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printz
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hardcore_gamer said:
Those screens look really nice but many of us can't create anything visually up to par with the insane detail in some of those screens.
Yeah, unlike the pics above, my map looks rather austere, detail-unhappy, like those mid-Inferno maps in Doom 1. I like that space sky, because it makes the map feel sad.

http://img177.imageshack.us/img177/8167/etrn19mp7.png
http://img245.imageshack.us/img245/4203/etrn17pi8.png

Old Post 12-27-07 11:03 #
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dutch devil
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Nice shots guys nice to see that everyone sticks to their own style of mapping, as for my map I've made more progress screens will follow later.

@DD (the other one :p) I think you should use your "Reborn" map as well maybe someone else can improve it.

Old Post 12-27-07 15:39 #
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Tango
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This looks really nice. Death-Destiny: your other screenshots from the hell map looked great, surely you can get something out of it :P
Your new map looks absolutely awesome as well though, and the interpic looks great.

Looks pretty cool as well, printz. :)

Old Post 12-27-07 17:28 #
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Death-Destiny
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dutch devil said:
@DD (the other one :p) I think you should use your "Reborn" map as well maybe someone else can improve it.


Well, I guess if you all have faith in "Reborn", I can have faith in it too, so I'll go ahead and keep at it. Perhaps I'm just being too critical of my work =P... I like the idea of a collaboration, so if I can't improve it much, someone else is welcome to modify it as they choose.

For now, I've got a neat idea for a few more graphics lumps that I'll start on soon.

On a side note, I like seeing all of these screenshots from different authors. The fact that each level has its own unique style is what makes wads like this so much fun. =)

Old Post 12-27-07 19:18 #
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hardcore_gamer
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Ok, my level is done. Its called "square of destruction"

It only has 96 monsters and takes about 6-7 min to play through. I was aiming for short but fun kind of gameplay. Should i just send the wad to you then or wait for the rest to finish?

Last edited by hardcore_gamer on 12-28-07 at 02:36

Old Post 12-27-07 23:13 #
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dutch devil
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Map10: Spawning Evil
11687 sidedefs
6683 linedefs
5792 vertices
606 sectors
537 things

Screen screen screen screen screen screen screen

Old Post 12-28-07 02:27 #
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Mivalekan
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It bugs me when a mapper's big selling point is the number of things, linedefs, and sectors. :/

Old Post 12-28-07 03:47 #
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hardcore_gamer
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Mivalekan said:
It bugs me when a mapper's big selling point is the number of things, linedefs, and sectors. :/


I was thinking the same thing but decided not to post my thoughts like you did.

I just don't think that having 5 billion linedefs means you have a good map. It just means that map is very detailed and probably very big as well but says nothing about the gameplay itself. Not that i am saying that detailed maps can't fun or anything.

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Old Post 12-28-07 04:34 #
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Tango
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Mivalekan said:
It bugs me when a mapper's big selling point is the number of things, linedefs, and sectors. :/


I don't see a whole lot of point in posting them, but I'm pretty sure people like Dutch Devil don't care too much about that, as everything he releases is quality :P

Old Post 12-28-07 04:55 #
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dutch devil
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Mivalekan said:
It bugs me when a mapper's big selling point is the number of things, linedefs, and sectors. :/

Well showing that info isn't my big selling point but its nice to know and I do what I like so hahahaha whatever.

Old Post 12-28-07 14:39 #
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The Lag
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it actually never even occurred to me that posting that info could be seen as a selling-point.
i always just scan right over it.
some people take things way too seriously.

i haven't worked on my map since the last time i posted here, but it was 95% finished then and so is still 95% finished. it should be done soon.
name: Aste-Roid Rage...jk. i don't have a name for it yet.

Old Post 12-29-07 01:08 #
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printz
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Give whatever name you feel, like something run-of-the-mill as "The Dark Place"

Old Post 12-29-07 21:46 #
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BoldEnglishman
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Blistering furnace of HATE :P

Old Post 12-29-07 23:13 #
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Death-Destiny
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Mivalekan said:
It bugs me when a mapper's big selling point is the number of things, linedefs, and sectors. :/


I just post this information for compatibility reasons. While I recently upgraded my computer, there were large levels every now and then that my old one couldn't run, so it's good to know this kind of thing. It can also give the audience subtle hints about how long the level could take, the level of detail, the composition of the map, etc. I agree that it's irrelavent to the quality of the level.

Old Post 12-30-07 20:35 #
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Death-Destiny
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BoldEnglishman said:
Blistering furnace of HATE :P

By the way, someone's got to use this name at some point. =P

I just got a neat idea for another map, I'll take slot 12.
That leaves slots 13 and 15 for anyone who still wants to map more.

Here's our status, by the way:
<"Dark Resolution">
Map01 - Operation Zero : by Death-Destiny
Map02 - <Untitled> : by KingofFlames
Map03 - <Untitled> : by Printz
Map04 - <Untitled> : by Bloodskull
Map05 - <Untitled> : by Stewboy
Map06 - Santa's Workshop : by Butts
Map07 - <Untitled> : by The Lag
Map08 - <Untitled> : by Craigs
Map09 - Square of Destruction: by Hardcore_Gamer
Map10 - Spawning Evil : by Dutch Devil
Map11 - <Untitled> : by Janitor
Map12 - <Untitled> : by Death-Destiny
Map13 - <Unclaimed>
Map14 - <Untitled> : by Fisk
Map15 - <Unclaimed>
Map16 - Lich : by Death-Destiny

Last edited by Death-Destiny on 01-01-08 at 02:45

Old Post 12-30-07 20:40 #
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hardcore_gamer
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I was talking to a person that playtested my level and he recommended that it would be put in a slot with a lower number do to the fact my level is not very hard to beat. Come to think of it why don't just play trough all of the levels when they are done and then assign them slots based on how hard they are. That way the tougher levels will be played at the end and the easy ones at the beginning.

