. 0 Share this post Link to post
Dutch Doomer Posted July 21, 2006 Most newbie maps look quite similar to yours you will get better evetually. You know how to make doors allready continue onto the next thing, lets see what I can make of your starting room :) 0 Share this post Link to post
beanenator Posted July 21, 2006 :) ok i would like to see your take on the map. what did you guys think of the gameplay 0 Share this post Link to post
Dutch Doomer Posted July 21, 2006 Gameplay was boring and easy there wasn't any challenge in it for me. Your starting room after a couple of minutes mapping, adding detail improves your map alot. 0 Share this post Link to post
beanenator Posted July 21, 2006 wow that look's alot better. email that to me. at beanenator@gmail.com This will help me out alot learning how to detail 0 Share this post Link to post
Dutch Doomer Posted July 22, 2006 Well yes its just the same starting room though I have changed the shape just a little bit. Ill email the map to you in a sec. 0 Share this post Link to post
Carnage Posted July 22, 2006 dutch devil said:Well yes its just the same starting room though I have changed the shape just a little bit. Ill email the map to you in a sec. He LIES!!! -jk beanenator, what map utility are you using? 0 Share this post Link to post
Dutch Doomer Posted July 22, 2006 Nope its just detail that ive added you can see the original map in the background. 0 Share this post Link to post
beanenator Posted July 24, 2006 Doom bulider really easy to use and Deepsea 0 Share this post Link to post
Carnage Posted July 24, 2006 Ok, I thought you might be using doomcad or deu... 0 Share this post Link to post
beanenator Posted July 24, 2006 i have got new screenies up http://hanger.doomwadstation.com/DOOM0004.png http://hanger.doomwadstation.com/DOOM0005.png http://hanger.doomwadstation.com/DOOM0006.png http://hanger.doomwadstation.com/DOOM0007.png http://hanger.doomwadstation.com/DOOM0009.png http://hanger.doomwadstation.com/DOOM0010.png http://hanger.doomwadstation.com/DOOM0011.png 0 Share this post Link to post
Siggi Posted July 24, 2006 Well, there's an improvement. But you're still in 1994 ;) Unless I'm mistaken, there are still some mapping errors. The floor areas in this screenshot on the left side seem broken to me. 0 Share this post Link to post
beanenator Posted July 24, 2006 why you mean still in 94, still not over the invisble monsters 0 Share this post Link to post
scwiba Posted July 24, 2006 You've made a huge improvement, but you have a long way to go. Psycho Siggi is right about your map being stuck in '94. I think right now the major issues are texture-wise. There is no evidence any effort to align textures and the transitions from wall to floor and in some sections, one wall to another wall need serious work. The first screenshot looks decent, save for the sectors in the left half that don't look to be closed. On the far right, I also see STARG1 being cut off suddenly on a sharp angle, which is unpleasant. On your third screenshot, you cut off the STARG1 again, this time going into the floor. This problem with cutting off textures in bad places is obvious in most of the screens. The archways are a nice attempt at detail, but in their current state are quite ugly. Your final shot also bothers me. Right in front of the shotgun, going around the corner is a sharp transition between TEKGREN and STARG1 that needs desperately to be fixed. You could make them both the same texture and align them to fit together, or use a texture like SUPPORT2 to divide them.(this is done a lot in Episode 1 of Doom if you want examples) 0 Share this post Link to post
Dutch Doomer Posted July 25, 2006 Looks like an improvement Beanenator keep working on it :) 0 Share this post Link to post
Carnage Posted July 25, 2006 Here is an example of the unclosed sectors in your map. You need to fix this. http://img53.imageshack.us/img53/610/unclosedja0.png 0 Share this post Link to post
beanenator Posted July 25, 2006 how could i without redrawing everything 0 Share this post Link to post
Ichor Posted July 25, 2006 Select the sectors you want to join and press Ctrl+J. Unclosed sectors occur (in Doom Builder anyway) when you delete a line splitting sectors. Some editors like DCK automatically merge the sectors, but Doom Builder doesn't. 0 Share this post Link to post