Old Post 12-30-07 22:36 #
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esselfortium
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Butts said:
it seems things are really slowing down here... not just this thread but the whole wads and mods forum. well, im probably like 40% done now. sorry for triple posting... i just hope im not the only one working on it.

oh, and here is an almost finished bridge...
http://img172.imageshack.us/my.php?...doom0012ce8.png



How long did it take you to build that bridge? It looks incredible.

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Old Post 12-31-07 02:42 #
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Butts
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heh, thanks. not too long surprisingly, about an hour i think. i just randomly came up with some pattern then just copy pasted it, and it turned out rather swell, so i kept it. i then decided to stick those girders under the bridge part because it looked bridge-ish and made it look more 3d.

Old Post 12-31-07 03:00 #
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Craigs
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I'll take map08. I need something to keep me busy for the rest of the holiday break anyway. :\

Old Post 12-31-07 04:25 #
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dutch devil
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hardcore_gamer said:
I was talking to a person that playtested my level and he recommended that it would be put in a slot with a lower number do to the fact my level is not very hard to beat. Come to think of it why don't just play trough all of the levels when they are done and then assign them slots based on how hard they are. That way the tougher levels will be played at the end and the easy ones at the beginning.

Who cares really just make sure every map is possible to beat from pistol start my map will be nice and annoyingly hard.

Old Post 12-31-07 15:55 #
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Death-Destiny
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dutch devil said:

Who cares really just make sure every map is possible to beat from pistol start my map will be nice and annoyingly hard.


I agree. The maps don't need to be ordered based on difficulty or length. Oftentimes, when I play tough levels (like DD appears to believe his map to be =P), I like having a shorter, easier level afterwards that doesn't take as much concentration to win. This way, it's not like you get to point X in the WAD where things start to get tough and you have trouble progressing from that point forward.

Old Post 12-31-07 16:54 #
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Death-Destiny
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Here's the TITLEPIC graphic that I told everyone I was making.
Do we like it, or is it back to the drawing board?
[Outdated]

Last edited by Death-Destiny on 04-14-08 at 21:32

Old Post 12-31-07 16:56 #
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printz
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I was thinking of putting the viles in front...

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Old Post 12-31-07 17:15 #
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hardcore_gamer
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I think the titlepic looks great good job:)

Old Post 12-31-07 17:51 #
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Butts
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as long as the titlepic isnt the standard doom2 one, then its fine with me. by the way death destiny, nice looking levels. and i agree with the whole difficulty thing, who cares if the hardest map is first or last as long as its beatable from a pistol start.

oh and my level name is santas workshop. because i cant think of anything else and there should always be some stupid name in a community project.

Old Post 12-31-07 21:50 #
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Craigs
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It bugs me when a mapper's big selling point is the number of things, linedefs, and sectors. :/


I don't really care much about detail, so long as the map doesn't look like something straight out of 1994.


As for my map, I'm using one of my countless abandoned maps as a base. I never got past the second room before, but now it's really starting to look better.

EDIT:

I've got some screenshots of what I've got done so far. I still have quite a ways to go as far as detailing goes. Right now I'm just adding detail whenever I can't think of any new areas to add.

http://img182.imageshack.us/img182/4467/doom0014wj1.png
http://img201.imageshack.us/img201/9973/doom0004dm7.png
http://img292.imageshack.us/img292/5623/doom0005hc9.png
http://img168.imageshack.us/img168/5789/doom0006vz8.png
http://img181.imageshack.us/img181/3584/doom0007vv8.png
http://img201.imageshack.us/img201/6576/doom0008xe0.png
http://img296.imageshack.us/img296/2595/doom0009jq7.png
http://img181.imageshack.us/img181/779/doom0010uh8.png
http://img175.imageshack.us/img175/2679/doom0011mq5.png
http://img166.imageshack.us/img166/8281/doom0012cf9.png
http://img247.imageshack.us/img247/1899/doom0013wk2.png

Last edited by Craigs on 01-01-08 at 02:09

Old Post 01-01-08 00:55 #
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Butts
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looking pretty good craigs, pretty good. nice and clean. good theme too, i enjoyed vrack. although, those brown* walls dont seem to fit the theme i think, id rather put some gray* or something there. well i havent seen the entire map yet but nice job.


although its trivial, here are my map stats so far, at 50%:
6271 vertices, 8410 linedefs, 15824 sidedefs, 769 sectors, 68 things.

things will rocket up drastically once i get my monsters put in, there are only like 25 in right now just as tests.

Last edited by Butts on 01-01-08 at 04:19

Old Post 01-01-08 04:12 #
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printz
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Butts said:
although its trivial, here are my map stats so far
I guess this stat showing method could be of use if the data were compared to a big Doom level's, such as One's E1M7, Two's MAP15 or TNT's MAP20.

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Old Post 01-01-08 12:32 #
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dutch devil
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Progress is at 90% gotta do an few more rooms it has 5 secrets and +/- 200 monsters, I hope its fun for coop and dm as well maybe even good enough for the demo lads.I hope I can complete it this weekend I still need to playtest it further though haven't really playtested all the new areas I've added.Anyway I quite like how its turning out it gets my seal of approval as far as looks go :p okay some screens.
http://img296.imageshack.us/img296/3363/doom0000ml6.th.png
http://img296.imageshack.us/img296/672/doom0001tw1.th.png

Old Post 01-01-08 19:04 #
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Butts
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looks nice as always, dutch devil.


im planning on having 400+ monsters in my level. is that alright?

Old Post 01-01-08 19:45 #
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